PRISONER OF ICE WALKTHROUGH Written on 13 October, 2012 ################################################################################## This walkthrough was written by me, Dumitru Condrea (TotalAnarchy) exclusively for Abandonia.com. Nobody is allowed to host it anywhere else without my consent. If you have suggestions or questions, contact me at regnumekal@hotmail.com. Walkthrough contains spoilers. ___________________________________________________________________________________ ######################################## INDEX #################################### ___________________________________________________________________________________ 1. About the game 2. Walkthrough 2.1. HMS Victoria 2.2. Base Edwards, the Falklands 2.3. HMS Victoria 2 2.4. Base Edwards 2 2.5. Buenos Aires 2.6. Schlossadler's Base 2.7. Future Schlossadler's Base 2.8. Schlossadler's Base 2 2.9. Buenos Aires 2 2.E. Illsmouth ___________________________________________________________________________________ ################################| 1. ABOUT THE GAME |############################## ___________________________________________________________________________________ Prisoner of Ice is a point-and-click adventure inspired by H.P. Lovecraft's works, specifically those revolving around Cthulhu. It's a direct sequel to Call of Cthulhu: Shadow of the Comet, even though at first sight they seem unrelated. It was developed by Infogrames with the support of Chaosium, publisher of the Call of Cthulhu tabletop RPG, but no RPG elements were included in the game. Prisoner of Ice was released in 1995 for the DOS and Macintosh platforms. I found Prisoner of Ice to be an interesting game in terms of story, combining horror with a kind of Indiana Jones world adventure. I don't think the horror element was successful however. The dialogue is cheesy and there are only a few scary moments. On the other hand, I found the game easy to play and finish, especially since most of the puzzles are simple and the point-and-click mechanics have reached a polished stage. The game is definitely a step down from Shadow of the Comet, but still worth checking for adventure game enthusiasts. ___________________________________________________________________________________ #################################| 2. WALKTHROUGH |############################### ___________________________________________________________________________________ JANUARY 1937. Off the South Pole... The submarine H.M.S. VICTORIA has picked up two mysterious crates as well as a young Norwegian explorer: Bjorn Hamsun. Unfortunately, the commando in charge of the "POLARIS" operation was unable to save Bjorn's father, Peter... He would always remain prisoner of an ultra-secret base... ###Captain Lloyd: Operation Polaris completed. Two crates on board. Bjorn Hamsun recovered. Mental state critical. ###Lieutenant O'Leary reported missing. Returning to base. ###Edwards Base: Are the two crates still covered with ice? ###Captain Lloyd: Affirmative. ###Edwards Base: Do not expose them to heat under any circumstances! Keep an eye on Hamsun! He knows more! Do you read me? ###Captain Lloyd: Loud and clear. Over and out. Lieutenant Ryan! Given Lieutenant O'Leary's demise, you are now second in command on board the Victoria! _________________________________________________________________________________ ##############################| 2.1 HMS VICTORIA |################################# _________________________________________________________________________________ Bridge Talk to Captain Lloyd. Hold Take the fire extinguisher and put out the fire. You can't take the pistol yet. Exit to the bridge. Bridge Talk to Driscoll about everything and take the walkie-talkie from him. Go to the Captain's desk and open up the drawer. Look into the drawer. Take the code book, the key and the tape recorder. You can now use the code book to send a message via the radio, but you still need to find out what the frequency is! Maybe Stanley knows what it is? Go down to the engine room. Engine Room Take the adjustable spanner from the floor. Talk to Stanley. No use! Go back to the bridge. Bridge Go to the right, the Sleeping Quarters. Sleeping Quarters Take the hatchet to the right of the door you just entered. Talk to Wayne about Hamsun. Go to the far side of the room and take St. Christopher's medal lying on the boxes. Descend into the Torpedo Room. Torpedo Room Take the distress flare. Go back to Hamsun's bunk. Sleeping Quarters Tell Wayne to join Driscoll on the bridge. Use St. Christopher's medal to hypnotize Hamsun. Use the tape recorder to record his chant. Go to the bridge. Bridge Use the tape recorder on Ryan to dispel the monster. Talk to Driscoll about the draining. Go to the Sleeping Quarters. Sleeping Quarters Checking up on the torpedo room will reveal that the hatch is locked. Go back and then to the Engine Room. Engine Room Talk to Stanley. Activate the winch switch.Use the walkie-talkie on yourself to call Driscoll for help. Free Stanley. Talk to him and finally get the coordinates. Bridge Use the code book on the radio to send an SOS. If you don't have the code book just use the radio. No dice. Use the adjustable spanner to take the draining wheel from the broken metal door in the center. Find the electrical box and break its cover with your hatchet. ####Electrical Box Puzzle#### ||||||YES|||||||||||NO|||||||||||||||||YES||||||||| |||||||||||||||||||YES||||||||||||||||||||||||||||||||||||||| |||||||||||||||||||||||||||||||||||||||||||||||||||||YES||||| ||||||||||||||||||||||||||||||||||||||||||NO||||||||||||||||||| ||||||||||||||NO||||||||||||||||||||||||||||||||||||||||||||||| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| |||||||||||||||||||||||||||||||||||||||||||||YES||||||||||||| ||||||||||||||||||||||YES|||||||||||||||||||||||||||||||||||| ||NO||||||||||||||||||||||||||YES|||||||||||||||||||||||| |||||||||||||||||||||||||||||||||||||||||||||NO|||||||||NO| Switch only the switches shown as YES in the sketch. If you have messed with the puzzle already and have no idea which are switched and which are not, know that horizontal switches have the "sphere" switch on the left, and the vertical ones have it at the bottom, at the beginning of the puzzle. Talk to Driscoll about sending a message to the surface. Enter the submarine hold. Hold Put on the crampons. Use the key on the chest to get the flare pistol. Go to the Torpedo Room through the Bridge and the Sleeping Quarters. Torpedo Room Use the draining wheel on the hole to the far right. Open Torpedo C26. Open the launcher tube before the torpedo. Call Driscoll through the walkie-talkie. ________________________________________________________________________________ #####################| 2.2. BASE EDWARDS, THE FALKLANDS |###################### ________________________________________________________________________________ Sears' Office Finish talking with the captain. You can check the papers on his desk after he leaves, but you can't take anything. The other desk is Quincy's. Investigate the calendar. Open up the left drawer and take the torn paper. Take the ID file and the packet of cigarettes from the desk. Corridor After the guard rushes out, take the reel of film from his desk. You can skip the communications room for now. So go straight to the right. Entrance Hall Go through the exit to the right. Then again through the door to the right. Briefing Room Talk to Mc Laglen. Give him the packet of cigarettes. Now that you've won his trust, give him the film reel. After the movie, search for "a book" among the books in the middle. Open it and combine your sheet of paper with the numbers in it to get a code. Note it down. Track your way back to the first corridor and enter the communications room. Communications Room Talk to Shaw about everything and read the message that just arrived for you from Washington. Use the ID file on the kettle to take out your photo. If you go now to Sears' office you'll notice Quincy has left. Sears' Office Move the painting behind Sears' desk to reveal a safe. Use the code you found in the briefing room to unlock the safe (496523). Take both the keys and the rubber stamp. Now examine the papers on Sears' desk. Place your photo on it and apply the rubber stamp to forge yourself a pass. Entrance Hall Click the button to call up the elevator and go down. Basement Try to enter through the security door. Show the guard your pass. Go inside. Guard Room You can't enter the armoury yet. Go through the upper right door. Storage Room Take the tin from the shelf. Open up the trunk for a surprise. Exit. Enter the bottom door. Doctor's Office Ask the nurse if you can see the doctor. Enter the surgery room. Tell the doctor you have stomach problems. Show him the tin as proof. While he's out looking for medicine take the assembling manual. Exit. Guard Room The first time you exit the nursery, there will be a shift of guards. You can now enter the armoury. Knock on the top door. Show Finnlayson the assembling manual. Armoury Talk to Finnlayson about everything. Take the fire extinguisher. Take the cigarette from the desk. Throw it into the bin and hide in the dark corner between the lockers and the weapon shelves. Wait until the guards are gone, and extinguish the fire. Enter the file room. Open and search the only interactive drawer, without much luck. Exit. Sears' Office Congratulations, you've won a trip back to Victoria! _________________________________________________________________________________ #############################| 2.3. HMS VICTORIA 2 |################################ _________________________________________________________________________________ Submarine Take the cable to the right of the gun. Attach it to the metal bar nearby. You can now safely walk across to the right. Open the floor chest and investigate it. Take the two metal objects and assemble them in your inventory. Use that rod on the submarine entrance and get in. Bridge Go to the sleeping quarters. You might want to save here. Sleeping Quarters Check the wardrobe. Take the notes. Exit. Bridge To escape. Click on the button around the area where Driscoll was earlier and use the key on the lock. Get out using the ladder. _________________________________________________________________________________ #############################| 2.4. BASE EDWARDS 2 |############################## _________________________________________________________________________________ Doctor's Office After the entire ritual, exit. Take the needle from the doctor's desk. Go to Sears' office. Sears' Office Investigate the map. Use the needle on the map. Take the stone and the secret report. Now return to the monster. Doctor's Office When facing the monster use the Mnar stone on yourself. _________________________________________________________________________________ ############################| 2.5. BUENOS AIRES |################################## _________________________________________________________________________________ Library Entrance Look at the pedestal. An artifact is missing. Talk to the receptionist about everything. Curator's Office There's a strange circle behind the curator's desk. Exit. Library Entrance Go through the glazed door in the back. Library Talk to Diane about everything. Take the stick and the pile of book gathering dust near the left wall. Click on the books below the face statue until they reveal a secret passage. Go through it. Use the stick to fix the ladder. Climb it. Above the head statue there are some "empty spaces" among the books on the shelves. Right-click to investigate. Place the books in your inventory in the right order: Sophocles, Shakespeare, Goethe. Climb the stairs. Click on the books to the right. Look at the sketches, then talk to Diane about it. Click the switch around middle-left, then try to move past Diane to the far right. Libary Top Move Homer's bust to reveal a hiding box in Edgar Allen Poe's statue. Take the key inside it. Use it on the terrace and go there. Terrace Jump on the Venus statue, then on Jupiter's and investigate the disc in the hand of the front statue. _________________________________________________________________________________ ###########################| 2.6. SCHLOSSADLER'S BASE |########################## _________________________________________________________________________________ Prison Cell Take the spoon, mess tin and tumbler from the table. Scratch the wall toward's John Parker's cell using the spoon. Make sure you're not seen talking to him every time the guards check your room. Wait for Dietrich to come inside your cell. Take the stool. Take the sheet paper he gave you and clog up the wash basin. Wait for the guard to come inside and throw the stool at him, thus knocking him out. Search his body for some keys. Do not exit. Instead close the door. Pull the table in the center of the room and place the stool on it. Use the spoon to unscrew the ventilation grill. It doesn't matter which ventilation duct you pick, you'll end up in the same place. Lava Room Going to the right will reveal a giant Cthulhu head statue with two empty eye sockets. But first! Touch the stalagmite in the center of the screen. A secret room is revealed. Take the ruby and amethyst hidden within. Go to the statue and place the stones in the eye sockets. Exit through the altar. Prisoners of Ice Room Go to the right. See that you can't open up the giant steel door. Try to push the cart without success. Look in the cart and take the miner's bar. You will not be able to break the ice beneath the wheel solely with this. Go to the left. Use the bar on the center stone to unleash the lava. I suggest doing the next very fast. Heat the bar in the lava and use it on the cart wheel. Then push the cart. Exit to the right. Stop the propeller with the bar and exit. Sun Gate Room Break the grill. Use the book page on yourself. _________________________________________________________________________________ #######################| 2.7. FUTURE SCHLOSSADLER'S BASE |###################### _________________________________________________________________________________ You can check the computer terminal to the right for some information. Also a half of steel plate at the Sun Gate's base for more plot. You need to collect several parts of the gun described by Howard Parker. Take the butt near the computer terminal, the barrel in the center of the room, the nitrogen charge far to the left, and finally the battery near the scanner. Go to the scanner. Activate it by placing the battery into the slit. Press the red button. Put the three main parts onto the screen and voila you have an FND gun. Go to the left. Use the FND to destroy the lump of stone. Get the Mnar stone and the solar disk from the cupboard. Use the solar disk on yourself. _________________________________________________________________________________ ##########################| 2.8. SCHLOSSADLER'S BASE 2 |########################## _________________________________________________________________________________ Use the book page on yourself to dispel the Prisoner. _________________________________________________________________________________ ##############################| 2.9. BUENOS AIRES 2 |############################## _________________________________________________________________________________ Shoot the German agent fast using the FND. _________________________________________________________________________________ ################################| 2.E. ILLSMOUTH |################################# _________________________________________________________________________________ Hall of the Sorcerer Narackamous Click on the pull-ring to bring out a stele out of the floor. Check it out for a new puzzle. There are eight carvings depicting: Water, A Prisoner, Cthulhu, Fire, Ice, Nyarlathotep, Air and Dagon. You need to put them in the right order. Click on two symbols to switch their places. The correct order in the upper row is: Air, Water, Fire and Ice respectively. Correct order for the bottom row: Cthulhu, Dagon, Nyarlathotep and A Prisoner, respectively. A book will appear. Insert the stone into the book's hollow. Slash the two images with your awesome sword and get the book. Take the exit to the right. Flooded Cave Jump into the boat. Time for a little chat with Sears. Try to hit him to start the discussion. If you choose the wrong dialogue options, it's game over for you. You must talk to him three times. In the first set of options choose Howard Parker, then John T. Parker and finally the Great Old Ones. Once he's done reminiscing about his past, cut the rope to the chandelier and escape. Fire Chamber Hit the stone mask farthest to the right. Sand will extinguish the fire pit, so you could walk towards the exit. But first, at the bottom of the screen there's a bunch of tiles. One of the tiles (the Flagstone) will open up the exit. Walk to the right and enter the passage. Stone Circle Use the sword on yourself at the beginning and then every time after they make an incantation. When Dietrich falls on his knees, throw the Necronomicon towards the center stone. That's it! You can even choose your own ending!