The Escapists 2 is all about just that — escaping! There are endless paths to escape the various weird and wacky prisons in The Escapists 2, but there are a handful of special unique challenges you can only access on specific prisons. The unique escapes are like the signature kills in a Hitman game — they’re goals you’ll want to strive for.
It isn’t entirely clear how to access all the unique escapes in The Escapists 2, so we’re here to help with some quick tips, explaining what you need to do and where you need to go. We won’t get into extreme details; this guide is just for unique escapes. You’ll have to do all the stealthy work in-between.
Don’t miss out on clues if you’re ever stuck. Access phones to get helpful hints and other in-game help if you’re lost. Learn more about The Escapists 2 with Gameranx’s early-look preview.
Unique Prison Escapes Guide
[Work-in-Progress: Check back soon for new prison escape tips.]
These aren’t the only paths to escape in each prison. There are tons of ways to get through every prison in The Escapists 2, but certain escapes have particular requirements. Here’s how to fulfill those requirements. It’s kind of like a puzzle! Just know that you’re free to use creativity to complete each objective.
Center Perks 2.0
- Meet the Crew:
- Get a civilian uniform to escape.
- The civilian uniform is located on the north wall of 2F. You’ll also need a fake boom mic.
- Get the broom and duct tape from the inmate desks.
- Get the radio receiver from the desk by the civilian uniform.
- Perimeter Breakout:
- Simple, just leave through the edge of the map.
- Get a dummy and cutters — place the dummy, go outside before afternoon roll call finishes.
- Cut through the fence when light’s out begins.
- Last Post:
- Requirement: At least 2 players.
- Create a shipping crate to escape.
- Needs timber, nails, bolts, and a hammer.
- Create all three parts; the crate bottom, the crate base, and the crate top.
- Get the shipping address from a random desk.
- To escape go to the 2-person “Access” partner door on the east wing.
- Place all the crate parts on the gold platform in the center to escape.
Cougar Creek Railroad
- My Little Phoney
- Collect 3 items in the train; an orange pen, a green pen, and a handkerchief.
- Go to the carriage (with the horse) and craft the fake carrot-on-a-stick.
- Go back to the open carriage and ride the horse to escape.
- Hooked On You
- Get 4 items; ductape, rope, and two crowbars.
- Use the items to create a grapple head, then grapple hook.
- Go to the carriage with the ladder and use the grapple hook to climp up.
- Escape through the east of the carriage.
- Do the Locomotive
- Requirement: At least 2 players.
- Acquire weaponry of any kind and kill the well-armed guards at the front of the train.
- Loose Caboose
- Requirement: At least 2 players.
- Acquire three crowbars and use them to detach the caboose of the train.
Rattlesnake Springs
- Perimeter Breakout
- Basic escape through the perimeter. No special escape method.
- Chip through walls, dig to escape, and cut through fences.
- Zip It Up
- Construct a crossbow; get string, timber, glue, and a dowel.
- Dowels may only be purchased.
- Collect parts for a grappling hook. Attach the grappling hook to the crossbow.
- Reach the stairwell on the north section of the map (tunnel or use vents) to access the roof.
- Use the grappling hook to escape to the north of the map.
- Construct a crossbow; get string, timber, glue, and a dowel.
- Take Out The Trash
- Requirement: At least 2 people — easier with only two.
- Get the Cyan Keycard copy.
- Get a circuit board and wire, finding the guard with the Cyan Keycard, then putting the keycard back after making a copy.
- Next, all players will need breathable garbage bags.
- Find handkerchief, tubing, garbage bag, and x2 duct tape for each.
- Go to the south side, to the “Access” door near the garbage disposal area. Use the partner door, equip the breathable garbage bags and enter the dumpster to escape.
K.A.P.O.W. Camp
- Speed McQueen
- Collect Mints (carried by guards), and search desks for Yellow Energy Drink, x3 Paint Cans, and a Screwdriver.
- Craft a Makeshift Ladder (Paint Cans) and Energy Thruster (Mints + Yellow Energy Drink).
- Go to the shed in the bottom-left corner of the cells area and use the makeshift ladder to reach the vent. Unscrew the vent to reach the bike.
- Repair the bike to escape.
- Glide To Victory
- Requirement: At least 2 players & 60 Intelligence Stat.
- Collect tools to break down walls: hammers, pickaxes, etc.
- Use your 60 Intelligence prisoner to create a Glider Skin and x2 Half Frame of Gliders.
- Locate a guard carrying the Cyan Key Card. When you have everything you need, knock out the guard and make a copy of the Cyan Key Card.
- Go to the fort east of the cells and circle around to avoid Detectors, then go to the second floor. Use the Cyan Key Card on the two-man door.
- Follow the path to the Landing Strip. Smash the walls blocking the landing strip (don’t walk through them) and repair the plane to escape.
H.M.S. Orca
- Scuba Doo
- For this escape, you’ll need to construct a makeshift scuba suit.
- Collect an Oxygen Tank, tubing, and duct tape.
- Go to the top deck of the ship and jump down off the side where the bridge connects to board / exit.
- For this escape, you’ll need to construct a makeshift scuba suit.
- Wave Goodbye!
- Get to the bottom deck to find the broken jetski. Repair it with tubing and a bolt.
- Masters of Illusion
- Requirement: At least 2 people.
- To escape, you’ll need to craft a fake gun. Enter the two-man “Access” door near the cells to get many of the components.
- A lighter, soap, wax, meal tray, and ink.
- Reach the top deck and enter the two-man door on the east to reach the escape chopper.
- Taking Back Control
- Requirement: At least 2 people.
- Fight through the guards in the top floor Control Room to escape.
- Steal the uniform off the first guard and take his baton. Wait for your heat to lower, then sneak up to the control room at the top floor with your partners.
- Stealing the Red Key (and getting caught) will not cause a lockdown.
H.M.P. Offshore
[More coming soon.]
- Trash Talk
- Requirement: Get to Intelligence 60.
- Get a woodworking job to get enough lumber (and cash) to create a good pickaxe.
- Locate the Cyan and Red Key Cards. Knock out the guards carrying each and make copies when you’re ready to escape.
- Before leaving, craft a Breathable Trash Bag.
- Find Powder in the Infirmary.
- Go to the Furniture Workshop and smash the lower-right wall, just below the Contraband Detector.
- Travel down through Cyan and Red locked doors until you reach a dead end. Use the breathable trash bag to escape.
- Swimming With Dolphins
- Requirement: Get to Intelligence 70.
- Collect a Branch, String, Paper Clip, and Worm — find and make a copy of the Red Key Card, too.
- When you get the Red Key Card copy, steal a disguise from the guard near your cell.
- Go to the Generator Room northwest of the lower cells and use fishing line to collect a live fish for Snooty.
- Next, go up and through the Red Key Doors to get the “How To Speak Dolphin” book.
- You’ll also need to create a cake. Get the ingredients from inmate desks.
- Return to Snooty the Dolphin and give him the cake to escape, riding Snooty to safety.
Fort Tundra
[More coming soon.]
- Rock-Hammer Hard Place
- For this escape, you’ll need: a Rock Hammer, strong Cutters, the Yellow and Purple Key Cards, a Bed Dummy and a guard uniform.
- First, find a prisoner with the Rock-Hammer favor. Complete all 8 tasks to get the Rock Hammer, but don’t get caught with it — the Contraband area is almost impossible to reach.
- After collecting the items you need, wait until night. Place the Bed Dummy and use the Guard Uniform then go to the Sewer Hatch near the Statue.
- Smash through the Sewer Hatch — if the damaged Sewer Hatch is discovered, the prison will go into lockdown.
- Use the strong Cutters to break through the multiple fences in the sewer tunnels.
- Keep going west to escape through the sewers.
- Fun With Jeeps
- Requirement: At least 2 people.
- This difficult escape requires multiple players to steal a key and use jeeps to leave the map.
- Collect the cheap pickaxe from the northeast corner of the map.
- Prepare for a fight. Beat up guards until you find the Red Key.
- After finding it, wait for the heat to lower, then ambush the card-carrying guard when he’s secluded.
- Make molds for all players on the team, then give it back to avoid lockdown.
- By the library building, find the locked keycard door. Use the Red Key and then get through the 2-man cooperative door. At the wall, dig through to the escape jeep.
Area 17
[More coming soon.]
- I’m Only Human
- Requirement: Intelligence 60
- To escape, you’ll need to steal an Infirmary Uniform and use a Fake Pass to get through the locked main entrance on the surface.
- Find the Red and Cyan Key Cards, then collect: a Fake Security Pass, Putty, Ink and a Feather. You’ll also need a Guard Uniform.
- You can skip the Red Key with an Infirmary Uniform. Break through the wall in the room left of the Warden’s Office.
- Get to the Maintenance Desk on the Surface (not Underground) — use the Cyan Key to access the room and steal the Civilian Disguise.
- With the Civilian Disguise, go to the surface using the fake keys while wearing a Guard Uniform. At the main entrance with the many locked doors, switch into your Civilian Disguise and place the Fake Security Pass in your active item slot.
- Interact with the door to safely escape.
- Alien Technology
- Requirement: At least 2 people.
- To escape, you’ll need to recover a special alien item. Start by getting Red Key Card molds. Find the keycard on a guard, steal it, make molds, and give it back.
- Take the west stairs to the keycard door. Use the 2-man door to get into the space lander bay and collect the secret item inside.
- Next, access the Power Room south of the Roll Call zone. Switch off the power; you’ll need cutters, a circuit board, and a radio receiver. When the power is off, cut through the two fences.
- Repair the space ship with your assorted parts to escape.
Air Force Con
- Plane Crazy
- Force the plane to land with a variety of items.
- Collect: 2 batteries, circuit board, screwdriver and wire.
- Go to the central deck and find the control panel at the front.
- Create an Energy Module with the parts and use it to make the plane go haywire.
- Force the plane to land with a variety of items.
- Passport to Freedom
- Take your bed sheets and collect 3 ropes from the plane.
- Create a harness and a parachute — escape through the door to the right of the cells.
- Regain Control
- Requirement: At least 2 players.
- Fight to the airplane control room and beat up the three guards to escape. You’ll need a co-pilot.
- Plane Sailing
- Requirement: At least 2 players.
- Collect 3 oxygen tanks in the prison and then go to the bottom deck.
- Get through the two-man cooperative door to find a flat inflatable boat.
- Fill the boat with all three oxygen tanks to escape.
U.S.S Anomaly
NOTE: This is a trick prison. To search rooms, steal a guard uniform. It won’t set off Contraband Detectors.
[More coming soon.]
- Race From Space:
- Escape through the Warden’s Office.
- Protected by a red key card door, Contraband Contractors, and guard dogs.
- Jet pack required. Get the Jet pack in the Contraband Storage container.
- Perimeter Breakout:
- Collect lots of cutters before moving on this escape path.
- Take the stairs up from the showers. Cut through the fence to reach a vent.
- The vent leads to three fences — cut through them and continue down the path.
- You’ll eventually find an escape ship
- Peas In A Pod:
- Requirement: At least 2 players.
- Use the two-man cooperative doors to reach a broke escape pod.
- Acquire an oxygen tank to escape.
Source: [1]