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A lockdown is triggered when the player misses a Roll call during the daily routine, if the player knocks out 20% of the Guards in the prison or if a Guard looks in your cell and doesn't see you in Lights Out (countered by a bed dummy). The Guards will call backup in fear that you have escaped because of a missed rollcall, 2 knocked out guards or reaches 5 security level ( The Escapists 2 ). The player is then given 98 seconds to escape the prison before backup arrives.

In the Xbox One/PS4 Editions the player is given 3 mins to escape the prison before back up arrives; the countdown timer is shown in the middle of the screen. If backup arrives, you will be sent to solitary.

If you are spotted by a guard, the lockdown is called off and backup will not arrive. There may also be a very rare chance that leaving your cell using a Cell Key when waking up after Lights Out, a Lockdown can occur.

In The Escapists 2, Riot Guards and Guard Dogs will be deployed to search for the missing player/inmate. The dogs will be able to track the player making it impossible to hide.

For Lockdowns in TE2, more information can be found at the Security Level page.

Strangely, the regular inmates missing Roll Call routines does not count towards a lockdown. However, the Guard Dogs will still be deployed and knock out those inmates (The Escapists 2).

Screenshot 2

The Countdown timer that appears at the top middle of the screen during a lockdown.


More Info and Strategies (TE1)[ | ]

A prison in lockdown in te2

Lockdown in the Escapists 2

When the backup timer reaches 0 seconds, you are immediately sent to solitary and all of the walls, floors and vents are fully repaired, basically resetting the prison.

If spotted by a guard, the backup is called off because they have realized you have not escaped.

When lockdown starts your Heat skyrockets to 99% (100% on console/mobile versions), and remains up there until the lockdown is called off (starts going down if you are seen by a guard).

If you don't want to lose your contraband items, you will have to put all of your contraband in your desk and turn yourself in!

When attempting to escape in a lockdown, you will be shot unless you are underground or carrying a body.

Lockdowns are usually caused by attempting a Prison Takeover, which allows access to the front gate. This is done by beating up (and preferably binding) 80% of the guards and getting a note from the Warden saying that the main gates are open (the ones with white locks).

One of the easiest ways to escape a prison during a Lockdown is to perform a Prison Takeover. This is done by beating up (and preferably binding) 80% of the guards and getting a note from the Warden saying that the main gates are open (the ones with white locks).

If the binded guards get up, they are no longer counted unless they are brought down again, so you will need more Duct Tape to keep them down. Set up a hostage area to keep the guards in, so that anyone who approaches the area can be taken down. After that, be swift so that the timer does not run out, and avoid towers.

Methods to trigger a lockdown[ | ]

The Escapists 1 & 2
  • Stealing a knocked-out guard's key Key/Key te2 or keycardKeycards and not putting it back in their inventory before they awake from the infirmary (Will send you straight to solitary in TE1).
  • Causing damage to the prison during the day/while being watched by guards or cameras (Will send you straight to solitary in TE1).
  • Being caught out of your cell during lights out (This can be avoided if you have a guard or infirmary outfit on while a bed dummy is in your cell's bed) (Will send you straight to solitary in TE1).
  • Missing Roll Call.
The Escapists 2 only

Trivia[ | ]

  • The Lockdown music used in Precinct 17 is a remix of the Lockdown music used in the first game.
  • All of the Lockdown tracks for Santa's Sweatshop, Escape Team and Duct Tapes Are Forever are different from the normal track.
  • In both games, inmates and guards will make comments about the lockdown. Inmates showing boredom, guards displaying excitement, and both expressing frustration. This has no effect on gameplay.
  • In TE1, snipers turn off when 20% of the Guards are knocked out. The reason for this is unknown.
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