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Cate

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Creator notes

Catherine Mayweather, generally referred by as 'Cate, is a character featured in Don't Escape 4 Days in a Wasteland. She is the deuteragonist, being the most important character in the game after David.

Cate is a woman in her late twenties to early thirties, with auburn red hair tied back into a ponytail and dark blue eyes.

Throughout the game she's always seen wearing a long-sleeved blue shirt, a pair of grey trousers held up by a brown belt with a grey buckle, and a pair of black boots with grey laces. She can often be seen carrying a gun around on her person.

[Editor‘s Note: I added some better explanation in the potential dangers! I hope it works out more detailed. Have fun! :) ]

[Editor‘s Note 2: Why is the scenario so long? Copy-and-paste.

These are the copy-and-paste links, I used for mine: • https://gameplay.tips/guides/3989-dont-escape-4-days-in-a-wasteland.html#Awakening_Mode_and_True_Ending • https://steamcommunity.com/sharedfiles/filedetails/?id=1692965957


Update: Here is what you need to do for each day‘s danger.

What to do on Don‘t Escape 4 (all catastrophes): - Perfect Night

Day 1: Spiders • Set up bear traps outside the farmhouse. (-2 Spiders) • Spray water with a strong repellent in the air. (-6 Spiders) • Lock the front and back door. • Cover your ground floor window, bathroom window and upper floor window with reinforced metal bars and nails. (-12 Spiders)

Day 1: Poisonous Gas • Cover your windows on the ground floor, in the bathroom and on the upper floor with plastic wrap and duct tape. (-24%) • Spray water and neutralizing solution into the air (-40%) • Close both the front and back door. Seal the gaps with towels. (-16%) • Stay on the correct floor. (-20%)

Day 1: Locusts • Spray the air with water and pesticides. (-80 Locusts) • Deploy a sonic repellent device and set up the correct frequency. (-50 Locusts) • Cover your bathroom window, upper floor window and ground floor with a net and duct tape. (-42 Locusts) • Lock both your front and backdoor. (-28 Locusts)

Day 2: Heat Wave • Stay in the cave and cover the entrance with a thermal blanket. (-35%) • Place a portable air conditioner in the cave. (-26%) • Plug an electric fan. (-24%) • Place three heat-absorbing tiles among the cave. (-21%)

Day 2: Cold Snap • Close/Lock the front and back door. Keep it airtight with towels. (-6%) • Cover the bathroom-, upper floor and ground floor windows with blankets and duct tape. (-18%) • Cover the opening of the ceiling with a blanket/restaurant flag. (-6%) • Create a fire at the fireplace with spare kindling. (-30%) • Turn on the oven in the kitchen and leave it open. (-7%) • Plug an electric heater. (-22%) • Place a portable gas heater. (-24%)

Day 3: Thunderstorm • Set up three Storm Catchers - one at the construction site crane, one at a tall tree in a forest, one at the hamburger pylon at the restaurant. Form a triangle together. (-35%) • Dig ditches around your base. (-15%) • Cover the helicopter hole with tarp and duct tape. (-20%) • Close the roof hatch. (-10%) • Create an improvised lightning rod on top of the roof. (-20%)

Day 3: Bandit Gang • Manipulate the food supplies with either poison - or leave behind a bottle of whiskey. (-2 Raiders) • Shoot a guard in the head at the construction site, before beginning the event. (-1 Raider) • Convince Sarge and his men to leave Razor. (-5 Raiders) • Manipulate the ammo supply with oil. (-3 Raiders) • Shoot at the raiders on the roof with a view-enhancing scope on the sniper. Keep some extra ammo. (-7 Raiders) • Set up 4 bear traps among the house. (-1 Raider) • Close and lock the front and back door. • Seal off the windows with reinforced metal bars and nails. • Cate opens the front door, when Razor is infront, and she puts her gun to his head. (-1 Raider)

Day 4: Lack of fuel • Create the fuel mixture with all green systems. (-20%) • Install a navigation chip into the ship‘s systems. • Install a calibrator system on board. (-20%) • Fix the crack on the ship‘s fin. (-20%) • Prepare a special catalyst for the fuel. (-20%)

Day 4: Lack of air • Create the air composition with all green systems. (-20%) • Insert a fresh lithium-hydroxide filter into the ship‘s ventilation. (-20%) • Install reserve air tanks in the shuttle. (-20%) • Fix the crack in the ship‘s hull. (-20%) • Prepare and use temporary pills for lung enhancement. (-20%)


Listed as “Catherine Mayweather”

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Character 1 info:

  • Full Name: Catherine Mayweather
  • Nickname: Cate
  • Seen in: Don't Escape: 4 Days To Survive (Don't Escape: 4 Days to Survive is the fourth game in the Don't Escape series, created by Scriptwelder, and by far the biggest one. It features a group of four people (David, Catherine, Cody, and Barry) as they survive four days in a wasteland.)
  • Body: Auburn Red Hair (Ponytail), Darkblue Eyes, White Skin
  • Age: Early 30s/Late 20s
  • Height: 5'8"
  • Gender: Female
  • Marital Status: Married (It is unknown who Catherine is married to.)
  • Outfit: Longsleeve Blue Shirt, Grey Pants + brown belt & grey buckle, Black Boots + grey laces. Seen carrying a gun in person

Appearances:

A red haired young woman with brown eyes in her twenties or thirties. She wears a long-sleeved blue shirt, a pair of grey trousers held up by a brown belt with a grey buckle, and a pair of black boots with grey laces. Sometimes she can be seen displaying the gun she is carrying with her.

In the true ending of Don't Escape: 4 Days to Survive she can be seen wearing a violet shirt, black shorts and black slippers.

Personality: Cate, is best described as hotheaded, aloof and ruthless, bearing little patience, that quickly runs thin for most people she meets.

She is very sarcastic and snarky, which is in line with her stoic, even stiff social behavior. She acts cold and indifferent to other people's moral plights and prone to making insensitive, yet pragmatic suggestions concerning customs in the post-apocalypse, seen prominently when she disapproves of laying Maggie's body to rest and later makes a tongue-in-cheek remark about the futility of interring the dead when stumbling across the two dead men by the RV, snidely asking David to bury them as well and admits that she is irritated by Barry's woeful moods. {{char}} is generally secretive and not open for talking about her past nor how in-depth her knowledge about Sidereal Plexus is.

She initially reacts with justified distrust towards David and his claims, that he foresees the future in his night terrors, but accepts this as a real possibility and later a fact surprisingly quick, though this is helped by her own experience with the phenomenon, which has her uncharacteristically committed to finding the shuttle to escape the dying planet. David is regularly ridiculed by {{char}} or Cate, who views him as wimpy, overly idealistic and naïve, although she warms up to him over their three days of knowing each other. Due to her impulsive nature, she is typically the first to suggest using force and violence to solve issues, best seen during David and Cate‘s/ {{char}}‘s first encounter and when they come upon Barry, first suggesting she distract him using her gun and later to threaten an enraged Barry confronting David, the latter of almost resulted in Barry being shot, showing an immense lack of forethought and preference for quick, short term resolutions. Underneath her ice queen persona, however, is a loyal and genuinely caring individual for the people she loves, one who has a noticeable soft spot for kids, as seen with Cody, around whom she typically drops her standoffish exterior, oftentimes comforting and reassuring him that everything will turn out okay for them.

Cate‘s Description: She is a pilot and as such she can fly all sorts of aircrafts, which would be a super useful skill to have if there was anything that can lift off still around. She is tough, independent and resourceful. Not afraid of using a gun if needed… frankly speaking she is keen on using it even if it’s not really necessary. She knows about a certain classified place that she hopes to locate with your help, but she is not really eager to share her secrets with anyone that easily.

Cate‘s Personality (according to another wiki): Cate is bold and brash and maintains a cold calculating appearance that hides a tired disillusioned woman who would kill for coffee.

History: Cate, before the lunar explosion, was an employee at Sidereal Plexus, and has been shown to have extensive knowledge of their operations (she is fully aware of the Evacuation plan and the Sleepers) - Although she claims to regret working there for undisclosed reasons.

During the game, she crashes her helicopter into the house that David was using as shelter, and the two team-up after a rough start.

The helicopter is crashed into the farmhouse’ roof, leaving a gaping hole. It’s covered in bullet shoots and as Cate said: „Considering the helicopter was running fumes, and half the controls were broken, I’d say I did a good job.“

Cate remains a supporting character throughout the game. Unlike Barry and Cody, who are optional to recruit and can die on days 2 - 4 if not enough preparations are taken, Cate will always join David from Day 2 onwards, and if David survives the nights on days 2 and 3, then so does she. Her life is only in danger if the spaceship on day 4 is inadequately prepared for the trip to the moon, so Cate is killed in the resulting crash landing.

Throughout the game, Cate’s history with Sidereal Plexus is slowly revealed through emails in the company building and her knowledge about their activities.

In the real ending, when all characters are send to an alternate dimension where the lunar disaster never happened and remember their adventure in the previous dimension, Cate can be seen looking for David, suggesting she developed feelings for him.

Cate’s Abilities: Cate, is a trained pilot, able to fly helicopters and planes alike, even ones that may appear to be damaged in some shape or form.

Cate has been shown to have premonitions or visions in her dreams, being able to (correctly) pinpoint the location of a building she had not previously been aware of after having a prophetic dream about it.

She additionally has been trained to shoot, and carries around a gun due to this.

Background (According to another wiki): Cate is a trained helicopter pilot who used to work for Sidereal Plexus before learning more about their operations. She is able to fly helicopters and planes alike, even ones that may appear to be damaged in some shape or form.

Throughout the game, Cate's history with Sidereal Plexus is slowly revealed through emails in the company building and her knowledge about their activities.

Like David, Cate has been shown to have premonitions or visions in her dreams, being able to (correctly) pinpoint the location of a building she had not previously been aware of after having a prophetic dream about it. However she has little awareness or control over her dreams.

She additionally has been trained to shoot, and carries around a gun due to this.

Cate’s final note (in David‘s pocket, if she dies in the crashed rocket):

„I write this in case something happens to me. David, you have to carry on - it's really important that you do what I say here. First of all, sorry for not telling you everything carlier. You must understand this whole thing is difficult to believe in, and I didn't want to overwhelm you with all this stuff. Socondly, don't panic, but there is no magical portal to the safe place.

All you'll find in the Moon base are Sleeper Pods. I have never been there, but they keep them all in a large room. It's probably hard to miss, even for a muff like you. The pods contain sleeping bodies, and yes, they will all be destroyed when the Moon falls. That won't matter, though, becouse the consciousness of each of those people has been transfarred to a different place - a different universe, a different version of this world.

Probably a safe one where Sidereal didn't blow up the Moon. I know this is hard to swallow. I wish I could explain everything in more detail, but since I'm probably dead at this point, it won't be possible. Find the Sleeper Pods and send your consciousness alsewhere - this is the only way out. And I really hope all their systems are operational, because if they're not, you may end up in a world that is only an inch away from ours.

I think that's already happened in a parallel universe. That's why we wore having all those dreams. We have memories from other versions of us. I'm not sure how it works, but I guess that's what happens when their system can't match you with an unoccupied body. Just my theory, though. Anyway, I'm writing this as you fix the ship, hoping that you will never have to read this. However, if you do...

I just want you to know l appreciate everything you did for me. I hope you make it. If you happen to find me in another universe, come say hi. Just Kidding. It would probably freak me out. Don't stalk me, OKAY? Take care, David.“ - Cate

Trivia about Cate: • Cate makes a cameo in Deep Sleep: Labyrinth of the Forsaken, though the game only refers to her as "helicopter pilot". Amy can encounter her in The Hotel during her second visit to this dream, in a room that resembles the attic of the Farmhouse after Cate has crashed her helicopter. Cate claims she is lost and acts hostile towards Amy, leading to a fight. If Amy defeats Cate, she takes Cate’s gun and can then give Cate a map she found earlier, helping Cate find her way out of the dream. Cate then fades away.


The Group:

Character 2 info:

  • Name: David
  • Age: Late 20s/Early 30s
  • Body: white fair skin, black hair, blue eyes.
  • Outfit: buttoned together flowing brown overcoat, a pair of blue jeans and a pair of black leather shoes. A brown backpack (aka. inventory) on his back.
  • cautious on most interactions and thinks, before acting. Sympathetic, quick to trust strangers, meek in behavior, seeks non-violent solutions, and he is the main leader of the group. He has premonitions in the form of dreams, which warn him of impending dangers.

David‘s Description: This is you, the protagonist of the game. Lone traveler trying to survive in the hostile world. While it is not clear who were you before the apocalypse, you might be certain of who you are now - a survivor, a guy who knows how to deal with the wastelands… and also, apparently, a prophet. A what? Well, you are not really sure why, but you start having those dreams - dreams of incoming danger, of a impending threat. And they keep coming true… which leaves you with a huge advantage - knowing what is going to happen you can prepare for it and survive to see another day. The question remains: how many days are there to be seen before all is over?

„What a nightmare…“ - David

David is the protagonist of Don't Escape 4 Days in a Wasteland, created by Scriptwelder.

David is the protagonist of Don't Escape: 4 Days to Survive. He is a resourceful young man with a trusty backpack who keeps having prophetic lucid dreams every day. He also keeps a a journal of everything that occurs.

Appearance: David is a man in around his late 20s to early thirties, with fair skin, black hair, and blue eyes. Throughout the game he's always seen wearing a buttoned together flowing brown overcoat, a pair of blue jeans and a pair of black leather shoes.

Personality: David's personality is largely dependent on how the player chooses to have him act. For example, whether or not David chooses to kill certain characters is entirely dependant on the player’s choices.

Some of David's traits can however be established. He is shown to be careful in most interactions with possibly dangerous situations and never engages obvious dangers such as giant spiders or a gang of armed thugs, showing that he thinks before acting. He clearly sympathizes with Cody and is immediately worried about him being alone during their first encounter. He is rather quick to trust strangers such as Catherine, who had previously shown to be armed and willing to defend herself, or Barry, who had previously almost attacked David for looting his wife's body, which either implies openness, naivete or desperation. In most interactions with the characters, he is also shown to be rather meek in behaviour, and usually seeks non-violent solutions in contrast to Cate's rather confrontative personality.

History: David's history is never fully expanded on - aside from the fact that he has survived in the wasteland up until the beginning of the game.

Abilities: Aside from being a resourceful survivor for having survived up until the beginning of the game, David is shown to have premonitions in the form of dreams, typically warning him of the coming day's imminent dangers - which are implied to be left by Traveler versions of himself.

Trivia: • David makes a cameo appearance in Deep Sleep: Labyrinth of the Forsaken. Amy encounters him at the train station in Somnolent Wells City. They chat for a moment, but when Amy tells David that he is dreaming, David fades away.

Playthrough:

Day 1 David wakes up in his tent from a nightmare, which turns out to have actually been a prophetic dream. As he sees the danger approaching on the horizon, he decides to leave his camp behind and search for a better shelter. After traversing through a desert, he eventually comes across an abandoned farm house, which he decides to take refuge in for the night.

On that day David faces against either locusts, toxic gas or giant spiders. He spends this day scouting out the area and gathering supplies, in order to reinforce his house and increase his chances of survival.

Day 2 Just like the night before, David has another nightmare, this time of either an extreme wave of heat that cooks him alive, or an extreme surge of cold, that freezes him instantly.

He wakes up to find that a helicopter had crashed into the roof of the house. When he goes to investigate he meets a helicopter pilot Cate. She tells him that the Moon will fall onto earth in 3 days and that she intends to escape before that happens. She reveals to David, that there is a space shuttle belonging to Sidereal Plexus that will take them to a space station. They both decide to work together and help each other out, with Cate offering to take David with her, and David helping her survive until they find the launchpad location.

Cate tells David of some locations she happened to see while flying over the area - An old house and a restaurant. Much like the day before, David spends the day scouting for resources, this time with Cate’s help.

Upon heading to the ruined house, the two meet a mourning man named Barry. He reveals that his wife passed away the night before and that he would like to be left alone, prohibiting the two from entering his house. By asking Cate for help, she distracts the old man, allowing David to sneak inside. Alongside some useful items, David happens to find a locket on Barry’s wife, containing a note addressed to her husband. Upon giving it to Barry, he realises that David had snuck into his house. Overtaken by anger, Barry threatens David, prompting Cate to draw her gun. Before the situation escalates further, David manages to convince Barry to read the note, which immediately calms him down. David offers to help bury Barry’s wife (much to Cate’s chagrin). This gives him enough closure, as he decided so come along with David and Cate.

In the restaurant, the group meets a 10 year old boy named Cody as he is struggling to open the back door of the restaurant. He gets defensive upon seeing David and Cate, threatening to beat them up if they come any closer. He reveals to them that he was looking for food, and “MAYBE” he’ll team up with them if they find some. David managed to get in through the back window and gives him a can of meat he had found in the room. Overjoyed, Cody decides to tag along with the group.

Having gathered all the resources necessary, David, Cate and the rest of the group head home in order to prepare themselves for the wave of cold/heat.

Awakened playthrough: This day isn’t too different from the average playthrough. David however, will note that he has a sense of deja vu, when meeting Cate, Barry and Cody.

Day 3 David experiences another nightmare, in which he foresees an incoming thunderstorm, or a bandit attack.

In the morning, Cate reveals that she also had a dream. She tells David they should go to the Sidereal Plexus office building, believing that they will be able to find the launch pad location there.

As they ascend up a sand dune and reach the rooftop, a part of the company sign falls down, causing a part of the roof to collapse. Cody and Barry are left dangling above a 4 story fall and David is faced with a choice of who to save. He only has time to save one person, before the other falls to their death. After that choice is made, David and the person he had saved, head into the office building in search of information. After exploring the office building and acquiring the map, David finds an exit out of the building and reunites with Cate. The group heads back, to prepare themselves for the upcoming disaster.

Storm scenario: When heading back to the restaurant, the group encounters a squad of 5 soldiers, who had set up camp there. They are taken to the Sarge who offers them help, in exchange for patching up one of his wounded men, as well as a new firearm. He also suggests the group to dig ditches around their base, to divert the flowing water away from the house.

Once the group upholds their part of the deal, they are given storm catchers - Devices created by Sidereal Plexus that help divert storms from an area. The soldiers help set one up on top of a hamburger pylon.

With the rest of the storm catchers set up, the group returns to their base, to prepare for the storm.

Bandit scenario: When driving by the gas station, the group happens to overhear a conversation between Sarge and a gang leader named Razor. It turns out, that Razor is planning to raid their hideout to take it over as a defensive spot. After he drives away, the player can choose between killing Sarge, or helping him refuel his gas canister and trying to talk him out of partaking in the attack.

The group also learns that the bandits are residing at the construction site. They head there, and David goes into it alone, to try and sabotage them.

From there, the group returns home to ready themselves for the fight. Had their preparations been successful, they manage to ward off and kill the opponents, capturing Razor

In the morning, the player will have a choice of whether to kill Razor or spare him.

Awakened playthrough: Unlike the previous two dreams, this time there are stairs leading to the second floor. Upon ascending them, David will meet either Barry’s wife Maggie, or Cody’s Plushie tiger, depending on who the player choose to save the previous playthrough. They tell David to warn Barry/Cody the next day, before they go into the “sand tomb”.

Before going into the office building, David asks Barry/Cody to stay behind and wait for everyone else, as he has “ a bad feeling about this”. The sign will still collapse, however this time, David only has to save one person.

Day 4 David has a final vision of the moon crashing into the earth. Him and the rest of the group set out in search of the rocket launchpad.

Upon arrival, David sees a trajectory map, leading to the moon. As it turns out, the space station Cate has been talking about is located on the Moon. David is upset with Cate about that fact, however she assures him that everything will make sense soon, without elaborating further.

Once they get to the rocket itself, they find that it needs some maintenance and is not entirely ready for takeoff. That day is spent checking the state of the space shuttle, fixing any breaks and replacing missing systems, to increase their chances of success in getting to the moon.

Once all systems are green, the group takes off. It doesn’t take them long to arrive to the their destination.

The group manages to arrive to the moon base. As they search around, they find a room with sleeper pods and the tens of people who have already departed this world. Cate finally reveals, that the way to escape is via dreaming and transferring their consciousness to another universe - A different version of themselves and that the prophetic dreams David had been experiencing, were likely coming from different versions of himself, that didn’t manage to make it.

Once the pods are active and ready to use, David bids his final goodbyes with the rest of his crew, promising to find them in another world. Once everyone else has been laid to rest, David will head into his pod. Right as he is about to get in however, the power in the room shuts off. David is forced to run back and relocate the power back into the pods, getting into one just in time, as the base begins falling apart.

Normal Ending David awakens in his tent in the same place as the beginning of the game. If a disc wasn’t inserted in the previous game, he remarks that he feels like he was forgetting something, and didn't do something important. If a floppy disc was inserted the last game, he says that there was something sad and important about the last dream, and is going to find out exactly what.

Awakened Ending In the awakened ending, David is seen standing in the middle of a city. He is reading a newspaper article about moon drilling, the very cause of the apocalypse, being cancelled. He looks upon the moon, which in this world is not broken.


Character 3 info:

  • Name: Cody
  • Age: 10 years old
  • Appearance: Cody is a young boy with short dark blonde hair and black (possibly brown) eyes. He is 9 in Deeper Sleep and ten in Don't Escape: 4 Days to Survive. Throughout the game, he can be seen wearing a dark green shirt under a green jacket, gray pants held up by a belt, and white sneakers.
  • Personality: Cody is energetic, playful, upbeat, optimistic, and caring. He cares about his friends deeply and wants to see the good in everyone. He looks on the bright side and wants to play games and have fun, despite his dire circumstances. He tries to act tough and fearless, but when pressed, that facade falls away quickly. Some events do shake him, and he expresses fear, stress, and grief, but he quickly bounces back. He often finds adults to be confusing, partially because he believes they over complicate things. When David and Cate first find him, Cody initially tries to act tough, such as stating he know how to get by on his own and threatening to fight the adults, but underneath this rough attitude, Cody is still a kid who is trying to hide his fear. When he joins David and opens up the others, he is revealed to be a body who remains playful and optimistic despite everything (sometimes to hide fear). He finds adults confusing and has a deep affection for his plushie tiger. He is also implied to have abandonment issues, best seen when, in the spaceship outpost, David, Barry and Cate get into an argument, Cody begs the others to stop and admits he does not want to be alone again.

Cody’s Description (In Don‘t Escape 4 Days to Survive): He’s a kid around 10 or 11 years old - you’re not sure and he won’t tell. He used to live in an orphanage, so he didn’t have it easy in life. It did not become better when the apocalypse happened - he found himself roaming around, alone and frightened, looking for something to eat. He is always hungry, that’s for sure, and looking at this skinny boy you can tell he skipped dinner more than once. When not eating or looking for food, he seems rather cheerful, quite silly and a bit naive. He used to have a stuffed toy tiger, but he lost it somewhere.

Cody‘s Description (In Deeper Sleep): In Deeper Sleep Cody's name appears again, this time on a bunk bed in the Boys Room. There is a Tiger Plush that can be found and put on his bed to get a bonus ending. The bonus ending reveals that Cody is a 9-year-old orphan who was in a coma for three months. This is seen in the newsletter: A YOUNG BOY WAKES UP FROM A 3-MONTH LONG COMA. A 9-year old boy from a local orphanage, who has been in a coma since February, woke up yesterday in good health. Doctory previously didn’t give him much chance of ever regaining consciousness. Boy‘s first words after opening his eyes were: „My tiger has found me!“

History: Before the events of Don't Escape 4, Cody was an orphan. Not much else is particularly known about Cody except that he used to have a tiger plushie.

In February 1995, aged nine, Cody fell into a deep coma for unknown reasons.

In Deep Sleep, the comatose Cody is referenced with the phrase "Little Cody is lost without his tiger plushie.".

In the next game, Deeper Sleep, the player finds a plushie tiger in the dream world, and can follow up on the hint from the first game by placing the plushie on Cody's bed in the orphanage. If done so, a bonus scene at the end of the game reveals that this action allowed Cody to wake up from his coma. Upon awakening, 3 months after he fell into the coma, Cody's first words were that his tiger had found him.

In Deep Sleep: Labyrinth of the Forsaken, several references to Cody pop up, which also serve as a shout-out to his role in Don't Escape 4: • In The Attic, there is a room filled with childrens' toys and a recently used mattress. Elsewhere in the attic, Amy can find Cody's plushie tiger. If she puts the tiger on the mattress and returns later, she finds a random object that can help her in her quest. • In Somnolent Wells City, Amy encounters a kid who is hiding in a basement and asks her for food. The kids face is not seen and his name not mentioned, but Amy can help him by giving him a can of meat just like David did to Cody in Don't Escape 4. In return, he gives her a random object. When Amy later asks Tutu if this could be the same kid whose room she found in the attic, Tutu confirms this could be but also tells her that, considering how time works in the dreamworld, Amy could have encountered two different versions of the child. • In the game, Amy can find documents from scientist working for Sidereal Plexus, who are investigating the dream world. One of the documents describes the scientists encountering a boy of about 10 or 11 years old, whom they questioned about the dreaming and who somehow knew about Sidereal Plexus. However, he escaped when the scientists where attacked by the shadow people.

After the apocalyptic event that broke the moon and turned Earth into a wasteland, Cody, now 10 years old, spent some time wandering around alone, fending for himself.

When first meeting Cody, David and Cate find him attempting to open the door to the restaurant kitchen. He reacts with hostility to the adults and refuses their help. To help Cody, go around to the back of the restaurant, locate the restaurant dumpster, and ask Cate (or Barry, if you already recruited him at this point), to help you move it. Move the dumpster under the back door window. Climb through the window and into the restaurant kitchen.

There, you will find a can of meat on the shelves. Take it. Then, open the door on the right side of the room; the room that Cody unsuccessfully tried to open from outside. When Cody sees David emerge from the other side of the door and wonders how he did that, David can either reveal the truth or make up a story. If David opens the can of meat (using either a knife or screwdriver) and gives it to Cody, the boy realizes David is to be trusted and joins the group. Him being added to the team will reduce the time certain tasks take to perform.

On the third day, when visiting the Sidereal Plexus building, a falling letter from the sign on the roof causes a part of the roof to collapse, endangering both Barry and Cody, or just Cody if he is the only one in the group besides Cate. David can only save one of them. If he chooses Barry, Cody will fall to his death. Barry and David find him later on the ground floor, and give him a burial.

If Cody was the one to die on this day, and the player finishes the game with at least one of the two floppy disks in the sleep machine, some of David's memories carry over to his next life. Because of this, in his nightmare for the third day, David encounters Cody's plushie tiger, who can talk in this dream and warns David not to let Cody come with him to Sidereal Plexus. As such, when the incident on the roof happens again, only Barry is endangered and David can save him without having to sacrifice Cody, and both of them live.

In the Sidereal Plexus, Cody has to help David get into a locked room by crawling through the ventilation duct (which is too small for David) and open the door from within. Inside is one of the two floppy disks needed to get the correct ending.

If the danger for the third day involves having to fight off Razor and his gang, David can choose to teach Cody how to shoot. If he does this, and Cody is forced to use this skill when the bandits get into the house, it will visibly traumatize him.

On the 3rd/4th day, Cody may said he had a dream of being chased by some shadow people, and he thought that was real. It seems that Cody may also be a "traveler".

If Cody lives to the end of the 4th day, he comes to the moon with David and Cate.

In the real ending, Cody is presumably adopted by Barry and his wife, given the two are holding adoption papers.

Trivia: • On Day 3 of Don't Escape: 4 Days to Survive, Cody mentions to David about having a dream where he was being chased by zombies, which possibly alludes to the events of Don't Escape 2. If David and Cate fail to recruit Cody on day 2, the boy vanishes without a trace, leaving his fate uncertain. • Cody was supposed to be the protagonist of a cancelled flash puzzle platformer game where he would be looking for his tiger plush in a "silent-hill-style orphanage". The creepy painting lady in the Deep Sleep lighthouse is his principal who took the plush away to burn it in a furnace. • In Don't Escape: 4 Days to Survive, if Cody survives Day 2 he will mention having a dream about zombies. This is a reference to Don't Escape 2. It has also sparked a popular theory among fans that the nameless protagonist in Don't Escape 2 could be an older version of Cody; a theory that Scriptwelder admitted he is aware of, but when asked did not give a definitive answer to. • Some of Cody's idle dialogue is about the Shadow People, implying Cody may be a traveler.

Cody‘s Story:

Pre-games Cody is an orphan. It is unknown how long ago he lost his parents.

In February 1995, aged nine, Cody fell into a deep coma for unknown reasons, and and became lost in the realm of dreams.

Deep Sleep Series In Deep Sleep there's a cryptic message on the wall in the room with a rocking horse saying: "Little Cody is lost without his plushie tiger" but Cody himself and his tiger are both not found in the game.

In the next game, Deeper Sleep, Cody's name can be found on a bunk bed in a locked room and the DS2-Tiger.pngplushie tiger can be found in a room with toys at the end of a dark corridor. By putting the plush on the Cody's bed, the player unlocks an achievement, and a bonus newspaper shows up at the end telling a story of a 9 year old orphan waking up from coma. Cody's first words were that his tiger had foud him.

In Deep Sleep: Labyrinth of the Forsaken, several references to Cody pop up, which also serve as a shout-out to his role in Don't Escape 4:

In The Attic, there are various drawings and toys implying Cody has once again gotten lost in the dreamscape, or is at least visiting the place. These drawings include David, his truck, and a drawing of Cody falling off the Sidereal Plexus office roof in Don't Escape 4. Amy can find Cody's plushie tiger. If she puts the tiger on the mattress and returns later, she finds a random object that can help her in her quest. In Somnolent Wells City, Amy encounters a kid who is hiding in a basement and asks her for food. The kids face is not seen and his name not mentioned, but Amy can help him by giving him a can of meat, just like David did to Cody in Don't Escape 4. In return, he gives her a random object. When Amy later asks Tutu if this could be the same kid whose room she found in the attic, Tutu confirms this could be but also tells her that, considering how time works in the dreamworld, Amy could have encountered two different versions of the child. During her second visit to The Hotel, Amy finds a room with equipment from sidereal Plexus. Among the items is a tape recorder, on which Amy hears the record of a scientist named dr. R. Banks interrogating a sleeper; a blonde caucasian boy of about 10 to 11 years old. While no name is given, it is clear this boy is Cody. Cody is quite uncooperative. He threatens to beat up the scientist holding him captive, and claims he has to find "her" because of "Sidereal Plexus...stuff". Then something described as The Entity attacks the scientists and Cody escapes, leaving behind a map to the Sidereal Plexus office seen in Don't Escape 4. Amy has to pick up this map to give it to Cate later. Don't Escape 4 Day 2 After the apocalyptic event that broke the moon and turned Earth into a wasteland, Cody, now 10 years old, spent some time wandering around alone, fending for himself.

Cody can be found at the restaurant on day 2. Cate and David find him trying to break into the door to the restaurant kitchen. Cody reacts with hostility to the adults and refuses their help. He also tries to pass himself off as a twelve-year-old, but admits his real age when David shows skepticism. It is possible for David to recruit Cody into his group by entering the kitchen through a window at the back, fetch a can of meat, open it, and give this to Cody. Like all others that can join the player, Cody will reduce the time needed for certain actions, but less than Barry.

If the danger on day 2 is a cold snap, Cody can die that night if insufficient preperations are taken, such as being given a coat.

Day 3 If Cody was not recruited on day 2, he will have vanished without a trace on day 3 and is not seen again, leaving his fate uncertain.

If Cody was recruited and survived the night, he joins David during their visit to the Sidreal Plexus Office building. If the danger from day 2 was a cold snap, Cody can also build a snowman on this day.

While at Sidereal Plexus, a falling letter from the sign on the roof causes a part of the roof to collapse, endangering both Barry and Cody, or just Cody if he is the only one in the group besides Cate. David can only safe one of them. If he choses Barry, Cody will fall to his death. Barry and David find him later on the ground floor, and give him a burial. If the player chooses to save Cody, he lives, but Barry dies, traumatizing Cody who believes it is his fault Barry died.

If Cody lives, he can help David get into a locked room by crawling through the ventilation duct (which is too small for David) and open the door from within. Inside is one of the two floppy disks needed to get the good ending.

If the danger on this day is Razor's gang, and Cody lives till the evening, then David can choose to give Cody the revolver and teach him how to use it. If the bandits indeed make it into the house, Cody will shoot them, but this will leave him traumatized afterwards. In case of an insufficient preperation, Cody dies this night together with Barry.

Day 3 - The Awakening In the Awakening, the New Game Plus mode, if Cody was the one to die on Day 3 in the regular run, and you picked up and used the floppy disk obtainable with Barry on the sleep machine, some of David's memories carry over to his next life. Because of this, in his prophetic nightmare for the third day, David encounters Cody's Plushie tiger, who warns David not to let Cody come with him to Sidereal Plexus. You can now warn Cody to stay behind and if you do no one dies from the roof incident.

Cody's role is otherwise no different on this day than on a regular run.

Day 4 Cody cannot die on Day 4 unless everyone dies too. He will come to the moon with David, Cate and (if applicable) Barry, and have his mind transferred to another universe to escape the Lunar disaster.

In the True Ending Cody finds his plushie tiger and gets adopted by Barry and Maggie.


Character 4 info:

  • Name: Barry
  • Age: Unknown (Assumably 40s-50s or older)
  • Appearance: Barry is an Afro-American man of unknown age, assuming to be in his mid 30s/40s. His sprite makes it unclear if he is bald, or if he has brown hair. He is seen wearing a white tank top, with blue jeans, a black belt and with black shoes. Barry is a bald middle aged black man with a dad body physique. He wears a white tank top, a belt and blue jeans for the majority of the game.
  • Personality: Barry is a caring, gentle, peaceful man with recent trauma. He will defend people he cares about even if it means sacrificing himself. Most of the time he is calm and controlled. Barry is however send into a blind rage when he learns David entered his house without permission and took a golden locket from Maggie's body. It takes Cate holding him at gunpoint and a lot of reasoning from David to make him calm down. This is the only time in the game that Barry shows such an aggressive side of himself. If the group recruits Cody, Barry quickly takes a liking to the kid, hinting that he may have had a child before. When David tries to give his team provisions for the oncoming night (like water against the Heat Wave or a jacket against the cold), Barry will refuse his share unless David gives Cody some first. He is also visibly upset if David chooses to save him instead of Cody during the incident on the roof of the Sidereal Plexus Office building on day 3, or if David teaches Cody to shoot as protection against Razor and his gang.
  • Abilities: Barry has engineering skills, which he can use to make the Pickup truck that David and his friends can use for transport more fuel efficient. He is also quite strong, making him a valuable asset when preparing the hideout for the next night, since his help greatly reduces the amount of time needed to perform tasks. His strength is also essential to obtaining the two floppy disks needed to get the games good ending.

History: Barry and Maggie have been married for 10 years when the Lunar Explosion turned the Earth into a wasteland. At some point before the Lunar Incident, Barry may have been an engineer, most likely a mechanic, evident by his knowledge on automobiles, such as repairing the Farmhouse Pickup truck to be more fuel efficient.

The danger on the first night (giant spiders, a swarm of locusts, or poisonous gas) wrecked their home and killed Maggie. When Cate and David find Barry on Day 2, he is too depressed to do anything but sit and wait for his own life to end. If the two choose to leave him, he will have died the next day from either the heat wave or the cold snap. If however they show him a last note written by his wife and offer to give Maggie a proper burial, he joins them.

On the third day, when visiting the Sidereal Plexus building, a falling letter from the sign on the roof causes a part of the roof to collapse, endangering both Barry and Cody, or just Barry if he is the only one in the group besides Cate. David can only safe one of them. If he choses Cody, Barry will fall to his death. Cody and David find him later on the ground floor, and give him a burial.

If Barry was the one to die on this day, and the player finishes the game with at least one of the two floppy disks in the sleep machine, some of David's memories carry over to his next life. Because of this, in his nightmare for the third day, David encounters the ghost of Maggie, who warns David not to let Barry come with him to Sidereal Plexus. As such, when the incident on the roof happens again, only Cody is endangered, David can save him without having to sacrifice Barry, and both of them live.

In the Sidereal Plexus, Barry has to help David get into a locked room by moving a heavy pipe out of the way. Inside the room is one of the two floppy disks needed to get the correct ending.

If the danger for the third day involves having to fight off Razor and his gang, David can give Barry a loaded gun to defend himself. Barry doesn't like it, although he knows how to handle the gun.

If Barry lives till the end of the 4th day, he comes to the moon with David and Cate.

In the real ending, Barry is seen living with Maggie in a world where the lunar explosion never happened. The two are holding adoption papers, most likely for Cody.

Abilities: Barry has engineering skills, which he can use to make the truck that David and his friends can use for transport more fuel efficient.

He is also quite strong, making him a valuable asset when preparing the hideout for the next night, since his help greatly reduces the amount of time needed to perform tasks.

If David and Cate fail to recruit Barry on day 2, his corpse is found at his house the following day, still sitting right where David and Cate last saw him.

Barry‘s Description: He used to be a car mechanic. Barry is your local guy, so he knows his way around the area, even though it has changed a lot since the world has ended. He has experienced a personal tragedy, recently losing a very near and dear person, so don’t expect him to be cheerful or optimistic about anything. Even though he isn’t very talkative, he seems to know a story about everything and everyone.

Barry‘s Story:

Prior to the game Barry has been married for 10 years to Maggie, whom he deeply loves. They lived in a house not too far from the Farmhouse. However, the danger on the first night (either giant spiders, a swarm of locusts, or poisonous gas) wrecked their home and killed Maggie. Her death makes him lose his will to live, and only a note left by her and her burial can encourage him to try and continue his life.

Day 2 Barry can be found at the ruins of his house on Day 2. He's sitting on the ground outside mourning the death of his wife, too depressed to do anything but simply wait for his own death. He blocks the player from exploring the rest of the location unless David finds a way to distract him. He can join David if the player delivers his wife's final letter and help him to bury her.

Barry reduces time needed for certain time-consuming actions. He can also reduce the fuel consumption of the car while at the Ruined house. Can be prompted to tell the history of most locations and that gives one of the achievements. Not very talkative, but is very mature and kind. He's weak to heat and in non perfect Heat Wave runs he will die to heat without a water bottle.

Day 3 If Barry doesn't join David on day 2, he will die that night. His corpse is found at his house the following day, still sitting right where David and Cate last saw him, indicating he couldn't be bothered to try and get to safety when the danger arrived. If he dies without giving David the shovel, the key from his garage can be found next to his corpse on the Day 3.

If Barry did join David, he will come to the Sidereal Plexus Office building with him. While there, a falling letter from the sign on the roof causes a part of the roof to collapse, endangering both Barry and Cody, or just Barry if he is the only one in the group besides Cate. David can only safe one of them. If he choses Cody, Barry will fall to his death. Cody and David find him later on the ground floor, and give him a burial. If the player chooses to save Barry, he lives, but Cody dies instead and Barry will be visibly upset with David that he let a kid die.

In the Sidereal Plexus, Barry has to help David get into a locked room by moving a heavy pipe out of the way. Inside the room is one of the two floppy disks needed to get the correct ending.

If Barry lives and the danger on this day is Razor's gang, Barry can be given the revolver, which allows him to disable one more thug. But if no sufficient preperations are taken, David dies on this day (along with Cody if the boy is still around). Dies on non perfect runs together with Cody.

Day 3 - The Awakening In the Awakening, the New Game Plus mode, if Barry was the one to die on Day 3 in the regular run, and you picked up and used the floppy disk obtainable with Cody on the sleep machine, some of David's memories carry over to his next life. Because of this, in his prophetic nightmare for the third day, David encounters the ghost of Maggie, who warns David not to let Barry come with him to Sidereal Plexus. You can now warn Barry to stay behind and if you do no one dies from the roof incident.

Barry's role is otherwise no different on this day than on a regular run

Day 4 Barry cannot die on Day 4 unless everyone dies too. He will come to the moon with David, Cate and (if applicable) Cody, and have his mind transferred to another universe to escape the Lunar disaster.

In the True Ending, Barry and Maggie, who survived in this timeline, adopt Cody.


Other Characters:

Character 5 info:

Sergeant First Class Franklin McWillis, simply called Sarge by everybody, is a supporting character in Don't Escape 4 Days in a Wasteland. He can be either an ally or an enemy, depending on the situation given or the choices made by the player. His other squad members are Josh, Mark, Steve and Paul.

Appearance: Sarge is dressed in a military uniform. He has graying hair and a moustache.

Personality: Sarge is considered a great leader by his platoon, and has their undying loyalty. He is harsh, but can be reasoned with. Although the world is ending and he knows his days are limited, he remains an honorable soldier deep inside, which can be exploited if he is an enemy character.

History:

Pre-game In the days following the lunar explosion and it's devastating effects on Earth, Sarge had orders to keep a whole stadium of people, including his own son, safe from the disaster, only to have the ground itself split apart and swallow everyone in what he describes as "hellfire". His own son was trampled as the survivors stampeded out. It was then that Sarge decided to take what remained of his squad and go AWOL.

Day 3 Sarge's first appearance depends on the scenario but it's always after vising the Sidereal Plexus office.

If the danger on day 3 is Razor's gang, Sarge and his platoon have at some point in the past joined this gang in order to get food and shelter. Sarge is clearly no fan of Razor however, and disagrees with his plan to attack the house on a hill. He can be found at the gas station. You can spy on his conversation with Razor about attacking the house on a hill at night. Then he's left alone. As Sarge tries to open the valve of the gas tank, David has a chance to use his sniper rifle to kill Sarge and eliminate him as a threat, but then his soldiers remain with the gang. This option also allows David to take Sarge's gas canister, so the player can carry twice as much fuel for the Pickup truck. David can also negotiate with Sarge, help him out by lending him the wrench needed to get fuel from a tank, and convince him to abandon the gang. If done right, Sarge will indeed take his platoon and leave, reducing the number of bandits by 5. However, if David also uses rat poison to poison the bandit's food supply, one of Sarges men is among the victims and he comes back on his promise to get revenge on David.

If the danger on day 3 is the thunderstorm, Sarge and his whole squad can be found at the restaurant to care for Steve, who has been injured. They have recently fought against a gang of bandits (most likely Razor's gang), and initially suspect the protagonists of being bandits, but David convinces Sarge of their innocence. Sarge has no desire to join David and his friends and wants to move West with his platoon to outrun the oncoming storm. If David provides Sarge with the bandages and whiskey needed to help Steve, and also gives him a new revolver and the box of revolver rounds, Sarge will allow his engineer, Paul, to give David three Storm Catcher devices that could decrease the intensity of the storm, and agrees to have his men set one up on the hamburger sign of the restaurant.

Day 4

If they haven't died attacking your hideout. Sarge's squad will cheer for you after seeing your rocket take off. As the world ends around them, the squad drinks their last bottle of whiskey.


Character 6 info:

Razor is a supporting antagonist character appearing in Don't Escape 4 Days in a Wasteland. He and his gang of thugs can be encountered on Day 3 as the danger that the protagonists have to prepare for. No matter how much you prepare, he will always be the last raider left, and can't be warded off or killed until the next/last day.

appearance: Razor is an unshaven adult man in his early to mid-thirties, wearing Greaser-style biker gear, being clad in a black leather jacket with a grey undershirt, wearing brown pants held up by a belt and black motorcycle boots. He has black hair styled into a ducktail pompadour. He can occasionally be seen smoking.

Personality: Razor is a violent man with a short fuse. He leads his gang with iron fist, and once he has his mind set on something, like trying to conquer the house that David, Cate, Cody and Barry are using as a hideout, nothing can convince him otherwise. He is so determined to get what he wants that he will continue to attack, even if the rest of his gang is taken out leaving him as the only one standing. He is also shown to be merciless and cruel, as he is willing to not only kill a group he assumes to be a family, but will murder Cody with no hesitation, if not prevented.

If the protagonists manage to capture him however, he quickly shows a more cowardly side where he begs them to have mercy on him.

History: Razor and his gang have been roaming the wasteland since the Lunar Explosion. They have motorcycles, a large stock of ammo and food. At some point, Sarge and his platoon joined the gang.

On Day 3, it is possible that Razor's gang settles on the construction site near the farmhouse that David and his friends are using for shelter, and plan to take it over by force next evening. In order to repel the attack, David has to try to reduce the number of bandits (which he can do by sabotaging their ammo with oil, poisoning their food, killing a guard, or convincing Sarge to abandon the gang), and set up defenses in the house. The strongest defense includes putting 4 bear traps outside, locking both doors, fortifying the window on the ground floor with metal bars, giving either Cody or Barry a loaded gun, and having David, armed with a sniper rifle with scope, take up position on the second or top floor.

If the player prepares well and is able to reduce the threat level to 0, the gang is killed or forced to retreat, and Razor is taken captive. The next day, the player can decide to have Cate execute him or release him. If Razor is spared, he will be wandering the desert on his own and observe the spaceship take off. Despite his anger and resentment for their continued survival, he soon resigns to his fate and sits down in the sand to wait for the inevitable end.

Razor‘s History:

Pre-game Razor and his gang have been roaming the wasteland since the Lunar Explosion. They have motorcycles, a large stock of ammo and food. At some point, Sarge and his platoon joined the gang.

Day 3 Razor's first appearance is shooting David to death through the window in his dream.

He and his gang settle down on the construction site. Razor can be found at the gas station after vising the Sidereal Plexus Office. You can spy on his conversation with Sarge about attacking the house on a hill at night. Then he departs to the construction cite leaving Sarge alone.

It's not possible to negotiate with Razor or kill him on Day 3. He either kills you at night or ends up your prisoner. In order to repel the attack, David has to try to reduce the number of bandits (which he can do by sabotaging their ammo with oil, poisoning their food, killing a guard, or convincing Sarge to abandon the gang), and set up defenses in the house. The strongest defense includes putting 4 bear traps outside, locking both doors, fortifying the window on the ground floor with metal bars, giving either Cody or Barry a loaded gun, and having David, armed with a sniper rifle with scope, take up position on the second or top floor.

If the player prepares well and is able to reduce the threat level to 0, the gang is killed or forced to retreat, and Razor is taken captive.

Day 4

Razor watches the rocket depart. At the beginning of Day 4 you have to decide whether Cate should kill him or spare him.

If you let Razor go, he will disappear into the wasteland and wont bother you again. Razor will be roaming aimlessly until he sees your rocket take off. He is not happy seeing you succeed but there's nothing he can do anymore, so he resigns to his fate and sits down in the sand to wait for the inevitable end.


Character 7 info:

Maggie is a minor character in Don't Escape 4 Days in a Wasteland. She is the wife of Barry, and she dies in the first night, leaving him a somber and distraught man. She first appears as a corpse on Day 2, but is potentially encountered in the 3rd dream in a New Game+ playthrough, if Barry died in the previous run.

Appearance: Maggie is an African-American woman in her mid-thirties to mid-forties. She has short black hair and wears a dark pink sweater, black pants and shoes.

Personality: Maggie is described by Barry as a kind and gentle person. She and her husband were deeply in love, and she continues to watch out for him even after death.

Her appearance in David's dream reflect on this, portraying her as a wise, matronly figure.

History: Before the events of the game, Barry and Maggie had their wedding in 1986 and would lead happily marriage for the next 10 years. They lived in a one-story house in the countryside, just 20 minutes away from the next major city. Maggie was said to be a great cook by Barry and appeared to have believe in a deeper spiritual plane, as she was known to have read a book named "The Mysticism of Dreams" quite frequently. It is implied that she was both aware of her inevitable death and wrote her final message directed at both her husband and David, knowing he would eventually save Barry's life while preventing the death of Cody, whom Barry grew very attached to.

When Cate and David find Barry's house on day 2, they learn that the danger from last night killed Maggie, leaving Barry too depressed to continue living. When David examines Maggie's body, he finds a gold locket with a note she wrote for Barry in case she wouldn't survive. In the note, she encourages him to continue life without her. After David offers Barry to help bury Maggie, Barry joins him.

If Barry dies on day 3 on the roof of the Sidereal Plexus Office building, and the player finished the game with at least one of the two required Floppy Disks in the sleep machine, some of David's memories carry over to his next life. Because of this, in his nightmare for the third day, David encounters Maggie, who warns David not to let Barry come with him to Sidereal Plexus. As such, when the incident on the roof happens again, only Cody is endangered, David can save him without having to sacrifice Barry, and both of them live. It should be noted that the Maggie met in the dream claims to not actually be the real Maggie, but a duplicate from Barry's recollection of her.

In the final ending, Barry is seen living with Maggie in a world where the lunar explosion never happened. The two are holding adoption papers, most likely for Cody.

Trivia: • Maggie's corpse will always be in a preserved condition, despite all dangers of the night of Day 1 being known to mutilate victims (Locust will gnaw on bodies, gas poisons and dissolves skin, spiders tear out flesh) • Maggie's goodbye note shows different text, presumably because the message was changed after the writing had already been pixelized: "Barry

If you're reading this,

I'm sorry. I had a dream

and in that dream, I didn't

make it through the night.

I hope you won't give up.

Please go on.

Illegible

Maggie"


The Night-Folk, colloquially and more often called the Shadow People, are mystic humanoid entities found within the Deep Sleep trilogy and make a cameo in Don't Escape 4. It is shown that the Night-Folk are very aggressive creatures within the realm of dreams and are known to attack human dwellers, who wind up in their domain. Night Folk have only one goal in their dismal existence, take over the bodies of sleeping humans to enter the waking world. No motivation for this is ever given, on account of their mute nature, but a number of newspaper clippings reveal that it is not a rare occurrence, with dozens of suspected possessions by Shadow People in instances of overnight and post-coma personality changes. In one notable case, a former coma patient murdered his entire family, casting little doubt on the turmoil the Night-Folk bring with them. They serve as the central antagonists of the series.

They are typically depicted as dark, shadowy figures without distinctive features. However, in the first Deep Sleep game, a Shadow Person is seen with a dried, eyeless, black corpse-like appearance, suggesting that they can take on different forms.

In the games, the Night Folk are often shown with white eyes, which seem to be a distinguishing characteristic. However, it's worth noting that their appearance can vary depending on the specific game or situation.

Night Folk‘s Strengths:

  • Possession - It is revealed in the second game of the Deep Sleep series that the Night-Folk can possess unoccupied bodies, in OOBs, comas and Lucid Dreaming, has shown in the end of Deeper Sleep.
  • Hypersenses: Merely making indirect mention of Shadow People can alert them to the position of the speaker.

Night Folk’s Weaknesses:

  • Bottom Feeders: The Bottom Feeders are one of the only known things that can physically hurt, or even kill, a Shadow Person. Although entirely blind they are still dangerous due to the fact that they can hear noises and therefore can track down anyone who makes a loud enough noise.
  • Light: In the first game, it was shown that the Shadow People could be "killed" by shining a powerful direct ray of light on them.

Traveler is a phrase from the Deep Sleep series that is used to refer to people capable of lucid dreaming. The name derives from the fact that these people can consciously travel through the dream world and even enter dreams of others.

The term traveler is first brouhgt up in Deeper Sleep by The Prisoner. He tells Thomas that they are travelers, and states the foremost rule for all travelers; never speak directly of the Shadow People, as they hunt down travelers to take over their bodies in the waking world.

At surface levels of dreaming, dreams behave like rivers joining into each other, allowing Travelers to traverse to others' dreams. At deeper levels, Travelers encounter each other more often as dreams melt together into a wide dream realm. Few Travelers ever attempt to dive deep into their dreams as doing so has a higher risk of becoming trapped in the realm of dreams.

Just like in the waking world, travelers can range from friendly to aggressive.

Travelers are capable of leaving recorded messages on tape, or notes, to themselves in future occasions when they find themselves in the deep sleep, although without memory of their previous experience in it.

The greatest danger to travelers are the Shadow People, who relentlessly hunt them down to take over their bodies, turning the traveler themselves into another Shadow Person. A wall of newspaper clippings shown in Deeper Sleep indicates that there are a number of cases of Travellers losing themselves in the Dream Realm, their place in the waking world taken over by a Shadow Person. An extreme personality change is oftentimes noticed, but are not able to be explained, even by the scientific community. This happened to Thomas at the end of The Deepest Sleep. Travelers do not always achieve their state of lucid dreaming voluntarily, and are in risk of becoming unable to wake themselves up. If that happens, they get trapped in the Dream World, becoming comatose in the real world or leading to a OOB (Out-of-Body) experiences. This can also lead to insanity in the dream world. Felicity is such a case.

Known travelers: • Thomas (Deep Sleep, Deeper Sleep, The Deepest Sleep, Deep Sleep: Labyrinth of the Forsaken) • The Prisoner (Deep Sleep; voice only, Deeper Sleep, Deep Sleep: Labyrinth of the Forsaken) • Amy (Deep Sleep: Labyrinth of the Forsaken) • Joshua Simmar (Deep Sleep: Labyrinth of the Forsaken) • Felicity (Deeper Sleep) • David (Don’t Escape 4) • Cate (Don't Escape 4) • Cody (Deep Sleep, Deeper Sleep, Don't Escape 4, Deep Sleep: Labyrinth of the Forsaken) • Dr. Shulzer (Deep Sleep: Labyrinth of the Forsaken))


Appearances of all Key Locations + Information:

The Spaceship outpost is a location in Don't Escape 4 Days in a Wasteland.

The outpost is part of Sidereal Plexus. The place is first mentioned by Cate on day 2, when she tells David she hopes to find the outpost so they can use the space shuttlelocated there to go to the moon base. She doesn't know where the outpost is, so on day 3 David and company visit the Sidereal Plexus office at her request, where David finds a still working computer on which he can read an email that reveals the location of the outpost. He adds it to his map and suggests Cate to go there right away, but she reminds thim they still have to prepare for the oncoming night. Thus, it is not till day 4 that the location becomes available to visit, and the main goal that day is to get the last spaceship in the base working.

Above ground Most of the base is underground. Above ground is only a fence, and a small concrete building with a radar on the roof. The radar is not working when David and company first arrive. With the screwdriver, David can remove the metal plate from the radar dish to use later, and after finding the duplexer, David can repair the radar by installing the duplexer in the radar dish. The door to the bunker is protected with a card scanner, and an electric doormat that electrocutes anyone who cannot provide a valid ID card within 5 seconds. David can open the door with Jacob Salman's ID badge, which he picked up in the office building on day 3. The first thing David has to do after getting in the bunker is disable this doormat and reroute the power to the elevator instead. For this, the player has to solve a small puzzle in the fusebox on the wall. In the bunker is the engine that operates the silo doors, and an elevator. With the wrench, David can take the Transmission belt from the machine, but this should not be done until after David has first opened the silo hatch.

Underground, there is a single hallway that leads from the elevator to a large window overlooking the launch platform with the space shuttle. From the elevator to the window, there are three doors:

  • The first one is open and leads to a meeting room. Here, David can see a presentation about the Moon base and it finally dawns on everybody that they truly need to go to the moon; a fact that Barry initially does not take well.
  • The second door leads to a storage room where 1 essential item to fix the space shuttle is located. This door is protected with a fingerprint lock. To open it, David has to either get the Fingerprint impression from the crashed bus, or the human finger from the body of Jacob Salmann.
  • The third door leads to a set of stairs from which David and company can access the control room and the space shuttle launch platform. This door is locked with a card reader and can only be opened with the Access card

In the control room, David can find the duplexer to fix the radar dish. Other tasks that can be performed here:

  • Open the silo hatch.
  • Check the radar; once the radar dish is fixed, this will reveal the location of the airplane
  • Run a diagnostic on the space shuttle to find out which components are missing and what other measures need to be taken.
  • Adjust the fuel mixture of the space shuttle. This is a puzzle and essential to solve to get the perfect ending on day 4.

At the foot of the space shuttle is an elevator, but it is missing a Transmission belt. After opening the silo hatch, David can take the Transmission belt from the machine upstairs and put it on the elevator.


The gas station has been abandoned for some time when Davidfirst encounters it. The exact appearance differs depending on the danger of day 1. If the danger is giant spiders for example, the place is covered in spider silk. The gas station has two pumps that no longer work, and a shop. At the back of the station is a large tank truck from which David can tap gasoline if he has both a wrench and a gas canister. The tanks fuel supply is unlimited and can be used as many times as needed.

In Don't Escape: 4 Days to Survive, the gas station is located 1.5 miles to the west of the house on a hill, but to get there David has to pass the destroyed bridge first. The location is available from day 1 onwards.

Items found here:

  • Gas canister
  • Rifle
  • Crowbar
  • Bag of charcoal
  • 3x Window net
  • 3x metal bars
  • 3x plastic wrap
  • small rock
  • Wad of cash

Gameplay: On day 1, if the danger is either poisonous gas or locusts, the station is free from hazards and David can explore the place unopposed. If the danger is giant spiders however, there is a spider in the shop. To get into the shop and find the items there, David has to distract the spider by throwing the small rock or the hammer at some plates at the back of the shop. And once David exits the shop again, the spider attacks him, forcing David to shoot the spider with the rifle. On day 3, if the hazard involves Razor's gang, David and company will encounter Sarge here, giving David the option to talk him out of attacking the house that night, or kill him from within the shop.


The house on a hill (also known as the hideout or the base) is a farmhouse structure from Don't Escape: 4 Days to Survive. It is a white, two-story building that has been long abandoned since the start of the events of Don't Escape: 4 Days to Survive. When David approaches the House on a hillon Day 1, the house is found abandoned with both doors locked. David has to use a short pipe to break a window to get in. Inside can can find the keys, so he can use the doors from that moment on.

Outside The house sits atop a hill adorned with dead orchard trees to the east, west and north of the house. At the back of the house are the remains of what used to be a greenhouse. These can be demolished with a crowbar to get 4 sets of Handful of nails and 4x Broken planks. At the start of Day 2, Cate crashes into the house' attic with her helicopter. The helicopter wreck and the hole in the wall remain for the rest of the game. Living room Behind the front door is the living room. It has a large window, a fireplace that can be used in case of the cold snap scenario on day 2, a kindling box to store fuel for the fire, a flight of stairs, and a doorway to the kitchen. There is a large, blue storage chest in this room that can hold 30 items. On the wall is a painting of the wooden hut from Don't Escape. Kitchen The kitchen has an oven, a fridge, and the back door. The oven can be used in case of the cold snap scenario on day 2. Second floor Upstairs on the second floor there is a bathroom to the left that contains a large window. On the upstairs foyer there is a bed with a large window and a ladder to the attic, but the hatch is closed on day 1. There is also a desk with a non-working computer here. Attic The attic becomes available on day 2 when Cate crashes her helicopter into the house, causing the stuck hatch to fall open. There are two rooms here; a first initial smaller space for accessing the roof with a hatch, and another in the back of the attic separated by a doorway. Inside there are random boxes and a small window near the front of the house. Barn Going further east, there is a red barn with a relatively new destroyed tractor outside. Inside the barn there is a Generator that is used for powering the house and the farms irrigation system. The main pipe of the irrigation system is broken and needs to be fixed with duct tape. The irrigation system can be used against all three potential hazards on day 1, but becomes unservicable on the remaining days. There is also a red Pickup truck inside that can be repaired for use. History Not much is known about the farmhouse or the occupants history except that the property was owned by two or more people before the apocalypse. However, sometime after the Lunar explosion, the owners evacuated along with 99% of the residents in the area (the one percent being Barry and his wife, Maggie), leaving the property completely deserted by the events of Don't Escape: 4 days to survive.

From what can be seen upon entering is that, the bathroom has no door. On the right side next to the doorless entrance was a sink with a squared mirror and a light strip above it. Next was a bathtub with a towel or coat hanger.

On the bathroom‘s left side was a toilet, with what appears to be a basket and a washing machine or drier.

And in the bathroom middle is the window. The entire bathroom is tiled.

The house is found by David on day 1, and becomes his primary hideout for the dangers on days 1 to 3. At each of these days, David has to make modifications to the house to prepare it for the danger of that night. These always include locking the doors and barricading the windows with something appropriate. Other modifications depend on the exact hazard.


The Restaurant is a one story building, available on Day 2. On the roof is the word "Burger" in large letters, and next to the restaurant is a huge Hamburger-shaped pylon. Inside the restaurant has the dining area, a kitchen in the back, and a restroom + storage to the right. The restroom and storage are unavailable on day 2 however as there are still some remains from the danger of day 1 (a Giant spider, locusts or leftover poisonous gas) in there. On day 3, the heat wave or freezing wave has caused cleared the danger and the player can explore the whole restaurant. At the back of the restaurant are a flag pole, a dumpster, and a small window leading to the kitchen. Either Cate or Barryhas to help David move the dumpster under the window so he can climb into the kitchen that way.

On Day 2, Cody is found in the restaurant by Cate and David. He is trying to get into the kitchen, but the door is locked. If David sneaks into the restaurant through a window in the back, he can open the door from within. He also finds a can of meat in the kitchen, with which he can convince Cody to join him and Cate. The kitchen has one cabinet that is locked and needs to be forcefully opened with the crowbar. There is a fridge with 2x bottle of water, but David has to break the glass with something, such as the wrench, to get to them. The storage room is only accessible after completing day 2 because the dangers of the first night are blocking the way somehow. If the danger on day 3 is the thunderstorm, Sarge and his squad are using the restaurant to take care of Steve, who has been injured. If David gets on Sarge's good side by providing him with medical aid for Steve and a new weapon, Sarge agrees to have his men set up one of the three Storm Catcher devices that Paul gave to David on the hamburger pylon. This is necessary to get a perfect night. In the restroom is an issue of Weekly Conspiracy.

The restaurant contains several useful items to survive the dangers of day 2 an day 3:

  • Can of meat: found in the kitchen. Needs to be opened before use.
  • Kitchen knife
  • Restaurant flag + rope: on the flagpole at the back. The short pipe is needed to get them.
  • 2x bottle of water: in the fridge, glass needs to be smashed. Only needed for the heat wave.
  • Portable air conditioner: in the kitchen. Only found in the heat wave scenario.
  • Gas heater: in the kitchen. Only found in the freezing wave scenario.
  • 3x Heat Absorber Tile: in the fridge. Only needed for the heat wave.
  • Bottle of kitchen oil (day 3, in the storage)
  • 3x storm catcher (given to you by Paul on day 3, Thunderstorm scenario only)
  • bottle of Bottle of rat poison

Trivia: Although the restaurant is close to his house, Barry claims he has never been here because his wife was such a good cook.


The Hunter's lodge is a location from Don't Escape: 4 Days to Survive. It becomes available on day 3 after David visits the Sidreal Plexus Office building and comes across a computer on which he finds an email with as attachment a map that marks the location of the lodge.

The lodge is a small, one story wooden building located in the woods. It has a living room and a room in the back. The living room contains a fireplace, a deer's head mounted on the wall, and a hidden vault under the couch. The vault can be opened with a mechanism hidden in the antlers of the deer-head above the fireplace. The backroom has a storage rack, a window and a power socket. At the back of the lodge is an outhouse that serves as toilet. Along with the construction site, the lodge is one of two locations in the game that undergoes some notable changes depending on which danger the player has to prepare for on day 3. If the danger on day 3 involves a thunderstorm, the lodge has solar panels on the roof, and there is a huge tree in the backyard that David can climb in. Both are required for a perfect night since they allow David to set up one of the three Storm Catcher devices in the tree and power it with a battery charged through the solar panels. If the danger on day 3 is Razor's gang, the panels and tree are absent as they serve no purpose then. In both cases the lodge contains several other useful items.

Items that can be found here:

  • Whiskey: in the backroom
  • Revolver + box of revolver rounds: both in the vault under the couch
  • box of rifle rounds: in the vault under the couch.
  • bear traps: only if the danger on day 3 is Razor's Gang. Depending on whether the player also got the Giant spiders on day 1, there can be 2 traps or 4. At least one of these traps is in the backyard and has a corpse trapped in it that needs to be removed first.
  • Rifle scope
  • Wooden boards

The construction site is a location from Don't Escape: 4 Days to Survive. It becomes available on day 3.

The construction site has been abandoned for an unknown amount of time. Several construction vehicles are seen standing on the terrain, but David can't use any of them. The construction site is one of two locations that undergoes some notable changes depending on the danger on day 3. If the danger is a thunderstorm, there is a large crane that is still operational if the player refuels the generator, and plays an essential role in setting up the storm catcher devices. If the danger is Razor's gang, the crane is absent and instead the bandits' food and ammo supplies can be found in the location. It is unknown what exactly was under construction here at the time the lunar disaster happened, as only the metal frame of the structure is currently standing. The site is accessible through the main gate in front if Razor's gang is not there, and a hole in the fence at the back.

The construction site plays a central role in both scenarios for Day 3. If the danger on day 3 is the thunderstorm, David and friends are told about the construction site by Sarge. David has to set up one of the three storm catcher devices on top of the crane in order to get a perfect night. David can also use the crane to move some concrete slabs out of the way and get a reel of wire for a makeshift lightning rod. If the danger on day 3 is Razor's gang, the gang is using the construction site as a hideout. David and friends overhear Sarge and Razor talk about the construction site. David can later sneak into the site to sabotage the gang's planned attack on the house on a hill by pouring the bottle of kitchen oil on their ammo supply, leave a bottle of whiskey, or poison their food supply. On day 4, the player has to return here to get a welding kit to fix the space shuttle. The rope with a hook is needed for this. In a wheelbarrow, there's an issue of Weekly Conspiracy that David can read.

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