How to Beat the DEATH GAMES in PANIC

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
If a home town tradition forced you to compete in a series of increasingly deadly challenges involving your darkest fears just to earn enough money to move away, what would you do? I’m going to break down the mistakes made by the graduates, what you should do, and how to beat the Death Games in Panic. Anyone who grew up in a rural area will tell you just how hard it is to finally get away, but the folks in this town take it to a whole other level. If you’re not smart enough to earn a full ride or willing to join the military, you’re going to have to earn your ticket out the old fashioned way: by winning a savage contest of human suffering before a inebriated crowd of bloodthirsty onlookers. The dusty shithole town of Carp, Texas, isn’t exactly brimming with opportunity for young adults, and leaving town requires cash, of which these teenagers currently have none. Fortunately for them, their little town harbors an annual bout of blood sport that promises a life changing fortune for whoever makes it out on top. Its winner takes all, and this year’s stakes are especially high at $50,000. The tournament, known only as Panic, begins with a trip out to an old abandoned rock pit. For the first challenge, dubbed “The Jump,” contestants will have to leap from one of three levels into the icy depths of the flooded quarry. The higher the dive, the more points they’ll receive. The highest jumping off point even comes with immunity from a future challenge, provided they don’t splatter their brains on the jagged edge of the pool. First up to bat is local problem child, Ray. He takes a running start from the lowest level, narrowly avoiding the rocks on his way down. Up next is Natalie, who opts for the same approach, followed by the mysterious Dodge who shakes things up by diving from the second highest point. Finally, it’s Heather’s turn to take the plunge. She chooses to climb the highest point, aptly named Devil’s Drop. Despite protests from the crowd, Heather makes the jump, clearing the bone crushing boulders below and landing herself on the top of the leaderboard. Nobody ate rock on the first challenge, but there are still plenty of trials left to thin out the local gene pool. Of the characters that matter, the standings put Heather at number one with a hundred fifty points and a single-use immunity, followed by Dodge at one twenty five, and Natalie and Ray tied for third with a hundred points each. If I were desperate enough to get out of town that I was willing to risk life altering injuries or death, I would be sure to take this seriously and skip out on all the binge drinking before making the jump. The rules don’t mention anything about what we can wear, so I’d try and do the challenge with a life vest if I could. Yeah, people will for sure rip on you for it, but it beats drowning if you fracture your leg or rib cage on a rock. The outer edge of the pond is lined with jagged rocks. Besides that, there could be tree branches or broken down quarry equipment hidden below the surface, and depending on how murky or clear that water is, we might not be able to see these hazards until we’re splattered on top of them. I would make sure I was the very last person to jump; it seems like you can easily sign up at the last second. This way we can watch the others to make sure we have a clear understanding of where it’s safe to land. To maximize our chances of survival, I wouldn’t jump from anywhere that someone else hadn’t already. In Heather’s case, this would mean she could still jump from the second highest point as Dodge was able to do it without risking blowing out his shins. If we just had to get ahead of the competition and claim that immunity, it’d be nice to know we weren’t falling into certain death. On average, the highest a person can fall from into water and survive is a hundred eighty six feet. To make sure we’re falling less distance than that at Devils Drop, all we have to do is calculate the height based on how long it takes a falling object to reach the bottom. The formula for this is height equals one half the gravitational constant times fall time squared. If it takes two seconds for a rock to hit the water, we’d be looking at about a sixty five foot drop, which is well within human limitations. If it takes longer than 3 seconds, you’d probably die. Once we know how high it is, we still want to make sure we aren’t face planting into any solid objects. To do this, I’d take the road flare they supplied me with and drop it into the water to see if it illuminated any nearby objects. Most if not all modern road flares can remain lit in water for a short time, although they’ll have to remain upright for maximum effectiveness. I would throw the flare with the flame pointed up using a sort of spearfishing technique, and then try and jump as close to where it lands as I possibly could, provided it appears to be safe. If the landing spot is no good, there’s a pile of flares we could use to test other spots. The next day, Natalie and Heather plan to help each other as much as possible and then split the winnings should one of them come out on top. Natalie assembles an overview of the competition, complete with dossiers on each of their fellow players and a comprehensive list of previous challenges. According to her research, Ray is the man to beat, owed to his innate fearlessness and the fact his older brother won a previous game. As for the tournament itself, the game modes typically range from labyrinths, break-ins, individual fears, highway crossings, and high wire routines. Partnering up with someone can be risky as it opens you up for betrayal, and there’s nothing to guarantee they won’t decide to just skip town with all the money once it’s all over, but provided you can trust the person you’re teaming up with, it offers you both a huge advantage in the event of any group challenges. The safest bet is to secretly shave their points whenever you can without them realizing it. You can still split the cash if you're a kind soul. Really, we should be looking for any ways to sabotage all of our competitors inside and outside the game. We’ll see what opportunities present themselves in the next challenges. Right now, Ray and Dodge are clearly the top contenders, we should be looking for a way to sabotage or force them to concede. Ray should be easy. He just has to miss a single game to get thrown out. Heather and Natalie are both good looking ladies and Ray is a manwhore, so they might be able to use this innate advantage to get close to him. If he were to, say, ingest a laxative infused brownie given to him by a potential love interest, that might be all it takes to get him out of the way for good. Dodge is a little trickier. We don’t know much about him, yet. The next challenge, Walk the Plank, gives players ninety seconds to walk across a narrow beam connecting two beat up old towers. Everyone starts with a hundred points, losing a single point for every second it takes for them to make it across. Ray sets the bar high at a record seventeen seconds. Up next Heather barely makes it to the starting point before the host starts her time. Without an opportunity to properly psych herself up, she stalls out halfway through and drops to her hands and knees. Fortunately, Ray’s got her back, using a little tactical shit talking to keep her mind off the closed casket funeral she’ll receive if she loses her balance. He even reels her in the last couple feet for a total time of forty eight seconds. Dodge then climbs up for his turn, but because he’s not a hot girl, Ray takes the opportunity to try and straight up fucking murder him by shining a laser pointer in his eyes mid crossing. The dirty trick nearly paid dividends, but Dodge one hands himself back onto the beam in time to claim a modest fifty five seconds. After making it back to solid ground, Dodge makes a beeline for Ray to dish out a well deserved beat down, but before things can get too nasty, the cops roll in to break up the party. It still looks like no one’s cashed in their chips for good. Unfortunately, the cops showing up means not everyone was given a chance to cross, so no points are awarded or deducted based on the results of this challenge. Because of this, the standings remain unchanged. If we were solely focused on making it across in one piece before the time ran out, then there’s no reason for us to run across like Ray. A much more stable way to cross would be to go down on our stomachs and sort of army crawl across while keeping a firm grip on the outer edges of the beam with our hands. Were I in Heather’s position, this is the strategy I would have used after nearly losing my balance. For a slight increase in speed over the belly crawl, we could also walk on our hands and feet with our knees bent. This will keep our center of gravity low, and in the event we start to lose our balance, we’ll be in a good position to wrap all four limbs around the beam to cling on for dear life. Of course the fastest and most impressive way to cross is standing up. Even though the bridge is much wider than a competition balance beam, this will still require much more balance and concentration compared to the other strategies. The key here is to keep our knees slightly bent with our arms out to our side. As for Dodge, once I noticed the laser in my eyes, I would have immediately called it out to the crowd, especially knowing who it was coming from. Doing so would likely cause Ray to stop immediately if not also having the added effect of getting him ejected from the games. After nearly falling to my death, I would have probably looped my legs around the beam and monkey-crawled to the ledge instead of trying to stand back up. The following day, Heather finds a poorly disguised clue from the organizers pointing them towards the setting of the next event. It consists of newspaper clippings referencing the death of one of last year’s participants, John Davis Hale. Evidently, John was meant to spend the night alone in a creepy old barn as part of an individual challenge. To add to the fear factor, the hosts filled the place full of snakes, which were supposedly his greatest fear, except they weren’t. Turns out John had been lying about having a snake phobia since his freshman year of high school knowing he’d one day be competing in the Panic games. This galaxy brain move might have put him in the winner’s circle, but snakes weren’t the only critters he’d be hanging out with that night. While searching for a cell signal on the rickety second story, John stumbles upon something he actually was afraid of: bats, a whole fuck ton of them. In a Panic run, he fell through some flimsy floorboards and impaled himself on some unfortunately placed farm equipment. Really? Snakes are no problem for you, but bats are too much? It’d be one thing if it were a bunch of giant fruit bats–one of those things could stand flat footed and fuck a turkey–but these little guys can’t do much more than shit on your back porch. Stupid phobias aside, pulling a long con like that to give yourself a huge advantage is god tier strategy. Props to John for planning four years ahead. He would have pretty much had it in the bag had he not gone chasing cell signals on the second floor of a dilapidated old barn. If I were terrified of bats, the last thing I would do is go closer to where they would almost certainly be roosting. Old buildings like this are breeding grounds for bats; anyone who grew up in the country would be well aware of this. Fear alone should have kept him firmly planted on the ground floor. With this place falling apart, I’d certainly have checked for pitchforks and sharp farming equipment before wandering catwalks. Some time later, Natalie meets with Dodge to discuss forming an alliance. Somehow she figured out he had already graduated high school in another town, enrolling in Carp as a super senior to get a chance at the Panic prize money. She tells him that unless he agrees to partner up with her and split the winnings fifty/fifty, she’ll expose his secret to the judges and get him thrown out of the competition. Dodge pushes back on the offer, questioning why she’d want to join up with him when her best friend Heather is also a contender, but Natalie feeds him some bullshit about the two of them having girl drama. Either way, she’s got him by the balls, and Dodge knows it. He agrees to the terms, and as a token of good faith, Natalie provides him with a map of the next challenge area. Yeah, forging a bond on blackmail is not a recipe for longer term cooperation. Best case scenario, the person you’re extorting only plays ball just long enough to get you off their back. Worst case scenario, they actively seek your destruction to ensure you never talk. If the upcoming challenges are as dangerous as the previous ones, Dodge might be able to find an opportunity to shut Natalie up permanently. If I were Natalie, I would have taken a far gentler approach with him from the get go. We should tell him that we need his strength to get through more physical challenges, and in return he benefits from our insight into the Panic games. After all, he’s new to the area, so this puts him at a major disadvantage as he won’t have any idea what to expect. As previously stated, establishing multiple secret partnerships is a great way to ensure we get at least something out of these games. The only risk is that they find out about each other, but since Dodge is somewhat disconnected from the social scene in town, the chances of that happening are much lower, making him an ideal pigeon. Challenge number three, Fly Like the Crow, requires players to sneak onto the batshit insane Spurlock’s Farm and steal something from the house before midnight. Anyone that succeeds will earn fifty points, and only those with at least a hundred fifty points total can move on to the next round. It sounds simple enough, but this place is no petting zoo. The owner has littered his spread with a variety of booby traps designed to deter, detain, and even dismember anyone lacking respect for basic property rights. The trial kicks off and the contenders go their separate ways. Heather, Natalie, and Dodge decide to cut through the corn field to head straight to the farmhouse. Once they’re sufficiently lost, Natalie suggests they split up, only to reunite with Dodge behind Heather’s back. In accordance with their secret plan, Dodge heads through the nearby woods where he discovers another player who’s fallen and can’t get up. Fortunately for this rando, Dodge’s heart is bigger than his brain. He helps his fellow competitor out of the strangely shallow pitfall before returning to the task at hand. Nearby another player stumbles upon the Spurlock family grow op. Unfortunately, while he was smart enough to bring a metal detector, he was too stupid to realize not all booby traps are made of metal, stepping on an obvious tripwire and triggering the farm’s alarm system. Almost immediately old man Spurlock comes out shooting. He gives the intruders a few free ones to change their minds before leveling his shotgun and hosing down the cornfield. After nearly catching a case of lead poisoning, Heather uncovers an open padlock connected to a length of chain, tracing it to a steel hatch buried in the dirt. She quickly climbs in, but before she can reach the bottom, an unknown entity shuts the lid and locks it behind her. While Spurlock is busy wasting shotgun shells out in front of his house, Dodge sneaks around to discover the backdoor conveniently unlocked. Despite texts from Natalie warning him the irate homeowner has gone back inside, Dodge continues to the master bedroom, where he finds Ray mid caper. Back underground, Heather makes her way through the a bomb shelter and drug lab before reaching the farmhouse basement. There she finds a ledger containing the names and current scores of each participant in this year’s Panic games. Confused by what she sees, Heather snaps a quick photo of her discovery before moving on to the rest of the house. After passing by a ton of valuable shit, including literal machineguns, Heather liberates an ancient metal cup from its dusty resting place and makes for the exit. With only minutes to spare, she reunites with Natalie and Dodge back at the Pontiac. There the teens photograph themselves with their ill-gotten gains and send off the incriminating photos just in time to claim their fifty points. Yet again, the body count remains a fat zero, even with Spurlock spraying double aught like he’s Hickock45. Since everyone made out with an equal fifty points, the rankings haven’t changed, with Heather on top at two hundred, followed by Dodge at one seventy five, and Natalie and Ray tied at one fifty. This whole challenge is dumb as hell. You could just go straight home and photograph some random tchotchke from your parents’ basement. No one but Spurlock would even be able to tell the difference. If Spurlock is concerned about security enough to put booby traps everywhere, he’ll almost certainly be armed, and regardless of whether or not he would be justified in pulling the trigger, you’re still dead if he runs a Mozambique on you. Frankly, if I were Heather, this would be where I used my immunity. We already have the one hundred fifty points needed to advance, so why go risking a buckshot lobotomy. Sure, the next challenge could require us to play Russian Roulette with a 1911 and a six sided dice, but if it gets that bad we should probably just quit the game altogether. If I just had to go in, I definitely would not go stumbling through the corn field. Doing so might provide a decent amount of concealment, but it also obstructs your view of any potential booby traps. Plus, if he’s watching from an elevated position, he’ll most likely be able to see the stalks of corn parting as we walk through. If anything, I might hug the outer perimeter of the field so that I could navigate using it as a reference point. It could also serve as an easy way to break line of sight should we be spotted, although we’d still have to contend with the booby traps. Bringing a metal detector like this dude was a good idea, but I would have brought someone else with me to watch out for any traps sitting off the ground. This way, we could remain hyper focused on mine sweeping while our partner walked behind us and looked over our shoulder. At least, once he got close to the house, he should have stowed that shit. Listening to your headphones beeping when you need to be listening for Spurlock’s movements is a great way to catch buckshot. Being able to see what’s directly in front of you is obviously of great importance, but flashlights can easily give away our position. Even if a sniper can only see the very end of our light, it’s guaranteed to be within an arm’s length of the person holding it, so spamming shots in the immediate vicinity of the light source will likely result in at least one finding a target. I’d probably wait until my eyes adjusted to the darkness and go in the old fashioned way. It doesn’t seem to be all that dark out, even in the forest, and there would be no risk of a light beam compromising our position. That said, a low powered flashlight with a red beam could come in handy while navigating some of the darker areas. This would give us enough illumination to spot trip wires and the red light would allow us to preserve our natural night vision. Another thing worth considering is the presence of the other players. Even if we go in solo, some rando on the other side of the property could trigger the alarm and bring the hammer down on all of us. I’d do my best to stay as far away from anyone not on my team as possible, and I sure as hell wouldn’t be helping anyone that got themselves trapped. This operation is only as covert as the loudest participant, and leaving someone down and out means one less person to trigger the alarm, as well as one less person to go on to the next round. Coordinating with another player or players could be useful as long as we could think of a way to communicate without shouting at each other. Using text messages like Natalies does is a great idea, provided no one has their ringer on. We could also use wireless earbuds and start a call with everyone on our team, this way we could communicate our status and any updates on Spurlock in real time. Speaking of Spurlock, once he comes out shooting, we should immediately seek some hard cover and wait there until we can pinpoint his location. The good thing about him popping off like that is that we’ll be able to keep track of where he is and roughly where he’s looking. Dodge was smart to take advantage of this and run around the back, although he apparently wasn’t smart enough to swipe the handful of items sitting on the shelf right next to the back door. Heather stumbling upon a secret passage like that was total godsend and I would have absolutely taken advantage of it, but I would have made sure to take that padlock in there with me in case Spurlock or another player saw me go inside. Once trapped underground, there’s nowhere to go but forward. We’re just lucky it was a doomsday bunker and not a dungeon for people caught wandering around the property. I would grab the first small item I could find and stick it in my pocket. This way if we’re spotted and have to make a quick getaway, we don’t have to worry about grabbing anything on our way out. Once I saw that M60, I’d 100% be taking it with me. Not that I would sell it, but fully automatic M60’s go for upwards of 70-80 grand these days, a lot more than the prize money. As for the ledger on the desk containing the player information, we’d be better off just taking the whole thing with us as there could be more valuable information on some of the other pages. On the other side of the equation, if I were Spurlock, I wouldn’t have come outside with nothing but a pump action shotgun, especially when fully automatic weapons are readily available. Country punks and burglars are going to be familiar enough with firearms to not be completely paralyzed with fear at the sound of a shotgun blast. A ten round burst from something beltfed, on the other hand, well that might just do the trick. Getting away from the theatrics, I wouldn’t have gone outside at all. For all we know, the intruders are as well armed as we are. While we’re tearing up the corn field with random pot shots they could be setting up to earhole us from off to the side. We’d be far better off posting up in a defensible position with our firearm and waiting for them to funnel inside. Also, what’s the point of setting up dozens of complicated booby traps if you’re just going to leave the back door unlocked? For the fourth challenge, The Curse of Graybill’s House, contestants must remain inside the local haunted mansion until the organizers come back to get them. Sabotage is highly encouraged in this round, and players can lose points if photographic evidence gets out of them being scared shitless. There’s also a fifty point bonus for anyone who solves the riddles “in the blood.” The teens head inside and go their separate ways. Playing to their strengths, Heather, Natalie, and Dodge all get to work solving the riddles while Ray focuses on terrorizing the other competitors. After a while, Natalie pulls Heather into a derelict pantry to confront her over a bunch of teenaged bullshit. Seizing the opportunity to mess with their heads, a couple other players latch and lock the pantry door with a rusty old padlock. Down in the basement, Ray and Tyler stumble upon an rundown gas generator, which this fuck nut sees as a great opportunity to charge his dead phone. The sudden surge of power through the damaged wiring almost immediately sparks a massive electrical fire, with the resulting blaze exposing the class junkie’s final resting place. At the same time, Dodge is rooting around in an old electrical panel to find the last clue just as it becomes live. The resulting electric shock knocks him on his ass, but fortunately for him, the same player he saved from the pit on Spurlock Far is there to return the favor. Back in the pantry, smoke begins pouring in from under the door. Natalie and Heather can hear the other kids shouting fire, but no one can hear them as they plead for help. Outside, the remaining teens lay Dodge out on the lawn. A quick headcount reveals Natalie and Heather to be missing, prompting Ray to run back inside the burning building to attempt a rescue. Despite the four alarm fire and Dodge being out cold, only now does someone think to dial 911. Heather is able to boost Natalie through the window over the pantry door, but once on the other side, she can’t figure out how to remove the padlock preventing her friend’s escape. While Natalie goes for help, Heather tries climbing up the ruined book shelf to reach the window, only to wind up flat on her back when it inevitably tips over. In a last-ditch effort to save her own life, Heather picks up a stray plank of wood and smashes her way out of the room, narrowly escaping the raging inferno. Since everyone left the house early, no one received any points for the main challenge; however, Dodge did technically solve the riddle before blacking out, so he gets a fifty point push to the top of the leaderboard. The current standings have Dodge in the lead with two twenty five, Heather in second at two hundred, and Natalie and Ray still tied at one fifty. This challenge is simple. We just need to sit tight until someone comes to get us. Exploring the house or wandering around to try and solve the riddles only opens us up for jump scares from the other players. If I were far enough down on the leaderboard to need the boost from the riddle, I might instead resort to scaring the other players to bring them down to my level. Doing so would just be a matter of finding a dark corner in a high traffic area and jumping out at anyone who comes by with our phone cameras on. The best way to be the only ones left to claim the points would be to stage a small fire in a trash can or sink with enough smoke to get everyone out of the house before us. As much as it might seem counter intuitive, given three heads are often better than one, if I had to solve the riddles, I’d go at it by myself. After all, only one person can claim the bonus. There’s not really a right way to complete this challenge, but there’s sure as hell a wrong way, and that’s fucking around with the god damned electrical equipment. Who in the hell would look at this antique and think, “oh, yeah, I can probably charge my phone with that.” He’s just lucky he wasn’t the one to get electrocuted before the fire broke out, otherwise he’d have probably wound up a crispy critter like the dead junkie. Speaking of electrocution, if I were Dodge, I wouldn’t have gone digging around in that old outlet with my bare hands like that, especially given we’d seen the lights flickering even before that dumb ass flipped on the generator. It’s not like we have to worry about paying for the damages in this dump. Just pick up something heavy and smash the shit out of it. He’s just lucky someone was there to drag him out before the fire could reach him. Although my heartless ass probably would have been left to fry as payback for leaving him stuck in the hole back at Spurlock’s. The current in a wall socket is more than sufficient to stop a human heart, so once Dodge had been safely removed from the building, we should have immediately checked his vital signs. If he has a pulse and is breathing, great, just put him on his side in the recovery position and wait for help to arrive. Otherwise, we’ll need to start chest compressions and rescue breaths. While we’re doing this, someone needs to be on the phone with 911 to get help on the way, especially once we realize some of us are missing. As for Natalie, once on the other side of the door, I would have looked for something I could use to pry the padlock hasp from where it was connected to the wall. We could also just try throwing ourselves at the thing. Even as small as Natalie is, if we took a running start and threw our shoulder into the part of the door closest to the lock, we might be able to bust it loose. After all, it’s not like we’re working against an actual deadbolt here. With the smoke getting thicker and thicker all around her and her efforts to smash the door open being ineffective, Natalie’s decision to leave and get help was probably the better one. In Heather’s position, using the bookshelf was the right idea, but instead of trying to climb on the weakest parts of it, I would have tipped it on its side in front of the door. Doing so would offer us about a three foot boost towards freedom, and coupled with the “oh, shit, I’m going to die,” energy, that should be all we need to make it through. Phone camera footage shows the contestants being driven out to an old rail bridge for the fifth event and elimination round, Blind Man’s Bluff. One at a time, each player will be placed at the far end of the bridge blindfolded. Points are awarded based on how long it takes them to make it back to the van on the other side, but they only get twenty minutes total before they’re disqualified. Before the time starts, each player can choose to answer up to five questions about the other competitors in exchange for a helping hand from the organizers. Ray is the first one to make it back, having answered all five questions to earn as much help as possible. Dodge, on the other hand, decides to keep his mouth shut, and is nearly allowed to walk off the edge for heading in the wrong direction. Upon realizing his mistake, he pulls some loose change from his pocket and uses the sound of it hitting the planks to guide himself back on track. Despite the others attempting to rat their way to victory, in the end only Dodge, Natalie, Ray, and a random expendable girl named Shawna, make it back in time to stay in the game. Unfortunately, Heather was forced to miss out on this event due to some serious trouble at home. Despite having immunity left over from The Jump, she failed to invoke it in time to earn a pass, costing her, her shot at the prize money and a ticket out of this town. Later the next night, she receives a text from an unknown number: “The game isn’t done with you yet.” Not going to lie, I’m pretty disappointed nobodys died yet. I feel like a Roman peasant after Julias Caesar gave the peace sign so some gladiator could live to fight another day. This is another one where the vagueness of the rules can work to our advantage. They said we can answer up to five questions to get a helping hand in returning to the vehicle, but they didn’t say anything about our answers being accurate or even remotely truthful. Unless our hosts are a couple human lie detectors, how exactly are they going to know, especially when they’re supposed to be secrets? This is only a decent strategy if we value friendship over cash. The problem with lying is that it does us no good. Handing out your BFF’s weak spot increases their chances of getting knocked out of the game, and our chance of winning. Let’s be honest, with that cash prize you’re leaving town, so it’s not like they’ll be your BFF for much longer anyways. That said, this challenge really doesn’t seem all that difficult, or dangerous, at least not compared to the previous ones. First off, we find out later that Ray selected the yellow blindfold because lighter colors tend to be easier to see through. The fact that we were allowed to pick our own blindfolds is a huge flaw we can take advantage of. But even if we were all forced to wear identical vantablack bandanas over our eyes, we’d still most likely be able to see some percentage of the vans headlights the way they’re pointed directly at us. Speaking of the van, they take us straight away from it and tell us to find our way back. Gee, I wonder where it could be. Unless they made us play a round of dizzy bat on the far end of the bridge, navigating back to the starting point should be a cinch, regardless of whether or not we can see the lights. Unless he was just trying to fuck with them, I’m not quite sure how the hell Dodge got so turned around. His little coin trick was dramatic and all, but once he realized he was at a dead end, there’s only one other possible direction in which to travel. I’m sure Daredevil would approve of him using echolocation to find the planks in front of him, but he was doing just fine before all that, so what the hell changed? Another aspect of this challenge we can exploit is the fact it takes place on a rail bridge. They even play the recording of a train to drive this point across. If we’re worried about walking diagonally off the side of the bridge, all we have to do is sidestep over to one of the rails and follow it the whole way back. While doing this, we’d want to keep all our weight on our back foot as we walked so we could test the path ahead to make sure there was actually something in front of us. We could even straddle the rail with our gait so we’d feel it every step of the way. This approach would also keep us from falling in between the railroad ties if we miss a step. Yeah it’s gonna bang up the gooch, but it beats a shallow dive. Kicking off the individual challenges, Shawna enters a tagged-up old trailer to find a lottery ball dispenser full of unmarked tablets. According to the shitty poem on the table, She’ll earn thirty points for every time she spins the wheel, and she only needs three to advance to the next challenge. This is where the secrets divulged during Blind Man’s Bluff come into play. It turns out drug abuse is a huge problem in Shawna’s family, and the thought of taking even just one is more than she can bear. Despite the MC claiming they’re all just sugar pills, Shawna turns her back on the challenge, and her chances at moving on. Drug addiction is certainly terrifying, but popping three random pills on a single occasion is probably not going to do it. That said, they could be anything from Tylenol to Klonopin. Technically, the instructions only said she had to spin the wheel three times; they didn’t expressly state we need to actually take what comes out. Our half baked MC probably won’t let us off the hook that easily. We could try and sneak them under our tongue like Bubblebass, but given Shawna’s well-established aversion to drug use, this would likely be anticipated and they would almost certainly check to make sure we had actually swallowed them. If that’s the case, I would just pull the trigger once we’re in the clear and hork them all back up. The rules only imply we have to take the pills; they don’t say anything about us having to trip bear balls for eleven hours. Besides, there’s no way they’ll dissolve in the thirty seconds it’ll take us to show complete, and if we suddenly feel our bad thoughts turning into good ones, we can just call an ambulance afterwards. Over at the town morgue, Ray gears up for his own personal hell: climbing into one of the cramped cadaver cabinets for a little sleep over. For every hour he spends inside, he’ll earn ten points, meaning he’ll need to spend the entire night cooped up in order to advance to the next round. Ray tells the MC not to let him out no matter what he says. After getting himself properly psyched up, he gives the greenlight to shut the drawer, and then almost immediately begins screaming to be let back out. But the host honors the agreement. At first glance, this challenge seems to be on the safer side of what we’ve seen so far, but try telling that to someone with claustrophobia. To Ray, this is as close as he could possibly get to hell without dying, and the thought of death doesn’t seem to bother him all that much. Irrational fears aside, this is actually a lot more dangerous than it looks. The corpse coolers at morgues can be set below freezing temperatures, which means he’ll need a lot more than a blanket to keep from entering hypothermia, especially dressed like he’s heading to Watershed. A cold weather sleeping bag would probably keep him warm enough to last through the night, but being confined in a narrow sleeve of fabric would probably only add to the sense of confinement. The only way to manage claustrophobia without supps would be to shut our eyes, do some deep breathing, and go to sleep. Easier said than done, I know, but once we’re locked inside, that’s basically our only option. Dodge’s challenge takes him to the local fairgrounds. His MC leads him over to the Tumbleweed Maze where he’ll have an hour to find a certain key. He’ll lose a point for every minute it takes him to complete the task. On the other side of the maze is a sign pointing to an old Church. Dodge enters to find countless keys littering the floor and hanging from the ceiling. Suddenly, he hears what sounds like his sister’s voice screaming for help from under a wooden hatch locked with a padlock. In a panic, Dodge tries some of the nearby keys before resorting to brute force, tearing the hatch open to find it’s nothing but a tape recorder, along with the winning key. This seems like less of a challenge and more of a fucked up prank. The maze at the start is meant for small children, so it couldn’t be all that cerebral. We could make use of the hand on wall technique, which guarantees eventual success in a maze, but that probably won’t be necessary here. Once we made it inside the church, my first thought would be to pile up all the keys beside the lock and try each one, discarding the losers in a separate heap until we found the winner. I would also make sure to thoroughly inspect the entire room as the hatch in the middle of the floor could be a red herring. The second we hear what sounds like our family member trapped under the floor, it’s game over. I wouldn’t have wasted even a second with the keys. If I couldn’t muscle the hatch open like Dodge does, I’d go back to my car and grab a tire iron or anything I could use to augment my striking power. I’d also try to call home to make sure whoever grabbed our sister didn’t also hurt our mom. Of course doing this would have likely exposed the situation for the farce it was. Natalie’s challenge brings her out to the Motor Lodge, arriving at the same time as Heather. All they have to do is watch through the video played on the monitor, which happens to be all the juicy gossip Natalie shared about Heather during the bridge crossing, such as working with Dodge behind her back and being the one to lock her inside the bunker during the raid on Spurlock’s Farm. Adding insult to injury, the following day Natalie is disqualified from the games during a meeting with the organizers. Evidently, someone ratted her out for not actually going into Spurlock’s house and stealing something, instead passing off the item Dodge stole for her as her own handy work. Because of this development, and her unused immunity, Heather is allowed back into the running alongside Ray and Dodge. Currently, Dodge is guaranteed a spot in the finals as he holds the most points. The outcome of Heather’s individual challenge will determine whether she or Ray will be going up against him. Heather’s challenge is an escape room set up in the old roller rink. She’ll have thirty minutes to crack all the codes, losing a point for every minute it takes her to find her way out. The host starts her time, triggering the release of hundreds of rats all around her. Before she can get to work on the challenges, however, she gets a call claiming her little sister, Lily, has gone missing. Without hesitation, she bails on the challenge and races home to find a crudely drawn treasure map leading straight to the tiger cage. Heather arrives at the shady zoo to find her little sister trapped inside the enclosure. Thinking quickly, she grabs a bag of tiger treats from a fridge in the office and heads into the pen. Just as the big cat comes closing in for a Happy Meal, Heather starts lobbing steaks all over the place, distracting the beast long enough for her sibling to make a clean getaway. Though she ultimately made the right decision in rescuing her little sister, it’s not enough to appease the Panic Gods. With Heather out of the competition, it’s down to Dodge and Ray in the final round. Well, that escalated quickly. Clearly, bailing on the escape room to try and find our little sister was the right move, but once we realized where she was, there’s no reason for us to go it alone. We should have immediately called the police and told them to meet us at the tiger cage with a small box to put the pieces in. I’m only half kidding. Realistically, going up against a tiger without at least a magnum hunting rifle is basically certain death. I’m not saying we should sit on our asses while the proper authorities handle it, but we’ll want some backup on the way in case one or both of us winds up horizontal. That said, we might be able to avoid confrontation with the big cat altogether if we can frighten it enough to keep it hunkered down. Making lots of loud, unnatural noises could do the trick, so I’d look for a portable stereo we could use to blast Hammer Smashed Face by Cannibal Corpse on repeat until the tiger becomes suicidal. It may sound ridiculous, but in 2011, a Norwegian boy allegedly scared off a menacing pack of wolves by playing a Creed song on his phone. Ultimately, we don’t have a lot of time to waste making the tiger a playlist, but we could at least grab some pots and pans for the other children to bang together while we play gladiator. As soon as I reached the scene, I’d be screaming at the top of my lungs to add to the noise factor. I’d also keep my flashlight pointed directly at the tiger’s face to obstruct its vision. Suppression via sensory overload might be enough to let Lily back up to the gate. By the way, the only reason she’s even survived this long is because she kept facing forward. Outdoor workers in India wear masks on the backs of their heads for just this reason. Maintaining eye contact with the tiger won’t guarantee it will leave you alone, but turning your back on it will almost certainly trigger it to attack. We need to make sure that Lily understands this. The next problem is getting her out of the cage. This tiger has likely spent its entire life in captivity, meaning it’s probably accustomed to people coming in to feed it. The sound of the gate opening would be like ringing the dinner bell here, which is the exact opposite of what we want. There’s no way around it, and making use of the available treat bags to lure it away is probably what made all the difference. That said, I would have loaded up with as many as I could carry. The last thing we need is to run out of steaks while Lily’s on the home stretch. Also, what kind of throw is that? This isn’t horse shoes; our sister is going to fucking die! We need to wind up and throw this hunk of flesh overhand like we just pulled the pin. I’d also make sure to ball the steak up tightly to try and reduce the drag. If we can force the tiger to turn around to retrieve its snack, that buys Lily an even longer greenlight. As soon as it gobbles up one piece, we should immediately throw another. They can always put him on a diet later. Once Lily’s free, by all means hug it out, but we really need to make sure the gate is locked. After all, the tiger slamming into it could cause it to rebound and open enough space for it to slip by. If that happens before we’re out of sight, it’ll be our last trip to the zoo. For the final challenge, known as The Joust, the last two contenders must face off in a game of chicken. Each player starts at opposite ends of a single-lane dirt road one half mile from where they’ll ultimately meet. Whoever swerves loses, that is unless neither of them swerves, in which case they’ll both be dead. But before the games can begin, some dirty dealings lead to a few changes in the program. Dodge decides the quick cash is no longer worth potentially throwing his life away and backs out of the contest, but the town’s corrupt sheriff offer’s to secretly race on his behalf. It turns out the shady lawman put a large bet on Dodge to win it all, and can’t afford to let it go the other way. Knowing this, Ray takes the opportunity to get a little payback against the sheriff for nearly murdering his older brother, planting a improvised explosive device under Dodge’s car set to explode during the event. His plan is to just sit the game out and wait for the fireworks, but he doesn’t count on the sheriff having such a long list of enemies. Heather also has a bone to pick with the cop. Having found out it was he that set up her little sister to almost get chewed on, she steals Ray’s pickup and heads out to the track to settle this personally. The drivers take their mark, and The Joust begins, but before they can potentially collide, the local tiger bounds onto the track, prompting Heather to slam on the brakes and the sheriff to swerve out of the way, rolling his borrowed vehicle before coming to a stop. For some reason, Heather decides to climb out of Ray’s pickup and confront the four hundred pound jungle cat face to face. Before it mauls her to death, the bomb on Dodge’s car explodes, scaring it off into the night. Battered and bruised, the sheriff attempts to flee the scene, only to be intercepted by the tiger. Whether a Beretta Model 92FS is suitable for stopping dangerous game, we may never know, as the sheriff’s own wife suddenly appears from nowhere and pops him in the chest with a BAR Mark II for being such a piece of shit. Chicken is somewhat of a Catch 22. If both of us swerve we both lose, but if neither of us swerve, we’re both likely headed to the emergency room if not the morgue. In modern vehicles with modern safety equipment, about forty three miles per hour is the upper limit of a head on collision where someone is likely to survive. Any faster than that and it’s not looking good for either of us. Fortunately, the curves on both sides of the road will keep our top speeds on the lower end, but I wouldn’t count on either of these shit boxes to protect me from a white tail, much less another vehicle. That said, which rig we’re driving could make all the difference. In a head-on collision, the driver of the vehicle with significantly greater mass will almost always sustain less damage overall. This is because it’s not the speed that kills you; it’s the stopping. The larger vehicle has more inertia, and will likely continue its forward motion post impact, while the smaller vehicle doesn't. In fact, swerving suddenly in the pickup might actually be more dangerous than taking the head on as we would be much more likely to roll it and crush the cab. Of course, it also helps that it doesn’t have a literal timebomb attached to it. Honestly, this challenge just comes down to knowing your opponent, and how much they value their life compared to the money. If I’m Heather, I’m plowing straight. I know the cop is probably going to swerve since he has a steady job and doesn’t want to kill a teen or get caught in the crash. The tiger jumping out in the middle of the road changes everything. The best thing for either of us in that situation would be to just slam on the brakes, and stay in the fucking truck. Seriously, were it not for the bomb, I can’t imagine that ending well for Heather. Going back to the bomb, if Ray was serious about smoking the sheriff, he should have gone with remote detonation instead of a fuse. Had his vehicle not shown up to the starting point as was his plan, the race would have been called off, meaning the sheriff could potentially part with the vehicle prior to the explosion. If I were Ray, I would have rigged the IED up to a burner phone and triggered it the moment I knew he was at the starting point. Looking at this from the other side, were I in the sheriff’s position of depending on Dodge to win, I would just pull some sneaky shit that forced Ray to forfeit. We’re literally the highest ranking law enforcement officer in the area; we could just plant drugs on him during a bogus traffic stop and have him thrown in jail during the night of The Joust. Even if the charges don’t stick, Dodge wins by default, we get our winnings, AND we don’t have to risk our lives playing some dumb ass game. Once I was forced to flee the scene, I would have already had my gun drawn and ready to fire. Afterall, we’re covered in blood and there’s a fucking tiger walking around. 9x19 Parabellum is hardly what I’d call a stopping cartridge when it comes to big game, but simply shooting at the creature might be enough to drive it away, regardless of whether you actually hit it. What the sheriff couldn’t have possibly been prepared for is his wife getting the drop on him with the .30-06. Not only was she probably the last person on Earth he expected this from, she also pretty much had him dead to rights. If I were her, I’d obliterate the serial number on that rifle and ditch it in a large body of water as soon as possible. That said, shooting the sheriff before he could kill or scare away the tiger was a clutch move, and it might even put us in the clear. There won’t be much left to autopsy once the big cat’s through with his body, and the coroner may very well just chalk it up as an animal attack. Some time later, the dust has settled from the tumultuous ending of this year’s Panic. Heather checks her emails to find a message telling her to check her bag. Inside she finds a hollowed out book containing the game’s $50,000.00 pot, along with a note from the judges proclaiming her the winner. That night as she’s driving along a deserted stretch of highway, a mysterious pickup comes flying up behind her. As the vehicle passes by, a man in the bed heaves a scarecrow onto her windshield. In its mouth is the sheriff’s badge. Much like winning the lottery increases one’s chances of being murdered by someone they know, winning a huge pot from a local tournament and then hanging around a town full of sore losers is bound to be bad for our health. I would use that money to cut all ties and get as far away from Carp, Texas, as I possibly could, as soon as I possibly could. This is not unlike the Invisible Man situation, except instead of fleeing from a psychotic billionaire playboy wearing active camouflage, we’re fleeing a bunch of jaded broke ass country boys wearing Mossy Oak. In the end, despite the unbridled stupidity of all those involved, only the sheriff died in connection with the games. However, paying closer attention to what was and wasn’t clearly stated in the rules and knowing what the organizers would be able to enforce would have also made a huge difference, as we could have exploited the many oversights present throughout the tournament to get a leg up on the competition. Think you could have taken home the money on your own? Let me know how you’d do it in the comments. Leave a like to help a small town girl with no opportunities, and subscribe to learn how to survive other dumb situations people get themselves in. I think the Death Games from Panic were BEATEN. Thanks for watching, and remember, if you aren’t cheating, you aren’t trying.
Info
Channel: Nerd Explains
Views: 1,922,654
Rating: undefined out of 5
Keywords: nerd explains, how to beat, panic, cinema summary, nerd explains panic, panic 2021
Id: rT9euCQzgaI
Channel Id: undefined
Length: 47min 18sec (2838 seconds)
Published: Sat Apr 23 2022
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.