|"Will you be my key item"|
|Will be confiscated|
Keys are obtained by knocking out a guard, and they are used to open certain doors, allowing you 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.
Every type of key opens another set of doors. Every guard randomly carries one of the five keys with them. The key will always be carried by the same guard.
You can knock out guards to steal their keys. A Cup of Molten Chocolate or Makeshift Stungun can one-shot a guard which can be useful to quickly take their stuff if you have low health. It is not a good idea to do this outside, as your heat will increase to very high levels and you will be shot by tower guards.
|The Escapists 2 Item|
|Will be confiscated|
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.
Cell Key (Yellow)
Utility Key (Orange in PC, Cyan in Console and Mobile)
Entrance Key (Purple)
Staff Key (Red)
Work Key (Green)
The guards will have certain keys based on their order in the pre-game screen. Above you can see the order for PC. The guard to the leftmost position (Guard #1) has the Cell Key, the guy beside him (Guard #2) has the Utility key, and so on. After the 5th guard, the order loops.
On console the order is this:
1st Guard: Utility (Cyan)
2nd Guard: Work (Green)
3rd Guard: Entrance (Purple)
4th Guard: Staff (Red)
5th Guard: Cell (Yellow)
(Note: On Xbox One guard number does not matter)
The Cell key is only useful between 23:00 and 8:00, when cells are locked. Per its name, it allows to open the cell door, and, in certain prisons, a sub-section of the prison containing all the cells.
The Entrance key is only useful between 22:00 and 10:00, when exterior doors are locked. It open the doors that lead to the exterior yard, sometimes also an inner yard.
The Utility key can open utility areas, which usually leads to ladders to the roof or ventilation.
The Staff key opens critical areas prisoners can not access, such as the generator room, or the guards barracks.
The Work key can open workroom doors, such as the janitor room. Note that if you have a Job, you can access your job room without Keys, but not other jobs rooms (ie, if your Janitor, you can access the Janitor room, but not the Tailor room).
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. The key color unlocks the color lock as is on the door. The guards from 1st to 5th have the following keys Yellow, Orange, Purple, Red, Green. You can name them the color key they have to easily remember who has what color key.
A real key obtained by using the exploit works forever.
If you access the menu from an unconscious guard and have putty, select the key and touch X on Xbox or space on PC to make a key mold without needing to access the craft menu.
There are a few colored doors that don't have their own respective key.
- Blue doors (with star icons in TE2) can only be opened by guards or while the player is wearing a Guard Outfit.
- White doors can only be opened by the staff (warden, guards) or unlocked by the player during a prison takeover in a lockdown. Silver doors in TE2 cannot be opened by players in any way, and only appear to open during escape cutscenes.
- Green doors with health symbols, which can only be opened by either the infirmary staff or a player wearing the Infirmary Overalls. (Mobile/Console edition only, and TE2)
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.
It is also possible to keep a real key by using a Grappling Hook to grapple onto the roof of an area where the dogs can not get you, however, you should drop it or have a friend knock out the guard so you do not have the heat. Then simply place the hook in your desk.
(The Exploits below have since been patched, however. Items put in crafting still appear in the inventory space, through a transparent highlight, allowing dogs to track you. And when you are knocked out, the crafting menu is automatically closed.)
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. Although this method has been patched, it is still doable on mobile devices.
Additionally, on the PC version of The Escapists 1, after preforming the Cell Key Glitch, you can simply take the guard's key and give them the glitched Cell Key, and you won't be sent to solitary.
Another way is to put the key in crafting when knocked out and taken to solitary and wait out lockdown. Or sit in a locker with the Keys in your crafting menu so guards won't attack you and dogs don't know you have the key and wait until lockdown is over. Then you get to have a key for your escape or accessing locked doors.
On the iOS version of the Escapists 2, you can hide in the vents with a key and wait for lockdown to end. But you can't exit the vents once you have the key, since dogs will be following you from under or above.
|Key Mold||Wad of Putty x1 + Any Key x1||50|
|Plastic Key||Key Mold x1 + Molten Plastic x1||80|
|Plastic Key||Key Mold x1 + Molten Plastic x1||60+|
- Surprisingly, if you give a key to someone their opinion will increase by 10.