The door is the gateway to different areas of the compound. Each colored door has a different unique function. To pass a locked door, you must get its corresponding Key (only for some doors). Note that even if an NPC appears to be holding open a locked door, you still cannot get through without a proper key/method of opening it yourself.
- 1 Types
- 1.1 Free Doors
- 1.2 Cell (Yellow) Doors
- 1.3 Entrance (Purple) Doors
- 1.4 Utility (Cyan or Orange) Doors
- 1.5 Staff (Red) Doors
- 1.6 Work (Green) Doors
- 1.7 Guard (Blue) Doors
- 1.8 Medic (Dark Green) Doors
- 1.9 Impassable (Grey/Silver) Doors
- 1.10 Solitary (Orange) Doors
- 1.11 Multiplayer Doors (The Escapists 2)
Types[edit | edit source]
There are 12 main types of doors:
Free Doors[edit | edit source]
Their appearance resembles stereotypical jail doors. They can be freely entered and exited as many times as you want. They are colored white on the map.
Cell (Yellow) Doors[edit | edit source]
True to name, these doors are the gateway into Inmates' cells. They are unlocked during the day, but when the lights out period begins, other cell doors will be locked shut. You will only be able to go through your own cell door, and even that will be locked when you finally get inside your cell. They can be opened with the Plastic Cell/Yellow Key.
Entrance (Purple) Doors[edit | edit source]
These doors are unlocked during the day. However, at night, they deny access to exterior areas, only allowing you to enter the room with your cell. They can be opened with the Plastic Entrance/Purple Key.
Utility (Cyan or Orange) Doors[edit | edit source]
The utility door houses the maintenance crew, ladders, the generator room, and shortcut passageways used by urgent medics. They are locked, but can be opened by getting a Plastic Utility/Cyan/Orange Key.
Staff (Red) Doors[edit | edit source]
This is by far the most essential door that keeps away important guard-only rooms from sneaky inmate hands. They protect the guard quarters, the control room, the generator room, and many escape routes. Despite their dutiful security, they can still be overcome by a Plastic Staff/Red Key.
Work (Green) Doors[edit | edit source]
This door makes sure that each prisoner is performing their job accordingly. It only unlocks for inmates that occupy the respective job. For example, the kitchen room will only accept chefs, no plumbers. With a Work/Green Key, you can access many employment departments such as the Kennels, the Janitor closet, etc.
Guard (Blue) Doors[edit | edit source]
These doors are blue on the bottom, with a yellow police star. They are the gate to valuable contraband desks. They can only be opened when you look like a guard (guard outfit). On the map they are colored black.
Medic (Dark Green) Doors[edit | edit source]
These doors are dark green on the bottom, with a green medical cross. They are the gate to medic desks. They can only be opened when you appear as a medic (medic outfit). On the map they are colored black.
Impassable (Grey/Silver) Doors[edit | edit source]
No matter what you do, this door will not budge open for you. Only real NPCs can get past.
Solitary (Orange) Doors[edit | edit source]
They look like Free Doors, but they will not open for you unless you have completed your sentence in solitary confinement. They are orange on the map.
Multiplayer Doors (The Escapists 2)[edit | edit source]
Main article: Multiplayer Door
They come in two forms: Keycard Doors and Sliding Doors. You need a Keycard of corresponding color to open a keycard door (using a button to allow other players in, who can then use an unlocked inside button to hold the door open). Sliding Doors are opened from the outside by one player holding it open, and the rest can enter and use a button to open the door.