

It may not be there, but usually it will be. If you want to speed up the process you can find the guard with the Cyan Key, and go and get the lightweight shovel from the desk in the maintenance room next to the Roll Call zone. First, make all the items for a Sturdy Shovel or Sturdy Pickaxe.Once you're done chipping at the wall, you can escape!.If you get too tired, use your Adrenaline Shot to continue. With your Shovel, Pickaxe, or Multitool, chip away the wall.Go through the Red Key door to the side of the prison, and cut through.Turn it off, and then take your items up to the UFO room. This can be skipped if you took a Contraband Pouch.
ESCAPISTS 2 CONTRABAND POUCH GENERATOR
Once it hits lights out, go to the Generator and drop all of your contraband right outside of the room.Place it in your bed, and take the previously listed items. Before the last roll call of the day, go to your cell and craft a Bed Dummy.After you come into possession of all items required, you are ready to escape.It will also be useful to get a Contraband Pouch, although this is not completely necessary.Next, you will need to get 4 items: a Plastic Key, Sturdy Cutters, a Sturdy Shovel, Sturdy Pickaxe, or Multitool, and an Adrenaline Shot.In order to escape, you will first need to get your intellect to 60.

Perimeter Breakouts can be performed in many ways. As such, the inmates here have unusual default names and all bear an alien-masked face appearance.Ĭurrently, there are 3 ways you can escape from Area 17. Illegal unique items: Blank Security Pass and Security Pass.Īrea 17 is a reference to Team 17, the developers, and Area 51, a US Air Force base that is the center of infamous conspiracy theories involving aliens. The Probe, Microchip, Empty Cannister, and Inflatable Alien.
