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=== A Grave Affair ===
 
=== A Grave Affair ===
 
'''( Single-player only escape)'''
 
'''( Single-player only escape)'''
* Find the [[inmate]] named Evan with a quest named "My Zombie". The inmate who has the favor is usually the first one when you start the game.
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* Find any [[inmate]] with the 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.
 
* It's an 8 parts quest, do everything in order to win the special key.
 
* You need 60+ intelligence
 
* You need 60+ intelligence

Revision as of 14:24, 16 April 2022


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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

Time Routine
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 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 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 Sturdy Pickaxe (OR just use your Plastic Cyan Key te2 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 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 Sturdy Cutters, and finally go through the wall with your Sturdy Pickaxe te2 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 any inmate with the 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 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 area of 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 south-west area of the first floor into the Infirmary. Go through the medical staff hallway using your Infirmary Outfits and go to the cyan door, use your keycard, and have your partner grab the Monster Arm out of the desk.

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