The Escapists Wiki
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Tag: Visual edit
m (Undo revision 39053 by 24.21.130.1 (talk) doors aren't one-way locked, except for maybe cell doors at night, but in any case i don't know about a yellow arrow relating to doors (a moving one shows you to your next routine in te2))
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The door is the gateway to different areas of the compound. Each colored door has a different unique function. To pass a locked door, you must get its corresponding key(only for some doors).
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The door is the gateway to different areas of the compound. Each colored door has a different unique function. To pass a locked door, you must get its corresponding [[Keys|Key]] (only for some doors). Note that even if an NPC appears to be holding open a locked door, you still cannot get through without a proper key/method of opening it yourself.
   
 
== Types ==
 
== Types ==
   
There are 10 main types of doors:
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There are 12 main types of doors:
   
 
=== Free Doors ===
 
=== Free Doors ===
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Their appearance resembles stereotypical jail doors. They can be freely entered and exited as many times as you want. They are colored white on the map.
 
Their appearance resembles stereotypical jail doors. They can be freely entered and exited as many times as you want. They are colored white on the map.
   
=== Cell Doors ===
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=== Cell (Yellow) Doors ===
   
True to name, these doors are the gateway into your home territory. They are unlocked during the day, but when the sun sets, other cell doors will be locked shut. You will only be able to go through your own cell door, and even that will be locked when you finally get inside your cell. They can be opened with the Plastic Cell Key.
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These doors are the entrance of [[Inmates]]' cells. They are unlocked during the day, but when the lights out period begins, other cell doors will be locked shut. You will only be able to go through your own cell door, and that will lock when you get inside your cell. They can be opened with the Plastic Cell/Yellow Key.
   
 
=== Entrance (Purple) Doors ===
 
=== Entrance (Purple) Doors ===
   
These doors are unlocked during the day. However, at night, they deny access to exterior areas, only allowing you to ''enter'' the room with your cell. They can be opened with the Plastic Entrance Key.
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These doors are unlocked during the day. However, at night, they deny access to exterior areas, only allowing you to ''enter'' the room with your cell. They can be opened with the Plastic Entrance/Purple Key.
   
 
=== Utility (Cyan or Orange) Doors ===
 
=== Utility (Cyan or Orange) Doors ===
   
The utility door houses the maintenance crew, ladders, the generator room, and shortcut passageways used by urgent medics. They are locked, but can be opened by getting a Plastic Utility Key.
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The utility door, which is orange in PC but cyan in Console, Mobile and all versions of TE2, houses the [[maintenance]] crew, ladders, the [[generator]] room, and shortcut passageways used by urgent medics. They are locked, but can be opened by getting a Plastic Utility/Cyan/Orange Key.
   
 
=== Staff (Red) Doors ===
 
=== Staff (Red) Doors ===
   
This is by far the most essential door that keeps away important guard-only rooms from sneaky inmate hands. They protect the guard quarters, the control room, the generator room, and many escape routes. Despite their dutiful security, they can still be overcome by a Plastic Staff Key.
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This is a door that secures guard-only areas. They protect the guard quarters, the [[Control Room]], the generator room (sometimes blocked by a utility key), and many escape routes. Opening these requires a Plastic Staff/Red Key.
   
 
=== Work (Green) Doors ===
 
=== Work (Green) Doors ===
   
 
This door is the entrance into [[Jobs|job]] rooms. It only unlocks for inmates that occupy the respective job. For example, the kitchen room will only accept chefs, not plumbers. With a Work/Green Key, you can access many employment departments such as the Kennels, the Janitor closet, etc.
This door makes sure that each prisoner is performing their labor role according.
 
It only unlocks for inmates that steps up to its job. For example, the kitchen room will only accept chefs, no plumbers. With a Work Key, you can access many employment departments such as the Kennels, the Janitor closet, etc.
 
   
 
=== Guard (Blue) Doors ===
 
=== Guard (Blue) Doors ===
   
These doors are blue on the bottom, with a yellow police star. They are the gate to valuable contraband desks. They can only be opened when you look like a guard ([[Guard Outfit|guard outfit]]). On the map they are colored black.
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These doors are blue on the bottom, with a yellow police star. They are the gate to valuable [[Contraband]] [[Desk]]s. They can only be opened when you are wearing a [[Guard Outfit]]. On the map they are colored black.
   
 
=== Medic (Dark Green) Doors ===
 
=== Medic (Dark Green) Doors ===
   
These doors are dark green on the bottom, with a green medical cross. They are the gate to medic desks. They can only be opened when you appear as a medic ([[Infirmary Overalls|Medic Outfit]]). On the map they are colored black.
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These doors are dark green on the bottom, with a green medical cross. They are the gate to medic desks. They can only be opened when you are wearing [[Infirmary Overalls|infirmary overalls/outfit]] or [[Medic Outfit]] (TE2). On the map they are colored black.
   
=== Impassable (Grey) Doors ===
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=== Impassable (Grey/Silver) Doors ===
   
No matter what you do, this door will not budge open for you. Only real NPCs can get past.
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No matter what you do, this door will not open for you. Only real NPCs can get past. They appear to open in cutscenes, but that is the only time an inmate is shown opening them.
   
 
=== Solitary (Orange) Doors ===
 
=== Solitary (Orange) Doors ===
   
They look like Free Doors, but they will not open for you unless you are worthy of recompense after solitary confinement. They are orange on the map.
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They look like Free Doors, but they will not open for you unless you have completed your sentence in [[Solitary]]. They are orange on the map.
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=== Multiplayer Doors (The Escapists 2) ===
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''Main article: [[Multiplayer Door]]''
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They come in two forms: [[Keycards|Keycard]] Doors and Sliding Doors. You need a Keycard of corresponding color to open a keycard door (using a button to allow other players in, who can then use an unlocked inside button to hold the door open). Sliding Doors are opened from the outside by one player holding it open, and the rest can enter and use a button to open the door.

Revision as of 17:02, 1 April 2021

The door is the gateway to different areas of the compound. Each colored door has a different unique function. To pass a locked door, you must get its corresponding Key (only for some doors). Note that even if an NPC appears to be holding open a locked door, you still cannot get through without a proper key/method of opening it yourself.

Types

There are 12 main types of doors:

Free Doors

Their appearance resembles stereotypical jail doors. They can be freely entered and exited as many times as you want. They are colored white on the map.

Cell (Yellow) Doors

These doors are the entrance of Inmates' cells. They are unlocked during the day, but when the lights out period begins, other cell doors will be locked shut. You will only be able to go through your own cell door, and that will lock when you get inside your cell. They can be opened with the Plastic Cell/Yellow Key.

Entrance (Purple) Doors

These doors are unlocked during the day. However, at night, they deny access to exterior areas, only allowing you to enter the room with your cell. They can be opened with the Plastic Entrance/Purple Key.

Utility (Cyan or Orange) Doors

The utility door, which is orange in PC but cyan in Console, Mobile and all versions of TE2, houses the maintenance crew, ladders, the generator room, and shortcut passageways used by urgent medics. They are locked, but can be opened by getting a Plastic Utility/Cyan/Orange Key.

Staff (Red) Doors

This is a door that secures guard-only areas. They protect the guard quarters, the Control Room, the generator room (sometimes blocked by a utility key), and many escape routes. Opening these requires a Plastic Staff/Red Key.

Work (Green) Doors

This door is the entrance into job rooms. It only unlocks for inmates that occupy the respective job. For example, the kitchen room will only accept chefs, not plumbers. With a Work/Green Key, you can access many employment departments such as the Kennels, the Janitor closet, etc.

Guard (Blue) Doors

These doors are blue on the bottom, with a yellow police star. They are the gate to valuable Contraband Desks. They can only be opened when you are wearing a Guard Outfit. On the map they are colored black.

Medic (Dark Green) Doors

These doors are dark green on the bottom, with a green medical cross. They are the gate to medic desks. They can only be opened when you are wearing infirmary overalls/outfit or Medic Outfit (TE2). On the map they are colored black.

Impassable (Grey/Silver) Doors

No matter what you do, this door will not open for you. Only real NPCs can get past. They appear to open in cutscenes, but that is the only time an inmate is shown opening them.

Solitary (Orange) Doors

They look like Free Doors, but they will not open for you unless you have completed your sentence in Solitary. They are orange on the map.

Multiplayer Doors (The Escapists 2)

Main article: Multiplayer Door

They come in two forms: Keycard Doors and Sliding Doors. You need a Keycard of corresponding color to open a keycard door (using a button to allow other players in, who can then use an unlocked inside button to hold the door open). Sliding Doors are opened from the outside by one player holding it open, and the rest can enter and use a button to open the door.