- On Thin Ice AE Mysteries follows Kate Gray and Murphy through a ransomware investigation.
- Chapter 1 codes include 63849, 40827, and 9416.
- Chapter 2 focus includes the robot, elevator, shelf arrangement, and escape route.
- Chapter 3 focus is identifying the police-station traitor and monitoring the suspect.
- Chapter 4 finale combines stealth movement, rescue puzzles, and a bridge fight.
On Thin Ice AE Mysteries: Story Route and Chapter 1
On Thin Ice AE Mysteries is a four-chapter detective adventure from Haiku Games. Kate Gray and Murphy investigate a ransomware attack, a murdered informant, and a criminal operation that turns a snowbound city into a dangerous crime scene. The puzzles emphasize observation, item combination, symbol counting, sliding blocks, and environmental clues.
Chapter 1 begins at the police station before moving to Hacksaw’s frozen cabin. Search every interactive object before leaving an area. Several solutions depend on clues that appear only after an item is examined or used.
Video Highlights:
- The police-station computer code and cabin entry sequence
- The blood-stained safe and tattoo symbol count
- The phone, mailbox, triangle puzzle, and evidence drive
- The ice-block bridge and the cabin investigation route
| Chapter 1 Checkpoint | Solution or Action | Result |
|---|---|---|
| Police computer | Enter 63849 after scanning the chip reader | Unlocks the workstation |
| Cabin padlock | Arrange the metal numbers as 40827 | Opens Hacksaw’s cabin |
| Safe symbol count | Arrow 9, skull 4, heart 1, wave 6 | Code is 9416 |
| Dead phone | Charge it, then use Hacksaw’s face | Reveals messages and delivery clue |
| Mailbox | Use the phone to unlock it | Collects more triangles and a chart |
Police Station and Cabin Entry
Start by taking the chip reader from the box near Kate’s desk. Place it on the desk equipment, inspect the highlighted digits, and enter 63849 into the computer. This begins the investigation and sends Kate and Murphy toward Hacksaw’s cabin.
At the cabin, collect the snowblower wheel, nozzle, and fuel. Combine the parts with the machine, then clear the snow blocking the entrance. Pick up the metal numbers and place them on the nearby board. Arrange them to form 40827, then enter that sequence on the cabin keypad.
Inside, inspect the mattress, rug, window, cabinets, curtains, body, phone case, tattoos, and loose floorboards. The hacksaw opens the damaged floor section and exposes the safe. Do not leave before collecting the symbol strip near the body.
Safe, Evidence, and the Triangle Puzzle
Wet the curtain cloth outside, return indoors, and wipe the blood from the safe. Use the symbol strip as a counting guide:
- Arrows appear 9 times.
- Skulls appear 4 times.
- Hearts appear 1 time.
- Waves appear 6 times.
Enter 9416 to open the safe. Take the letter, triangles, and lockpick gun. Use the lockpick gun on the nearby door, then investigate the burning vehicle and the ice-block puzzle outside.
The ice stairway requires sliding numbered blocks into their matching positions. After solving it, extinguish the car fire and search the bodies for a crowbar and wrench. The crowbar opens the car door, while the wrench repairs the wheelchair and provides the small key.
Use the key on the rusty box outside. Take the screwdriver and additional triangles. Inside the cabin, use the screwdriver on the hidden compartment in the leg to retrieve the phone. Charge it, unlock it with Hacksaw’s face, and read the messages. The delivery clue points to the mailbox.
Use the phone on the mailbox, collect the remaining triangles and chart, and complete the triangle puzzle. Guide the electrical dot across the rotating triangles until it reaches the target. Finally, place the letter, chart, and photograph on the wall to reveal Hacksaw’s evidence drive.
Search the cabin twice: once before opening the safe and again after returning from the car. Several essential items become useful only after the outdoor investigation advances.
Chapter 2: Robot Defense and the Negotiator’s Office
Chapter 2 moves the investigation to a negotiator’s office. The opening challenge is a robot that must be disabled without damaging the evidence. Conversations also provide visual clues, so inspect the dialogue symbols instead of selecting answers at random.
| Chapter 2 Task | Required Clue or Item | Solution |
|---|---|---|
| Robot lock | Dialogue symbols | Shield first, hourglass center, no-talk symbol last |
| EMP device | Wire, capacitor, and power supply | Assemble and activate the EMP |
| Computer image | Corner pieces and colored layout | Rebuild the picture |
| Elevator keypad | Symbol patterns | Enter 4365 |
| Shelf arrangement | Background object display | Match each object to its shown position |
Disable the Robot
Talk to the robot and examine the highlighted dialogue symbols. The order is shield first, hourglass in the center, and the no-talk symbol last. Enter that sequence to open the case and take the wire.
Build the EMP
Wrap the wire around the required component, locate the capacitor and power supply, and combine the parts. Activate the EMP to disarm the robot and obtain the computer chips.
Restore the Computer Image
Place the computer chips into the panel. Use the corner clues to rebuild the image, beginning with the black sections and then filling the remaining colored pieces.
Open the Elevator
Inspect the panel clue and match each symbol pattern to its number. The resulting elevator code is 4365.
Escape the Office
Search the room for the hard drive, fan, duct tape, rope, key, clamp, and frame. Repair the lamp, reach the needed area, and arrange the objects on the shelves to match the background display.
After reaching the negotiator, place the hard drive on the table and continue the conversation. The negotiator’s escape causes another environmental puzzle. Repair the lamp with duct tape, use the rope to reach the required location, and collect the key from the safe.
The shelf puzzle is easier when treated as a visual matching task. The background shows the correct arrangement, including objects such as the cup, lamp, crystal star, clock, horse, document, butterfly, fan, sculpture, cactus, and coral. Place each item in the matching position rather than trying to solve the shelves by object category.
Once the shelves are correct, the elevator route opens. Swap the square tiles until Kate and Penny each have a clear path. The chapter ends after the office escape and robot sequence.
Dialogue Clues
Use highlighted symbols from the robot conversation. The order matters more than the written dialogue.
EMP Assembly
Collect the wire, capacitor, and power supply before attempting to disarm the robot.
Shelf Puzzle
Match objects to the background display. Use the visible room arrangement as the primary clue.
Do not spend time guessing the shelf positions from memory. Inspect the background carefully, because the correct display gives the arrangement needed for the escape.
Chapter 3: Finding the Police-Station Traitor
Chapter 3 returns to the police station and shifts from physical escape puzzles to evidence handling. Kate must unlock the hard drive, restore a computer, identify the traitor, and determine why the suspect is cooperating with the ransomware group.
The early color clue uses blue, red, and green frames. Match the frame patterns to the displayed objects, then enter the resulting values. The solution is 21, 10, 12.
| Chapter 3 Objective | Items or Clue | Result |
|---|---|---|
| Unlock hard drive | Blue, red, and green frame patterns | Enter 21-10-12 |
| Wake the sleeping officer | Column and water | Access the computer area |
| Assemble computer | Two graphic cards, coolant, and handle | Restores the workstation |
| Computer password | Clock, snowflake, fish, gear | Enter 5-3-9-7 |
| Identify traitor | Contact book and ringing phone | Points to Dan |
Use the column to wake the sleeping officer, then search the drawers for the computer components. Assemble the computer with the two graphic cards and coolant. A damaged photo frame hides the key needed to continue.
The password clue uses four images:
- Clock: 5
- Snowflake: 3
- Fish: 9
- Gear: 7
Enter 5397 to unlock the computer. Rearrange the colored rows so yellow is on top, white is in the middle, and green is at the bottom. The completed display reveals the contact book.
Use the contact information to locate the ringing phone. The phone belongs to Dan, making him the apparent traitor. Kate then searches the evidence room and questions him about the kidnapping of his daughter.
Chapter 3 Investigation Checklist:
- Unlock the hard drive with the blue, red, and green frame clue
- Collect the computer handle, graphic cards, and coolant
- Enter the workstation password 5397
- Rearrange the computer rows to yellow, white, and green
- Use the contact book to identify the ringing phone
After clearing the evidence room, use the bent wire to obtain the keys. Sanitize the frozen keypad and solve its counting clue. The displayed rules count body features for two people: four hands, zero extra items, two shirts, four shoes, and two mouths. Enter 40242.
Take Dan’s belongings and give the papers to Jacob. Use the bent wire to retrieve the mug, fill it with water from the cell, and wake Dan. Return his glasses so he can explain the situation. His daughter’s kidnapping becomes the key to understanding his actions.
The final Chapter 3 puzzle is a radio-monitoring device. Connect the numbered hexagons according to the available sides. Start with the six-sided connection and place pieces with the fewest possible positions first. This reduces the chance of blocking the remaining connections.
The evidence trail identifies Dan as the traitor, but the dialogue reveals coercion rather than a simple betrayal. Keep the story evidence in mind when approaching the final chapter.
Chapter 4: Rescue Route and the Final Fight
Chapter 4 is the final chapter of the mystery. Kate and Murphy locate the criminal hideout, pass through a drone-controlled gate, rescue Murphy from a trap, separate the remaining criminals, and confront Sticks on a bridge.
| Final Chapter Stage | Key Action | Solution or Advice |
|---|---|---|
| Gate keypad | Read three bullet-hole posters | Enter 991224 |
| Drone field | Follow marker timing | Move when drones rise or pass away |
| Murphy rescue | Planks, blocks, hammer | Build and nail the bridge |
| Hidden chimney door | Three rings and pattern clue | Match the V-W-X-K arrangement |
| Generator | Code from the bag clue | Enter 7427 |
| Bridge fight | Counter each attack type | Dodge, block, elbow, kick as required |
The gate keypad clue comes from three posters. Their values combine into 99, 12, and 24, producing the sequence 991224. After opening the gate, move through the drone area and collect all route markers. Watch the drone patterns before moving; rushing can force a reset.
Inside the hideout, Murphy falls through a trap. Collect the hammer, planks, and wooden blocks, then build the bridge across the gap. Place the planks in the correct sequence and secure them with the hammer.
Next, search the chimney area for three rings. One is available immediately, another can be collected with the hook, and the last is hidden near the firewood. Place all three rings into the mechanism and copy the pattern shown by the V-W-X-K clue. This opens the hidden door.
The criminal group must be separated one person at a time. Search the first room for the bag, money, chisel, and generator clue. Use the chisel on the globe to obtain the whiskey bottle, which serves as fuel. The broken bottle and other collected items help complete the generator sequence. Enter 7427 when the keypad is ready.
Use the remaining tools to disable the armed suspect and release the hostage. The chapter then reaches its bridge confrontation with Sticks.
Bridge Fight Strategy
The fight is based on counters rather than health management. Each action has a favorable and unfavorable matchup. Follow the opponent’s move and select the counter that defeats it. The successful sequence described by the puzzle logic includes dodging, blocking, elbow attacks, and a final kick.
A practical approach is:
- Dodge the opening attack when the opponent uses a move that cannot be safely blocked.
- Block the next action when the counter guide identifies a defensive response.
- Use an elbow against a punch.
- Finish with the kick when the final exchange calls for it.
Read the fight guide before selecting an action. The bridge sequence rewards correct counters, so rapid guessing is less reliable than matching each move to its listed weakness.
The ending resolves the Sticks investigation and closes Kate and Murphy’s case. After the final confrontation, the story shifts toward the relationship between the two detectives and their long-delayed date.
Codes, Items, and Frequently Asked Questions
The following table collects the most important fixed solutions in one place. Use it as a quick reference when replaying a chapter or checking a missed clue.
| Location | Code | Clue Type |
|---|---|---|
| Police computer | 63849 | Chip-reader digits |
| Cabin door | 40827 | Rearranged metal numbers |
| Cabin safe | 9416 | Tattoo symbol count |
| Negotiator elevator | 4365 | Symbol-pattern keypad |
| Chapter 3 computer | 5397 | Four-image password |
| Evidence-room keypad | 40242 | Counted body features |
| Hideout gate | 991224 | Bullet-hole posters |
| Generator | 7427 | Bag and equipment clue |
For additional chapter navigation, consult the On Thin Ice walkthrough guide for the chapter-by-chapter route and item order.
Q: What is the first computer code in On Thin Ice AE Mysteries?
The police-station computer code is 63849. Scan the chip reader and enter the five highlighted digits.
Q: How do I open the safe in Chapter 1?
Count the symbols shown on the tattoo clue: nine arrows, four skulls, one heart, and six waves. Enter 9416.
Q: What is the Chapter 3 computer password?
The password is 5397. The image clue assigns five to the clock, three to the snowflake, nine to the fish, and seven to the gear.
Q: How does the final bridge fight work?
Choose counters based on the opponent’s action. The solution uses defensive moves and attacks such as dodge, block, elbow, and kick rather than random selections.
If a puzzle does not respond, revisit every nearby object and inspect it again. On Thin Ice often reveals the next interaction only after a clue, tool, or dialogue scene has been triggered.