The Escapists Wiki
Tag: Visual edit
m (Reverted edits by 24.108.18.209 (talk) to last revision by UnderTheRubble)
Line 13: Line 13:
 
08:00-09:00: Morning Rollcall (Cell search)
 
08:00-09:00: Morning Rollcall (Cell search)
   
09:00-10:00: Breakfeast
+
09:00-10:00: Breakfast
   
 
10:00-13:00: Work Period
 
10:00-13:00: Work Period
Line 21: Line 21:
 
14:00-16:00: Free period
 
14:00-16:00: Free period
   
16:00-17:00: AfterNoon Rollcall (Cell search)
+
16:00-17:00: Dinner
   
17:00-18:00: Exercise period
+
17:00-18:00: Exercise period
   
 
18:00-19:00: Showers
 
18:00-19:00: Showers
   
19:00-22:00: Dinner
+
19:00-22:00: Free period
   
 
22:00-23:00: Evening Rollcall (Cell search)
 
22:00-23:00: Evening Rollcall (Cell search)
Line 42: Line 42:
 
*Deliveries
 
*Deliveries
   
  +
*Metalshop
*Laungery
 
*MetalShop
 
   
 
==Exclusive Items==
 
==Exclusive Items==
Line 53: Line 52:
 
* {{item link|Navigation Lighting}}
 
* {{item link|Navigation Lighting}}
   
===useless Items===
+
===Crafting Items===
 
* {{item link|Cork}}
 
* {{item link|Cork}}
   
Line 78: Line 77:
 
* {{item link|Fuel}}
 
* {{item link|Fuel}}
   
===Items Needed===
+
===Other Items===
 
* {{item link|Red Herring}}
 
* {{item link|Red Herring}}
   
Line 106: Line 105:
   
 
== Strategies ==
 
== Strategies ==
You will not need:
+
You will need:
   
 
{{Item link|Thruster}}
 
{{Item link|Thruster}}
Line 128: Line 127:
 
{{Item link|Guard Outfit}}
 
{{Item link|Guard Outfit}}
   
{{Item link|Flimsy Pickaxe}} or higher
+
{{Item link|Flimsy Pickaxe}} or higher (Optional)
   
{{Item link|Poster}}
+
{{Item link|Poster}} x2 (Optional)
   
{{Item link|Plastic Work Key}}
+
{{Item link|Plastic Work Key}} (Optional)
   
{{Item link|Fake Vent Cover}}
+
{{Item link|Fake Vent Cover}} (Optional)
   
{{Item link|Screwdriver}}
+
{{Item link|Screwdriver}} or higher (Optional)
  +
  +
  +
When you first start this game, you will automatically have the Kitchen Job. Hold onto it, as it is an imperative job for one of the four items needed to be added to the sleigh. If you want, you can chip the northern wall of your cell to enable you access to the utility tunnel, then stash contraband down the right-hand side. Use a {{Item link|Poster}} to hide the hole. After lights out, you can chip through the wall after the first one too and place an additional poster there. This can serve as your gateway in and out of your cell block. Work on your stats and then seek out the first officer. This will be the person who leads rollcalls. Bring him down where possible and make a copy of his key. Take his {{Item link|Guard Outfit}} as well for yourself, and if you'd like to, take his {{Item link|Baton}} as well, in order to de-fang his attacks in the future. He may also have a {{Item link|Flashlight}} as well. You will need this later, so take it. If you need to, you can make a {{Item link|Plated POW Outfit}} by taking someone's outfit when they're down and using that. The guards won't bat an eye to you outside of your regular outfit. As such, you can armour yourself in this prison, should you need to do so. Once you have made a copy of the first officer's key, it's time to track down the third officer on the roster. This will be one of the two officers that attend all group periods, rollcall included, but does not speak. Make a copy of his key and again, take his baton to de-fang his future attacks, if you want. To have more facility to find the guard who has got the good key, watch this page : [[Tricks]].
  +
  +
  +
Now using your guard outfit, head to the southeast of the prison, where there is a blue door. Use the outfit to get through the door and into where the guards sleep. Inside that room is a crate to the bottom-left. This holds a {{Item link|Cork}}, a component for one of the items needed to escape. Everything else in there is not relevant. Be warned that this is a restricted area. As such, make sure the coast is clear before you go inside, otherwise guards will recognise and attack you. It is ill-advised to do this at lights out, as many guards are sleeping in there at that time. Unless you have a high amount of strength and are sure you can endure their attacks, find a moment during the daytime to do this safely when the guards are on duty.
  +
  +
  +
Next is the fence to the north of the prison. It is currently a holding pen for reindeer. This will need to be dealt with during lights out, so prepare a {{Item link|Bed Dummy}} in advance. Once the time is right, plant the dummy in your bed, grab your {{Item link|Flimsy Cutters}} and your {{Item link|Fake Fence}}, and then put on your guard outfit and proceed to the reindeer pen. Cut the east side of the fence to get inside (Guards are less likely to see you here. They can still see the hole however). Once through, rush to the crate in there and grab a {{Item link|Bowl}} and {{Item link|Bottle of Water}} and craft them together into a {{Item link|Bowl of Water}} first, then grab some {{Item link|Raw Nasty Carrots}} afterwards. The {{Item link|Red Herring}} is - as the name implies - a red herring. It is not needed for escaping. Once you have the bowl of water and carrots, quickly exit the pen and place your fake fence in the hole.
  +
  +
  +
If there's still plenty of time in the night and you have a {{Item link|Screwdriver}} or {{Item link|Lightweight Cutters}}, you can make your move on the next area. Return to your cell and grab your screwdriver and {{Item link|Plastic Utility Key}} (And {{Item link|Plastic Cell Key}} if you don't have it already). Then head to where the gym and showers are at. There is a utility tunnel in there with a table. Stand on the table to see a vent. If you don't have a screwdriver, you will need a {{Item link|Fake Vent Cover}} here and need to use your cutters to cut through the vent, otherwise you can simply unscrew it. Whichever your approach, get into the vents (Placing either the fake vent cover or {{Item link|Vent Cover}} back down to cover your tracks) and head to the left. There will be a ladder to the roof. There are also two searchlights sweeping this roof. Avoid them and head south along a metal beam. There will also be a ladder. Climb down it, and you'll be in the garage. Inside a crate here is {{Item link|Fuel}} and a {{Item link|Halogen Bulb}}. Take both and return to the roof. You can jump off the metal beam and land on the ground down below to avoid having to go back through the vents. It should be nearing daytime now, so return to your cell before the Tower Guards show up, and wait out the rest of the night. While you wait, combine the flashlight you got from the first officer, with the halogen bulb to create a {{Item link|High Beam Flashlight}}.
  +
  +
  +
The next day, take the raw nasty carrots with you to work and cook them in one of the ovens. You need to still have your kitchen job to be allowed to access the ovens. Getting into the kitchen forcefully and trying to use the ovens won't work. Once the carrots are cooked, you will be given {{Item link|Juicy Cooked Carrots}} which is a quarter of the items needed to escape. Continue your job as usual after this. As the carrots are not considered contraband, you won't have to worry about hiding them.
  +
  +
  +
Now for the next part, you can do one of two things: Either take the tailor or metalshop job, or make a {{Item link|Plastic Work Key}}. If choosing the latter option, you will need to find the fifth officer on the roster. This is one of the two officers with flashlights during evening rollcall, but is not at the rollcall itself. He will be wandering around with his flashlight out. Once again, take his baton if you want, to de-fang his future attacks. If you chose to take one of the two jobs, you will need to enter the room of the job you've chosen where a crate is sitting. In the tailor job, there will be a {{Item link|Needle}} in the crate. In the metalshop job, there will be a {{Item link|Metal Tube}}, {{Item link|Work Hat}}, and {{Item link|Magnet}}. All of the four aforementioned items are crucial to your escape. Once you have the items from one crate, use the {{Item link|Flimsy Pickaxe}} to chip through the wall into the other job room and take the item(s) from the other crate. Then head back into your work room and drop the wall block back into place, before heading out of your green door. If you have the key however, you can simply walk into both rooms individually and take the crate contents.
  +
  +
  +
Return to your cell to begin crafting. You're almost complete. Combine the magnet and needle to make a {{Item link|Magnetized Needle}}, and then combine that with the {{item link|Bowl of Water}} and {{item link|Cork}} to make a {{Item link|Makeshift Compass}}. Next, combine the {{item link|Metal Tube}} {{item link|Fuel}} with a {{Item link|Lighter}} to create a {{Item link|Thruster}}. Once that's done, combine the high beam flashlight, work hat, and a {{Item link|Roll of Duct Tape}} to make some {{Item link|Navigation Lighting}}. Now you have everything you need to escape. You can choose to escape at any time you like. Take the {{item link|Navigation Lighting}}, {{item link|Makeshift Compass}}, {{item link|Thruster}}, and {{item link|Juicy Cooked Carrots}} to the sleigh and attach them to it in that order. Once you use the carrots, the game will end.
   
   

Revision as of 12:28, 11 August 2017

Jingle Cells
Jingle Cells
Details
Medium Security
Inmates 11
Guards 10

This article is a stub. You can help The Escapists Wiki by expanding it.

After escaping Santa's Sweatshop, (Player) lost control of the sleigh mid-flight and was forced to make an emergency crash landing. Ironically, this landing was within the grounds of Jingle Cells Prison! The other inmates don't believe (Player)s story, they think he's crazy. Now he's doing hard time with the rest of them. Only one thing to do- repair the sleigh and fly out of there!

Summary

Jingle Cells is a free prison added to the game and follows the events of the free DLC item Santa's Sweatshop.

Schedule

08:00-09:00: Morning Rollcall (Cell search)

09:00-10:00: Breakfast

10:00-13:00: Work Period

13:00-14:00: Mid-day roll call

14:00-16:00: Free period

16:00-17:00: Dinner

17:00-18:00: Exercise period

18:00-19:00: Showers

19:00-22:00: Free period

22:00-23:00: Evening Rollcall (Cell search)

23:00-08:00: Lights Out (Bed Time)

Jobs

  • Kitchen (Default)
  • Tailor
  • Woodshop
  • Deliveries
  • Metalshop

Exclusive Items

Sleigh Items

Crafting Items

Other Items

Recipes

Item Requirements Intelligence
Thruster Thruster Fuel Fuel x1 + Lighter Lighter x1 + Metal Tube Metal Tube x1 None
Makeshift Compass Makeshift Compass Bowl of Water Bowl of Water x1 + Magnetized Needle Magnetized Needle x1 + Cork Cork x1 None
Navigation Lighting Navigation Lighting High Beam Flashlight High Beam Flashlight x1 + Work Hat Work Hat x1 + Roll of Duct Tape Roll of Duct Tape x1 None
Magnetized Needle Magnetized Needle Needle Needle x1 + Magnet Magnet x1 None
Bowl of Water Bowl of Water Bowl Bowl x1 + Bottle of Water Bottle of Water x1 None
High Beam Flashlight High Beam Flashlight Flashlight Flashlight x1 + Halogen Bulb Halogen Bulb x1 None
Juicy Cooked Carrots Juicy Cooked Carrots Cook Raw Nasty Carrots Raw Nasty Carrots in an oven None

Strategies

You will need:

Thruster Thruster

Makeshift Compass Makeshift Compass

Navigation Lighting Navigation Lighting

Juicy Cooked Carrots Juicy Cooked Carrots

Bed Dummy Bed Dummy

Fake Fence Fake Fence

Flimsy Cutters Flimsy Cutters or higher

Plastic Cell Key Plastic Cell Key

Plastic Utility Key Plastic Utility Key

Guard Outfit Guard Outfit

Flimsy Pickaxe Flimsy Pickaxe or higher (Optional)

Poster Poster x2 (Optional)

Plastic Work Key Plastic Work Key (Optional)

Fake Vent Cover Fake Vent Cover (Optional)

Screwdriver Screwdriver or higher (Optional)


When you first start this game, you will automatically have the Kitchen Job. Hold onto it, as it is an imperative job for one of the four items needed to be added to the sleigh. If you want, you can chip the northern wall of your cell to enable you access to the utility tunnel, then stash contraband down the right-hand side. Use a Poster Poster to hide the hole. After lights out, you can chip through the wall after the first one too and place an additional poster there. This can serve as your gateway in and out of your cell block. Work on your stats and then seek out the first officer. This will be the person who leads rollcalls. Bring him down where possible and make a copy of his key. Take his Guard Outfit Guard Outfit as well for yourself, and if you'd like to, take his Baton Baton as well, in order to de-fang his attacks in the future. He may also have a Flashlight Flashlight as well. You will need this later, so take it. If you need to, you can make a Plated POW Outfit Plated POW Outfit by taking someone's outfit when they're down and using that. The guards won't bat an eye to you outside of your regular outfit. As such, you can armour yourself in this prison, should you need to do so. Once you have made a copy of the first officer's key, it's time to track down the third officer on the roster. This will be one of the two officers that attend all group periods, rollcall included, but does not speak. Make a copy of his key and again, take his baton to de-fang his future attacks, if you want. To have more facility to find the guard who has got the good key, watch this page : Tricks.


Now using your guard outfit, head to the southeast of the prison, where there is a blue door. Use the outfit to get through the door and into where the guards sleep. Inside that room is a crate to the bottom-left. This holds a Cork Cork, a component for one of the items needed to escape. Everything else in there is not relevant. Be warned that this is a restricted area. As such, make sure the coast is clear before you go inside, otherwise guards will recognise and attack you. It is ill-advised to do this at lights out, as many guards are sleeping in there at that time. Unless you have a high amount of strength and are sure you can endure their attacks, find a moment during the daytime to do this safely when the guards are on duty.


Next is the fence to the north of the prison. It is currently a holding pen for reindeer. This will need to be dealt with during lights out, so prepare a Bed Dummy Bed Dummy in advance. Once the time is right, plant the dummy in your bed, grab your Flimsy Cutters Flimsy Cutters and your Fake Fence Fake Fence, and then put on your guard outfit and proceed to the reindeer pen. Cut the east side of the fence to get inside (Guards are less likely to see you here. They can still see the hole however). Once through, rush to the crate in there and grab a Bowl Bowl and Bottle of Water Bottle of Water and craft them together into a Bowl of Water Bowl of Water first, then grab some Raw Nasty Carrots Raw Nasty Carrots afterwards. The Red Herring Red Herring is - as the name implies - a red herring. It is not needed for escaping. Once you have the bowl of water and carrots, quickly exit the pen and place your fake fence in the hole.


If there's still plenty of time in the night and you have a Screwdriver Screwdriver or Lightweight Cutters Lightweight Cutters, you can make your move on the next area. Return to your cell and grab your screwdriver and Plastic Utility Key Plastic Utility Key (And Plastic Cell Key Plastic Cell Key if you don't have it already). Then head to where the gym and showers are at. There is a utility tunnel in there with a table. Stand on the table to see a vent. If you don't have a screwdriver, you will need a Fake Vent Cover Fake Vent Cover here and need to use your cutters to cut through the vent, otherwise you can simply unscrew it. Whichever your approach, get into the vents (Placing either the fake vent cover or Vent Cover Vent Cover back down to cover your tracks) and head to the left. There will be a ladder to the roof. There are also two searchlights sweeping this roof. Avoid them and head south along a metal beam. There will also be a ladder. Climb down it, and you'll be in the garage. Inside a crate here is Fuel Fuel and a Halogen Bulb Halogen Bulb. Take both and return to the roof. You can jump off the metal beam and land on the ground down below to avoid having to go back through the vents. It should be nearing daytime now, so return to your cell before the Tower Guards show up, and wait out the rest of the night. While you wait, combine the flashlight you got from the first officer, with the halogen bulb to create a High Beam Flashlight High Beam Flashlight.


The next day, take the raw nasty carrots with you to work and cook them in one of the ovens. You need to still have your kitchen job to be allowed to access the ovens. Getting into the kitchen forcefully and trying to use the ovens won't work. Once the carrots are cooked, you will be given Juicy Cooked Carrots Juicy Cooked Carrots which is a quarter of the items needed to escape. Continue your job as usual after this. As the carrots are not considered contraband, you won't have to worry about hiding them.


Now for the next part, you can do one of two things: Either take the tailor or metalshop job, or make a Plastic Work Key Plastic Work Key. If choosing the latter option, you will need to find the fifth officer on the roster. This is one of the two officers with flashlights during evening rollcall, but is not at the rollcall itself. He will be wandering around with his flashlight out. Once again, take his baton if you want, to de-fang his future attacks. If you chose to take one of the two jobs, you will need to enter the room of the job you've chosen where a crate is sitting. In the tailor job, there will be a Needle Needle in the crate. In the metalshop job, there will be a Metal Tube Metal Tube, Work Hat Work Hat, and Magnet Magnet. All of the four aforementioned items are crucial to your escape. Once you have the items from one crate, use the Flimsy Pickaxe Flimsy Pickaxe to chip through the wall into the other job room and take the item(s) from the other crate. Then head back into your work room and drop the wall block back into place, before heading out of your green door. If you have the key however, you can simply walk into both rooms individually and take the crate contents.


Return to your cell to begin crafting. You're almost complete. Combine the magnet and needle to make a Magnetized Needle Magnetized Needle, and then combine that with the Bowl of Water Bowl of Water and Cork Cork to make a Makeshift Compass Makeshift Compass. Next, combine the Metal Tube Metal Tube Fuel Fuel with a Lighter Lighter to create a Thruster Thruster. Once that's done, combine the high beam flashlight, work hat, and a Roll of Duct Tape Roll of Duct Tape to make some Navigation Lighting Navigation Lighting. Now you have everything you need to escape. You can choose to escape at any time you like. Take the Navigation Lighting Navigation Lighting, Makeshift Compass Makeshift Compass, Thruster Thruster, and Juicy Cooked Carrots Juicy Cooked Carrots to the sleigh and attach them to it in that order. Once you use the carrots, the game will end.