|Will be confiscated|
|The Escapists 2 Item|
|Will be confiscated|
Keys are obtained by knocking out a guard, and they are used to access certain areas in the prison. A plastic copy of a key can be made with a Key Mold and Molten Plastic. If the original key is kept in your inventory, you will be sent to solitary once the guard that the key was stolen from wakes up.
Summary[edit | edit source]
Every type of key opens another set of doors. Every guard randomly carries one of the six keys with them. The key will always be carried by the same guard.
Make a copy of that key with a Wad of Putty and return the key back to guard's inventory. You can also place a key in an inmate' s desk. You can take it out and use after getting out of the solitary. If the guard wakes up and he doesn't have his key, you will be sent to solitary.
This may also work on the console version.
Types[edit | edit source]
Cell Key: Cell Key (Yellow) ItemID: 0
Utility Key: Utility Key (Orange in PC) or (Cyan in Console) ItemID: 7
Entrance Key: Entrance Key (Purple) ItemID: 6
Staff Key: Staff Key (Red) ItemID: 1
Work Key: Work Key (Green) ItemID: 43 Note, on Xbox One guard number does not matter.
A cell key and Entrance key are used for after lights out. They can open the cell and entrance which would normally be locked.
An utility key can open utility areas, which usually leads to ladders to the roof, or ventilation.
A staff key opens areas prisoners can not access, such as the generator.
The work key can open work rooms, such as the janitor room.
Other info[edit | edit source]
Be sure to make note of which guards have which key. You can find out what number the guards have by writing down the guard order when naming your people or by simply giving the first 5 guards a specific name to recognize them. For example, the first guard on the naming screen is always with the cell key and so on. As seen in the list above.
A real Key obtained by using the Exploit works forever.
Obtaining[edit | edit source]
Obtaining a key is as simple as knocking out a guard with a method of your choice. However, when the guard wakes up and doesn't have the key, you will be sent to solitary. This can be resolved by crafting a less durable plastic key then putting the original back into the guard's inventory.
Exploits[edit | edit source]
Using various exploits it's possible to keep the key itself. One method is to take the key then sleep to save. This is only possible if this is done in evening rollcall.
Another is to put key in crafting when knocked out and taken to solitary and wait out lockdown.
Crafting[edit | edit source]
|Key Mold||Wad of Putty x1 + Any Key x1||50|
|Plastic Key||Key Mold x1 + Molten Plastic x1||70|