The Escapists Wiki
The Escapists Wiki
Advertisement
The Escapists 2 Logo

Multiplayer is one of the new game features that was introduced in The Escapists 2. It is not available in the first The Escapists. The various multiplayer options include:

  • Co-op
  • Local game (LAN)
  • Online (Public or Friends-Only)
  • Splitscreen (Offline)
  • Versus


Online Multiplayer (co-op) allows you to play with a maximum of 4 people online. Split-screen Multiplayer allows you to play locally with multiple controllers to one console. However, some escapes can't be done in multiplayer like "My little Phoney" in Cougar Creek Railroad prison or "Meet The Crew" in Center Perks 2.0. Conversely, some escapes require multiplayer to be accomplished.

Versus Mode is a race to see who can escape the prison first in a one day race. there are no snipers (you can cut/chip/dig outside freely), no routines and almost no lockdowns. Also, all items purchasable from fellow inmates are free of charge.

Versus mode[]

Information[]

In Versus Mode, (aside from what the game tells you) all players' desks will start full of useful contraband, usually including a Comb Shiv, Wad of Putty, Molten Plastic, and/or materials to make Putty & Plastic, plus enough materials to make a Flimsy Shovel, Flimsy Cutters and/or Flimsy Pickaxe. In addition, inmates' desks will also have unique loot, including flimsy tools, key moulds, armor, contraband pouches and high-tier weaponry - some may even have similar stashes to your own starting desk.

Shops will offer different loot, usually ranging from basic food items to tool components, flimsy tools, key moulds and weapons, most often the nunchucks. Items are free of charge.

Individual Prisons[]

  • Center Perks 2.0: The Perimeter Breakout can be orchestrated with just a Crowbar, however quickly buying an adrenaline shot and/or a better weapon will be very beneficial should other players attempt this escape. Get to the west of the prison, just south of the meal hall, and find the small room with a purple door that borders the prison. Using your crowbar, chip out the wall - it's obvious what you do from there.
  • Cougar Creek Railroad: The items for the Pretend Carrot and/or grappling hook have a habit of appearing near the cell carriage. Remember that at the start of the game the contraband desk is always empty, and the the medic desk has 3 medkits and an adrenaline shot. Knock out other players if necessary items have been taken already. Don't worry about losing the carrot, as it is not contraband (It could get stolen by a player, though.)
  • Rattlesnake Springs: Grab the Crowbar from your desk. Just like in Center Perks 2.0, buying an adrenaline shot and/or another weapon will help you fight off other players. Head to the middle of the south second floor and use it to chip through the wall next to the chair.
  • K.A.P.O.W Camp: Acquire the Makeshift ladder, can of soda and (optional) file from vendors. Your desk has enough materials to make sturdy cutters, minus 1 file. Most officers have sugar mints on them - knock one out and steal them. Escape like you normally would using the Speed McQueen method. Alternatively, if the power gets cut by another player, rush for the perimeter fence and cut through.
  • H.M.S Orca: The most important item you should get is Tubing, as both escapes require it. The red key may prove useful as a get out of jail free card against other players. Check the area near the engine bay first, as there are three desks for the items to turn up in. And if you loose some important items, the contraband has an obvious trail...
  • H.M.P Offshore: Obtain nunchucks or any Weapon from vendors and flatten guards until you get a Red Key. Go to the helicopter (the wiki page for this prison explains where.) Don’t bother with making a copy, because you can make it to the helicopter without triggering Lockdown. However the Dogs will still be deployed, and if you aren't fast enough, you'll get knocked out.
  • Fort Tundra: Craft a sturdy pickaxe, and start knocking guards out until you find a green or red key and steal it. You should also steal any medkits, energy drinks and adrenaline shots you find, in case others attempt escaping this way. If you have the green key, go to the south west corner of the map, and head through the kitchen, past the contraband detectors, to the west perimeter wall. For the red key, head east trough the red door between the south building and the control room, and then south so that you're at the south perimeter wall (with full durability on the pickaxe - otherwise, you won't have enough to escape). Drop the key and dig under the wall.
  • Area 17: Acquire a red key mould, flimsy pickaxe and a lighter from vendors. Using the toothbrush in your desk craft molten plastic and a plastic red key. Upgrade your pickaxe to a sturdy one. Head underground, enter the area in which one of the guard speaks during roll call, and head north to a room with an alien in a vat. Dig up from the far east of the room, this should put you beyond the electric fence. Chip through the perimeter wall and escape!
  • Air Force Con: Immediately get the bed sheet from your bed. If you find a circuit board or length of rope, hold onto them, as this prevents others from escaping. You can also ambush players by hiding in the locker next to the contraband desk, and attacking them when they start searching the desk.(Note: this strategy is not foolproof. Players can find you by simply hitting the locker or locking on to you. )
  • U.S.S. Anomaly: Obtain a crowbar, and chip into the room with the contraband desk. Get the jet pack and replace the wall block. Acquire a red key mould from a vendor and craft a plastic red key, or knock out guards until you find the red key. Get into the warden's office like you normally would. If you opted for the real key rather than a plastic one, drop it immediately after going past the red door. Anternatively, if there's too much competition for the jetpack, you can acquire a lightweight pickaxe, flimsy cutters, contraband pouch and roll of duct tape and head to the north east of the 2nd floor, where you'll find one of the space shuttles. When no guards are in sight, duct tape the camera and chip the wall it was observing. Replace the wall block, cut through the fence and escape!
  • If you forget some crafting recipes, then look at the Crafting page.
  • Security level will only go up if soil is found or a key is destroyed (either by flushing [not flooding] or getting sent to a full contraband desk), 1 star per soil and 5 stars for a destroyed key. The dogs will be deployed at 2 stars, increasing in number at 4 stars. Keep away from them as they will raise your guard heat to 100 if they sniff contraband on you, however they will not attack you outside of a lockdown.
  • Lockdowns, while rare, can still happen when a key is destroyed or too much soil is found. For the rest of the game, there will be more guards on patrol, as well as dogs roaming the prison. While cells will not be locked, any raise in guard heat is a raise to 100 and a trip to solitary. This causes a drastic shift in gameplay, as looting desks is no longer as safe. Instead, prioritise vendors as your primary source of escape tools. Remember to avoid dogs at all costs, as well as scanners if you do not have a contraband pouch.

Lockdown changes in escape strategy[]

  • Center Perks 2.0: No change.
  • Rattlesnake Springs: No change.
  • K.A.P.O.W. Camp: If you do not already have a sugar mint your only option is perimeter breakout. Try waiting until others are in solitary to do this.
  • H.M.P. Offshore: This prison become almost impossible to escape. You should make a red key mould and quickly hide it in your desk, before getting inevitably taken to solitary. After that, your best option is the boat escape - make sure to look at the map often and plan your route to avoid getting seen by guards.
  • Fort Tundra: Lockdown makes it so you have to carve your way to the perimeter wall, past the key doors and scanners. A 2nd pickaxe or multitool is highly recommended, as well as an adrenaline shot. A contraband pouch will also make this easier, but obtaining one is risky.
  • Area 17: No change.
  • U.S.S. Anomaly: Knocking guards out is out of the picture, making the vendor a must for the jetpack escape. A much safer strategy, however, is the space shuttle on the north of the 2nd floor: you will need sturdy cutters and a screwdriver/crowbar. Go to the said shuttle, which is separated from you by a fence and vents with 3 fences, it's obvious what to do from there. If you want to be extra safe, you can also craft a fake fence and use it on the first fence, since guards sometimes patrol that area.

Co-op Tips[]

To begin a split-screen co-op game, open any game file in "Offline" mode. Press any button on a second connected controller and choose a character. Any money or progress made with this character will not be saved after closing the session. All items will be dropped in a "swag bag" after the guest player leaves the game.

Screenshots[]

Advertisement