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PRISONER OF ICE WALKTHROUGH

Written on 13 October, 2012

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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.

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######################################## INDEX
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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

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################################| 1. ABOUT THE GAME
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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.

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#################################| 2. WALKTHROUGH
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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!

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##############################| 2.1 HMS VICTORIA
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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.

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#####################| 2.2. BASE EDWARDS, THE FALKLANDS
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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!

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#############################| 2.3. HMS VICTORIA 2
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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.

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#############################| 2.4. BASE EDWARDS 2
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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.

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############################| 2.5. BUENOS AIRES
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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.

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###########################| 2.6. SCHLOSSADLER'S BASE
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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.

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#######################| 2.7. FUTURE SCHLOSSADLER'S BASE
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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.

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##########################| 2.8. SCHLOSSADLER'S BASE 2
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Use the book page on yourself to dispel the Prisoner.

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##############################| 2.9. BUENOS AIRES 2
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Shoot the German agent fast using the FND.

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################################| 2.E. ILLSMOUTH
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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!

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