The Escapists Wiki

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

Wicked Ward is the first DLC prison associated with the Season Pass Maps for The Escapists 2.

Description[]

Once a place for rest and recuperation, these walls now contain labs and house ghastly abominations. It's the perfect place to perform experiments on the prisoners! Be warned... undead staff keep the peace, as ghostly apparitions wander the halls...

Jobs[]

  • Vampire Laundry Job
  • Pumpkin Carving Job
  • Trick Or Treat Job
  • Professor's Experiment

Schedule[]

Schedule Event
06:00 - 07:00 Rollcall
07:00 - 08:00 Breakfast
08:00 - 11:00 Job Time
11:00 - 12:00 Exercise Time
12:00 - 13:00 Shower Time
13:00 - 15:00 Free Time
15:00 - 16:00 Rollcall
16:00 - 19:00 Job Time
19:00 - 20:00 Dinner Time
20:00 - 22:00 Free Time
22:00 - 23:00 Rollcall
23:00 - 06:00 Lights Out

Escape Plans[]

  • Perimeter Breakout
  • A Grave Affair (Singleplayer)
  • Monster Mash (Multiplayer)

Ways to Escape[]

Perimeter Breakout[]

Preparation[]

The Escape:[]
  • During the 22:00 roll call, go there, then put your Bed Dummy te2.png Bed Dummy in your bed, and take everything with you.
  • Towards the western side of the 2nd floor, you will find the Generator. Put on your Guard Outfit te2.png Guard Outfit, and wait discreetly until 00:00-01:00.

When it's time, go into the room by breaking the wall with your Sturdy Pickaxe te2.png Sturdy Pickaxe (OR just use your Plastic Cyan Key te2.png Plastic Cyan Key), deactivate the generator, go outside the room, and put the Wall Block back. Take care of the guards' movements to be sure there will be no one when you break the wall.

  • Head North, take the northwest staircase, then use your Plastic Purple Key te2.png Plastic Purple Key to go outside.
  • Head West, near the electric fence, the best place is a bit South, near the dogs' place.
  • Be sure the electric fence is off, take care of the guards' movements, then cut the fence with your Sturdy Cutters te2.png Sturdy Cutters, and finally go through the wall with your Sturdy Pickaxe te2.png Sturdy Pickaxe.
                       You're out!


Alternate Method:[]

Get a Multitool, a guard outfit, 2 Timber Braces and a bed dummy. Attend 22:00 roll call, then place the bed dummy in its place. Put on the guard outfit, then head through the purple doors above the roll call area. Head east until you find the electric fence then dig down (make sure the snipers are gone - you'll know when the "Return to Cell" bar disappears - and there are no guards near!), dig directly east (right) by 5-6 spaces. Check the Map to be sure you've passed the perimeter. Dig up again, you should be outside the walls and able to walk free!

A Grave Affair[]

( Single-player only escape)

  • Find the inmate with a quest named "My Zombie". The inmate who has the favor is usually the first one when you start the game.
  • It's an 8 parts quest, do everything in order to win the special key.
  • You need 60+ intelligence
  • You also need a Plastic Red Key te2.png Plastic Red Key.
  • Go to the building in the North-West, there is a coffin, equip your key and click on it.
                  You're out!

Monster Mash[]

( Multiplayer only escape)

Preparations:

The Escape:

Part 1: Collecting Parts

  • Go to the north-east side of the prison on the second floor, next to the job center. Go through to the multiplayer door, search the desk, and grab the Monster Leg.
  • Go to the second floor of the main building and find the room next to the generator with a ladder. Make sure to bring your partner(s), cutters, ladder, and fake cyan keycard.
  • Take your cutters and cut the vent in the bottom right of the room. Go down into the vent, turn left, and cut the vent above the medical staff hallway. Drop down and go to the cyan door, use your keycard, and have your partner grab the Monster Arm out of the desk.
  • Place the makeshift ladder below the vent you dropped down from, walk into it, and jump back into the vent.

Part 2: The Escape!

  • Grab the Monster Leg, Arm, and Bolt and head to the Professor's lab. Have someone open the door and another go inside to place all the objects on the monster-shaped table.
  • Head to the area above the Professor's lab and use your fake red keycard on the door. Have a partner with the lightning conductor go through the door, go upstairs, and place it on the slot in the upper left-hand corner of the outside room.
  • Grab everyone and go back to the Professor's lab. Click "Escape" on the monster.
                You're out! We hope you enjoyed your stay!
                 Try to get the ghosts to stop haunting you!

Videos[]

Trailer

Perimeter Breakout Escape Guide

A Grave Affair Escape Guide

Monster Mash Escape Guide