Camp Epsilon is one of the DLC prisons from The Escapists. It features a Fenced camp on a Sandy Plain, similar to a desert or savana. It has 10 inmates (you included) and 10 guards. "Epsilon" is the fifth letter in the Greek alphabet.
|08:00 - 09:00||Morning Rollcall|
|09:00 - 10:00||Breakfast|
|10:00 - 13:00||Work / Leisure Period|
|13:00 - 14:00||Exercise Period|
|14:00 - 17:00||Free Period|
|17:00 - 18:00||Evening Meal|
|18:00 - 21:00||Work / Leisure Period|
|21:00 - 22:00||Shower Block|
|22:00 - 23:00||Evening Rollcall|
|23:00 - 08:00||Lights Out|
- Gardening (Default)
First of all, note that the Camp barely has any detectors or vent systems, so escaping through the vents will get you next to nowhere, since the only places that are inside are the Kitchen, Solitary, Library, Infirmary, Bathroom and Employment Office (along with workspaces), and they are in 4 different building blocks. (5 if you count the guard area.) Here are the steps:
Since Camp Epsilon has a Generator and is enclosed by electric and normal fences, you're going to have to get the following items and stats before anything:
1. Plastic Red Staff Key (not ultimately necessary but helps)
2. Strength Level 60+ (Preferably 80-100, but 60 will do), or a cup of molten chocolate.
3. Intelligence Level 80+
4. Lightweight/Sturdy Cutters
5. File (just in case, bring an extra one if you don't have item Number 1, or don't bring any if you have Sturdy Cutters)
6. Contraband Pouch
7. Bed Dummy
Okay. Now that you have what you need, wait until Evening Roll Call. After the mentioning of the next cell shakedown, go to your room and place your bed dummy, collect your items and get out of your cell. If it's not Lights Out already, wait until Lights Out, and then head for the Generator Room, turn off the generator, and go to the fences by the tower (where guards rarely search through). Cut your way out, and say goodbye to Camp Epsilon. It is hard to acquire the items, but once you do, it's not the hardest thing in the world to execute the escape plan.