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Fort Tundra

Fort Tundra is one of the Maps in The Escapists 2. Two unique escapes are needed to unlock this prison.

Description[ | ]

"Brrrrrrrrr" - Quite the frosty reception! You find yourself packed off to the coldest corner of the Siberian tundra and forced to work in horrible conditions. Before long you find yourself yearning for warmer climates and a way back to civilisation!

Schedule[ | ]

Time Routine
07:00 - 08:00 Roll Call
08:00 - 09:00 Exercise
09:00 - 10:00 Breakfast
10:00 - 13:00 Job
13:00 - 14:00 Roll Call
14:00 - 15:00 Exercise
15:00 - 16:00 Shower
16:00 - 19:00 Free Time
19:00 - 20:00 Dinner
20:00 - 23:00 Job
23:00 - 00:00 Roll Call
00:00 - 07:00 Lights Out

Jobs[ | ]

Job Strength required Intelligence required Cash Payout
Plumbing 40 40 $50
Blacksmith 50 80 $70
Painting 40 30 $30
Kennels 30 30 $40

Escape Ways[ | ]

Perimeter Escape[ | ]

Strategy 1

  • Sturdy shovels ×2 (to make 1 complete sturdy shovel, you will need three sheets of metal, one timber, one file, and three rolls of duct tape, as well as 60 intellect) or a Multitool. You can probably get by with one sturdy shovel, but you should bring a backup lightweight shovel just in case.
  • You will need a red or green plastic key. Guard #1 should have the red key, but you can also get one by completing the favour "Ships in the night".
  • A Guard Outfit te2 Guard Outfit or Medic Outfit is required for this escape.
  • If you're using the green key you will also need a Contraband Pouch.
  • You will need a Bed Dummy te2 Bed Dummy.
  • You may want a food item.

The Escape

Method #1: Red Key

  • Prior to evening roll call, place the bed dummy in your cell.
  • Appear at evening roll call, then equip your guard outfit and head below the cell blocks and the exercise yard.
  • Go below the right cell block. There should be a fence with a red door. Go through it.
  • Head southeast until you find an area where there is no electric fence, just the outer wall. The southeast corner is a good spot.
  • Dig a tunnel under the outer wall. Make sure it is Light's Out when you do this, and the Return to Cell bar is gone to ensure that the tower guards are gone.
  • Run for the edge of the screen.
  • Escape!

Method #2: Green Key(this is the method shown in the video)

  • Prior to evening roll call, place the bed dummy in your cell.
  • Appear at evening roll call, then equip your guard outfit and head into the building with the dining hall and the library.
  • Head into the kitchen area using your green key. Go through the green door on the left.
  • Find a spot that has just the other wall, no electric fence.
  • Make sure it is Light's Out and the Return to Cell bar is gone, then start digging.
  • Run for the edge of the screen.
  • Escape!

Note: Video for visual shows Method #2.

Strategy 2

You will need:

The escape:

  • Place the bed dummy in your cell.
  • Attend evening roll call.
  • Equip the guard outfit and head inside the main building, directly south of the statue.
  • Go south west, to the corridor with the inmate note on the wall.
  • When no guards are present and the "return to cell" bar is gone, chip through the south wall, as far right as possible to avoid the camera. (If your only digging tool is the sturdy pickaxe make sure its durability does not fall below 80%.)
  • Immediately replace the wall block and go to the east wall.
  • There is a tile you can dig right next to the wall. Dig there, go 2 tiles east and dig up.
  • Escape!

Rock-hammer Hard Place[ | ]

This is a SINGLE-player only escape.

  • Raise your Intellect to 70. This escape involves a tedious set of 8 quests all given to you by the same inmate. If you do not get this in your first 4 quests, make a new save. On the off chance one of the guard related quests means you need to steal from or beat up a Riot Guard, this is not a glitch, it's just a randomly generated target, a Makeshift Stungun Makeshift Stungun is recommended. The quest is given by the ninth inmate on the first row of the renaming screen.
  • Once you have completed the quests you will need the following: a Guard Outfit te2 Guard Outfit, a Bed Dummy te2 Bed Dummy and some Lightweight Cutters te2 Lightweight Cutters.
  • Upon completing the quests you will get a Rock Hammer Rock Hammer.
  • During evening rollcall (at 23:00-0:00) place the Bed Dummy, equip the Guard Outfit and make your way to the hatch next to the statue south of the exercise area.
  • After the snipers have left for the day (about 1:00, after the "Return to Cell" bar disappears) destroy the tunnel opening with the Rock Hammer Rock Hammer enter the sewers and use the cutters to get through the first fence. Then as soon as you can turn left and you will be greeted with another fence, cut this head to the ladder and you've escaped!

Note: For a visual help tool on how to do this, look at the "Rock hammer hard place" video ALSO i like men

Fun With Jeeps[ | ]

This is a MULTIPLAYER only escape, meaning that it is impossible to escape this way on singleplayer.

Preparation[ | ]

  • Complete 160 Coins worth of favours.
  • Buy 2x Crowbars

or

  • Raise your intellect to 60
  • Complete 80 Coins worth of favours
  • Buy a crowbar
  • Get 2x plastic red key

The Escape[ | ]

  • Chip through the wall in the visitors room (South of Library). On the way there'll be a Scanner so you'll need a Contraband Pouch or shut off the Generator as to not cause too many complications. Be sure not to get caught by the Camera - bring a Roll of Duct Tape to jam it if you want to be sure.
  • Replace the wall block.
  • Run to the rooms to the east of the visitor area. They look like Solitary, but with green beds and no potatoes.
  • Enter the Multiplayer Door and chip through the wall of one of the rooms. Run to the jeep and interact with it.
  • You Escaped!
                OR
  • Go through the red door south of the library that leads to the rooms
  • Go through the multiplayer door
  • Chip through the wall to the jeep
  • Run to the jeep and interact with it
  • You Escaped!

Videos[ | ]

Perimeter Escape Guide

Rock-hammer hard Escape Guide

Jeeps are fun Escape Guide

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