A guide to breaking out of The Escapists 2's prisons: the daily routine, stats, heat and contraband, crafting and the tools that make escapes possible, the main escape methods, prison-by-prison notes, and co-op and versus tips.
Researched September 2026 — current as of the final PC version with all released DLC (no new Escapists 2 content since its DLC run; Team17's recent news covers The Survivalists). Live games change; check the linked sources if something differs.
Status note: The Escapists 2 (August 2017 on PC, PS4 and Xbox One; Switch January 2018; mobile as Pocket Breakout in January 2019) is complete and still sold, with online and local co-op for up to four players, a Prison Map Editor, and Steam Workshop support. Its paid DLC prisons are Big Top Breakout, Dungeons and Duct Tape, Wicked Ward and The Glorious Regime Prison, plus some free seasonal/festive prisons added after launch (check the Steam DLC list for the current set). Team17's more recent Escapists-universe release is The Survivalists, whose Frostbite Fortress DLC launched on 12 March 2026.
| Event | What to do |
|---|---|
| Roll call | Be there. Missing it raises security |
| Meals | Attend, and use them to steal cutlery and scout |
| Job | Work your shift to get paid |
| Free time | Craft, do favours, explore, train |
| Exercise | Gym for Strength and Cardio |
| Showers | Attend when scheduled |
| Lights out | Be in your cell, or have a dummy in bed |
| Stat | Raise it by | Why it matters |
|---|---|---|
| Strength | Gym equipment | Combat damage and better fights |
| Cardio (called Fitness in the achievement list) | Gym (running and cardio machines) | Speed and endurance |
| Intellect | Reading and studying (library, desks, books) | Needed for crafting better items |
Train your stats during free time early on. Strong Strength and Cardio make fights and chases much safer, and Intellect gates the better tools you'll need for later prisons.
Crafting needs the right materials, the right Intellect level, and sometimes a crafting table. Key ideas:
The crafting menu shows known recipes. Many recipes are learned by exploring, doing favours, or finding them in prison.
| Method | What you need | Risks |
|---|---|---|
| Tunnel | A shovel or pickaxe and a cover for the hole | Guards find open holes. Tunnels take time and tools break |
| Cutting the fence | Cutters | Very visible. Do it at night or out of sight |
| Vents | Tools to open vents and covers to hide them | Vents can be patrolled or blocked |
| Roof | Ways to climb (ladders and similar) | Patrols, and exposure to anyone watching |
| Disguise | A guard outfit and the right keys | Guards may spot you, especially with high heat |
| Prison-specific | Unique routes such as trains, aircraft and set-pieces | Often more steps, but more rewarding |
Each prison has multiple routes. Scout early by walking the perimeter, checking the vents and noting where guards patrol.
| Prison | Notes |
|---|---|
| Centre Perks 2.0 | Easiest classic prison. Good for learning the systems |
| Rattlesnake Springs | Desert prison, a step up from Centre Perks |
| K.A.P.O.W Camp | A military-style camp |
| H.M.P Offshore | An island prison. There's a secret escape using a dolphin (achievement "Call Of Snooty") |
| Fort Tundra | Snowy, tight security. Plan carefully |
| Area 17 | Top-secret base with many unique systems |
| U.S.S Anomaly | Space prison, the hardest classic prison |
Transport prisons like Cougar Creek Railroad (a train) and Air Force Con (an aircraft) are shorter, time-limited escapes. The base game has three of them, and escaping all three earns "The Mobile Escapist". DLC prisons have their own themes: a circus (Big Top Breakout), a medieval castle (Dungeons and Duct Tape), a haunted asylum (Wicked Ward) and a totalitarian regime (The Glorious Regime Prison).
Escaping all classic prisons unlocks The Great Escape achievement.
Most achievements come naturally, but a few need planning:
| Achievement | Requirement | Tip |
|---|---|---|
| I've Got A Cunning Plan | Perform 7 unique escapes across the Classic prisons | Use a different method each time (tunnel, fence, vent, roof, disguise, prison-specific) |
| Statistician | Max out all three stats | Train a little every day from the start rather than grinding at the end |
| Good Intentions | 3 consecutive days with Guard Heat at 0 in one session | Pick a quiet day in Centre Perks 2.0, attend everything, carry no contraband |
| Crook Of All Trades | Complete the quota once for every job | Tracked across prisons and sessions, so swap jobs whenever one opens up |
| Tell Me What's Your Favour | Complete 100 favours | Take every favour you can; they also fund your escapes |
| Call Of Snooty | Escape H.M.P. Offshore on Snooty the Dolphin | A prison-specific route worth looking up |
| Wind Up Merchant, Monster Mash, Siege The Day | Complete each unique multiplayer escape | These need a co-op partner |
| It's A Long Shot, A Grave Affair, 'Tis But A Scratch | Complete each unique single-player escape | Each is tied to a specific prison's solo-only route |
Several achievements (for example the Big Top Breakout, Wicked Ward and Dungeons and Duct Tape escapes and their quests) need the matching DLC.
The editor lets you build your own prisons and share them on Steam Workshop. Start by playing a few community prisons, then build one to learn how routines, guards and security are placed.
What's the easiest prison? Centre Perks 2.0 is the gentlest introduction.
How do I hide a hole in my cell wall? Craft a poster from a Magazine and Duct Tape and put it over the hole.
What happens if I'm caught? You lose the contraband you were carrying and are placed in solitary. Items stashed in your desk are safe unless guards find them in a search.
Can I play with friends? Yes. Up to four players online or in local split-screen, in co-op or versus.
Is the Season Pass worth it? It bundles DLC prisons such as Big Top Breakout, Dungeons and Duct Tape and Wicked Ward. If you enjoy the base game, it's good value, especially on sale.
Does The Escapists 2 need the first game? No. It's standalone, with its own prisons and systems.