Big Top Breakout is the second prison released related to the Season Pass of The Escapists 2. You're put to work as a circus act in order to make money off of performing prisoners.
|06:00 - 07:00||Roll Call|
|07:00 - 08:00||Breakfast|
|08:00 - 11:00||Job Time|
|11:00 - 14:00||Free Time|
|14:00 - 15:00||Roll Call|
|15:00 - 16:00||Dinner|
|16:00 - 17:00||Exercise|
|17:00 - 18:00||Shower Time|
|18:00 - 19:00||Show Time|
|19:00 - 21:00||Free Time|
|21:00 - 22:00||Roll Call|
|22:00 - 06:00||Lights Out|
- Face Painting [Requirements: 30 Strength, 55 Intellect] [Reward: 40G]
- Balloon Artist [Requirements: 40 Strength, 60 Intellect] [Reward: 50G]
- Hanging Posters [Requirements: 40 Strength, 30 Intellect] [Reward: 30G]
- Lion Feeding [Requirements: 70 Strength, 50 Intellect] [Reward: 75G]
- It's A Long Shot - Fixing the Human Canon
- Wind Up Merchant - Scaring the Elephant
- Perimeter Breakout - Digging past the wall, or cutting through some fences and going through a cyan door
Ways to Escape
There are three ways to escape: one unique singleplayer escape, one unique multiplayer escape, and a perimeter breakout that can be done solo or with friends.
It's A Long Shot [Solo]
For finding the items, coconuts will be found in desks(the desk on the roof of the theatre usually has one) , and so will springs. In the main warden's table, there is a guaranteed spring.
The Escape: Use the crowbar to fix the Human Cannon (east of the Big Tent in the middle of the map), place the Makeshift Launcher, then use the Makeshift Helmet to interact with the cannon to finish the escape.
Wind Up Merchant [Multiplayer]
Preparation: Get a Circuit board, Wire, Lighter, comb or Toothbrush for each player. Find the Enclosure Keys (they are located at a desk behind a multiplayer door south of the kennels), piece of string, and a handkerchief. Then raise your intellect up to 70. Make Fake Red and Cyan Keycards. Take the Fake Red Keycard onto the roof using the ladder between the mess hall and show tent, then enter the room with the red keycard and get the Teeth from the desk within.
The escape: Use the Teeth, String, and Handkerchief to craft a Wind-Up Mouse, then grab the mouse, Enclosure Key, and your Cyan Keycard and head for the elephant lockup. Open the front gates with the key, then get behind the elephant cage with the Cyan keycard and release the mouse into the elephant cage to escape!
Perimeter Breakout [Solo/Multiplayer]
Preparation: Buy or steal these materials: 1x Talcum powder, 1x Toothpaste, 1x Lighter, 1x Comb/Toothbrush, 1x Timber, 1x File, 3x Duct tape, 3x Sheet of Metal, 2x Pillow, 1x Bed Sheet and 1x Guard/Infirmary outfit. Raise your intellect to at least 60.
Craft a wad of putty and molten plastic and find the guard with the cyan key. (The best way to do this is to beat up all of them until you find them.) Craft the cyan key mould and the plastic cyan key, then craft a sturdy shovel. Also craft a bed dummy.
The Escape: Check in at last roll call and place your bed dummy in your bed. Before the end of roll call, hide in the space between the shower train car and the Guard rooms train car, then after 23:00, sneak behind the fence with the cyan key and start digging under the fence. Remember not to start digging before 23:00 or you will be shot! After you've dug through to the other side, walk a little bit upwards, and you're free!
Preparation: Either get a red plastic key and a Lightweight Cutters, or a Sturdy Cutters, as well as a plastic cyan key and a bed dummy. At the final rollcall, place your bed dummy in your bed then head for the room between the mess hall and show tent. At 23:00, use the ladder to get onto the roof and follow the wooden planks until you get to the fence with a red door on it. Either use your key if you have it, or cut through the fence, then continue following the wooden planks through a cyan door and a normal door until you find two sets of fences. Cut through both of them, then hop off the roof and run past the perimeter to freedom!
It's A Long Shot Guides
Wind Up Merchant Guide
Perimeter Breakout Guides
This is the only prison in the second game to feature a unique routine, which is the Show time.