recursal/Fanatic-Fandom huggingface dataset:
Flamethrower

The **Flamethrower** is a Duct Tapes Are Forever exclusive item. Like the  Cup of Molten Chocolate and the  Bomb Surprise, it can knock out a guard or inmate instantly. Unlike the other instant KO items from Duct Tapes Are Forever, this item can be crafted.

## See also

This is one of several instant- KO weapons unique to this prison. The other such items are as follows.

 Bomb Surprise

 Sharp Tea Tray

 Garotting Wire Watch
Makeshift Halbard

Makeshift Halbard

The **Makeshift Halbard** is a weapon exclusive to Dungeons and Duct Tape prison.

## Characteristics

The Makeshift Halbard shares the same stats as the Makeshift Sledgehammer and the Spiked Bat.

## Notes

The Makeshift Halbard doesn't take Duct Tape to create, meaning that you can save Duct Tape for other purposes if you have access to Molten Metal the Horseshoe making job.
Plastic Key

**Plastic Keys** are items in The Escapists which, like the Key, can be used to open a certain type door depending on the key type. The purpose of Plastic Keys is for the Player to be able to obtain a key without being sent to solitary (TE1) or initiating lockdown (TE2).

## Notes

* A plastic key loses 10% durability per use. Therefore it can only be used 10 times. On the Console and Mobile it loses 25% durability after each use.
* Doors automatically close behind you.
* You are unable to use the plastic key to create a new key mold.
* If you are going through a double door the key will only degrade once. (Twice on mobile and console, so make sure to only touch one door.)

## Tips

* Make sure to put the key back or quickly make the plastic key, because if a guard wakes up without his key, you will be sent to solitary, and make sure if you have full guard heat to be inside and away from other guards! On certain versions (Console TE2, Mobile TE1<-- verify if there are more! --!>) having a Wad of Putty in your inventory allows you to make a Key Mold without taking the original key by pressing a hotkey when the key is hovered over.
* Should the Player fail to put the key back in time, they can merely drop it on the floor and hide in their cell during Lockdown, said key will eventually be found thus ending the lockdown (TE2 only).
Makeshift Sledgehammer

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Low
High

## Usage

The **Makeshift Sledgehammer** is a contraband weapon in The Escapists 2 that does a strong amount of damage.

## Tips

The Makeshift Sledgehammer is powerful but has a slow attack speed. It is recommended that you back off after attacking or block to hold off attacks before the attack recharges. It can be requested as part of the "Beat the Bully" favour.

Its high range can also give you an edge over guards, as their batons have medium range, allowing you to hit them from out of their reach if you play it well.
Balsa Wood

**Balsa Wood** is an item that can be used to craft  Raft Base. this is an exclusive item that only can be found in HMP Irongate.

## Usage

This item is used to make the Makeshift Raft, which is used to escape HMP Irongate.

## Obtaining

**Balsa Wood** can only be bought from fellow inmates in HMP Irongate and is never found on bodies or in desks.

## Trivia

* Balsa means raft in Portuguese and Spanish.
* Balsa wood, although weak, is popularly used to make rafts due to it's lightweightness.
* The Balsa Wood texture is a recolored version of the Timber texture.
* Balsa Wood is exclusive to HMP Irongate to prevent the player from making rafts in other prisons.
Plastic Fork

The Plastic Fork is an easy to obtain and weak tool and weapon usable to chip walls or attack prisoners.

 **Chipping** | 1 / 5

## Usage

Chipping a wall using this will decrease the wall's durability by 4% (1% in TE2). Every use decreases their durability by 15%. Using 4 Plastic Forks you can break 1 wall tile. In mobile versions of TE1 it takes 5 forks to break a wall, meaning 20% for each fork.

In TE2, it takes 15 forks to break a wall.

## Obtaining

It can be found in the Food Hall's utensils tray like the plastic knives and spoons. In TE1, it is also found in desks of inmates, in pockets of inmates, and can be bought from inmates (in TE2, it is only sold in Area 17).

In Console and Mobile versions, the spatula looks almost identical to the plastic fork, so it is not to be confused with such. The difference can be told because the spatula is bigger than the plastic fork. Prisoners may ask for spatulas in favors.
Infirmary

The infirmary is the place located in every prison where you are sent when your health drops to 0. Located in the infirmary are beds and during the daytime, the infirmary doctor. In The Escapists 2, the Medics reside in infirmaries, idling around until someone is knocked out.

Resting on the beds will lower your fatigue/regenerate stamina and regenerate your health.
There will also be a green door with a health symbol, you can open this while wearing infirmary overalls. Inside is a small supply room. (Not every infirmary has one of these, a prison will have multiple infirmaries but just one supply room.) The supply room contains a Desk with medicine-related loot, such as healing items (Medikit, Bottle of Medicine, Medical Mesh), food, more Infirmary Outfits and other things.

In the case of Center Perks, where the guards do not patrol the infirmary, it is a good place to dig tunnels and get to the Ventilation System (you won't need a Fake Vent Cover). However, in The Escapists 2, infirmaries always contain a Camera, meaning they are dangerous places to do illegal activities.
Red Herring

## Usage

This item has no use and is purely cosmetic.

## Obtaining

The **Red Herring** is an item that can be found in the crate inside the reindeer pen in the map Jingle Cells.

## Trivia

This item having no use is a reference to the trope of the same name: something, especially a clue, that is or is intended to be misleading or distracting.
Multitool

Multitool

Multitool

## Usage

The Multitool is the best digging/chipping tool in The Escapists and The Escapists 2.
itemid=181

The Multitool is 5/5 for both digging and chipping. Like a Sturdy Pickaxe it takes 5 uses on a wall to chip through (20% per successful chip), and can rapidly destroy rocks and walls. Digging dirt underground takes 3 uses on a dirt space to clear it (33% on each dirt space, 50% per dig in TE2, meaning 2 hits), just like a Sturdy Shovel, and 5 uses to dig a hole up or down (20% per dig, also 50% per dig in TE2, also 2 hits).
The Multitool only degrades 1% per use (5% in TE2). It is capable of digging 33 dirt spaces underground chipping through 20 wall blocks. However, in TE2 the Multitool can only destroy 10 things **total**, walls or floor. There is no way to repair or upgrade a Multitool, so a larger operation will require entirely new tools. (Note: Both the shovel and pickaxe must be at 100% durability)

## Obtaining

This item can only be obtained by crafting and is never found in inmates' desks or sold by inmates. It cannot be found in a Prisoner Stash. Apparently, it can not be made in the mobile version.

TE1

TE2
Makeshift Launcher

*This article is a stub. You can help The Escapists Wiki by expanding it.*

The **Makeshift Launcher** is an item in The Escapists 2, exclusive to the DLC prison Big Top Breakout.

## Usage

The Makeshift Launcher is used to escape Big Top Breakout via the singleplayer-only method. It is used near the human cannon after repairing the cannon with a Crowbar.
Machine Gun

*This article is a stub. You can help The Escapists Wiki by expanding it.*

The **Machine Gun** is one of the items that appears in The Escapists The Walking Dead and it is used to defeat Roamers and Walkers in Survival mode. It is one of the most powerful weapons in the game and Can be upgraded to create a more powerful weapon.

## Obtaining

It can be found in a Rucksack and bought from the 2 merchants in Survival Mode.
Library

*For the job, see Jobs#Library.*

The **Library** or **Social** is a room where you can gain Intellect through the reading of books. It can (usually) be freely accessed throughout the day.

## Usage

In the library, you are able to find bookshelves and computers (the Escapists only). In The Escapists 2, not all Social areas have bookshelves. Interacting with these objects will bring up a minigame. Once a round of the minigame is completed, your Intellect will increase while your Fatigue will rise / Stamina will be drained. Once your Fatigue/Stamina level is at risk, you will automatically exit the minigame. If you try to interact with the bookshelf/computer while exhausted, you will fail and your character will say a "tired" quote (e.g. "I could really do with a rest").

Sometimes, Libraries have objects such as chairs, desks, lockers, and interactable instruments. These musical instruments can be used by the player or even NPCs, but have no gameplay function. You may also find maintenance staff wandering around the area.
Plastic Spoon

## Usage

The Plastic spoon is an easy to obtain weak tool for digging. It can be used to dig the player's way out, but not quickly. 4% of the floor takes away 15% of your spoon per use, making it usable only for 7 times, and thus 4 spoons are necessary to completely dig 1 tile.

In The Escapists 2, the Plastic Spoon digs 1% of a tile at a time, and degrades 15% per use, making it effectively useless.

## Obtaining

Plastic Spoons can be obtained from the Kitchen in the utensils bin beside the food trays, with Plastic Knives and Plastic Forks which can also be obtained from the utensils bin and from prisoners desks.
Keycard

In Escapists 1, the **Keycard** is an item exclusive to the Duct Tapes Are Forever DLC prison. It is obtained from one of the marked crates scattered around the map. The crate is located in the henchmen quarters. It is then put into the left terminal around the rocket while escaping.

*For The Escapists 2, see Keycards.*
Plunger

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Medium
Medium

The **Plunger** is an item in The Escapists and The Escapists 2.

## Usage

The Plunger is used near a flooded toilet to fix it, allowing it to be flushed again (in TE2 this requires completing a workout-style minigame). This is useful to avoid getting caught when disposing of contraband items, as Guards will check overflowing toilets and locate contraband that may be in them.

## Obtaining

The Plunger can be obtained by looting the inmate with the Janitor Job, getting it from the supply in the janitor occupation room, or finding it in a random desk.
November 10, 2014 Patch

Previous Update | Next Update

Original post on the Steam community: Steam Community

== Update 6.1 verson

## Update #5

Hi Warden Chris here, back with another update.

First up, another new map. This time we’re dropping you in a compound in the middle of the jungle. This prison ramps up the difficulty somewhat by adding a few new obstacles and mechanics into the mix. Getting beyond the prison walls won’t be enough..

I’ve also opened up the leaderboards for the more competitive amongst you. If you’ve escaped within the past month or so you’ll probably find yourself in there.

There’s the usual round of bugfixes and gameplay tweaks- the full changelog is posted below. Any issues, bugs, problems, feedback praise? As always, happy to hear!

Chris

## Changelog (Build 433504)

### NEW

* Jungle Compound map
* Leaderboards

### Changes

* When cameras spot you doing anything serious they'll send a guard to location
* Doors don't manually require unlocking/locking now. You'll just walk through if you have the key
* Due to the above, removed the buggy 'Guards found unlocked door' event
* Dirt can be used to fill indoor holes as well as outdoor now
* Can now fill in holes from below ground like you can above

### Bug Fixes

* Wearing guard outfit in sight of towers during day raises suspicion (heat)
* Generator timer no longer counts down while paused
* Contraband pouch does not decay unless smuggling illegal item
* Missing shadow tile on silver door
* Fixes to distraction favours not working
Makeshift Knights Helmet

*This article is a stub. You can help The Escapists Wiki by expanding it.*

The **Makeshift Knights Helm** is an item in The Escapists 2, exclusive to the DLC prison Dungeons and Duct Tape.

## Usage

The Makeshift Knights Helm is a necessary item for the singleplayer-only escape, Tis But a Scratch. It is the fourth item you put on the pedestal on the fifth floor.
Multiplayer Door

**This information only applies to The Escapists 2.**

Multiplayer Doors are special doors that can only be opened with 2 or more players, the door may be opened by one player holding a metal garage door or activating a keycard switch that the other player has to go in. The multiplayer areas usually have a desk containing valuables for multiplayer escapes, but some (like Center Perks 2.0) have the multiplayer escape areas in them.

## Keycard Doors

You can only go through the keycard doors with a Fake (color) Keycard that is obtained by knocking out the guard who has the color of the keycard. Then, make a keycard mould with the keycard, a wire and circuit board, then craft a Fake Keycard with the mould and molten plastic. Just like molding a Key, you must place the keycard back into the guard's inventory before the medics take them away, or you'll set off a lockdown and get sent to solitary. (Key moulds require 50 intellect to craft, while Fake Keycards require 60.) One player, the one with the fake keycard, will press a button near the door. As long as the player stays holding the button, the door stays open. The other player(s) enter and press an interior button to hold the door open for the first to enter.

## Garage Doors

To open a 'garage door' or 'sliding door'-type multiplayer door, one player will have to go interact with a side of the door where it says "hold open". By alternating between two keys/controls (similarly to certain workouts) the door will be held open, allowing other players to interact with the small opening to pass through. Similar to the above keycard doors, a button inside the area allows others to enter.
How To Speak Dolphin Book

The **How To Speak Dolphin Book** is an item in The Escapists 2. It is required for the "Swimming with Dolphins" escape in H.M.P. Offshore.

## Usage

When you gift Snooty the salmon, Snooty will ask for a favour. If you accept that favour, this book will spawn in a random inmate desk. Once you get the book, the favour will move on to the next stage. Note that you don't need the book after it's in your inventory at least once. If it is given to someone else, their opinion will increase by 20.

## Obtaining

You can find this item in inmate desks when the favour is accepted.
Mince Pie

## Usage

This item decreases fatigue, when consumed. In The Escapists 2, it is a necessary item for escaping Santa's Shakedown via the singleplayer-only method and do the favours "Bake Off" (Santa's Shakedown) and "Ghost of Christmas Past" (Snow Way Out).

## Obtaining

This item can be found in inmates desks or on a knocked out inmate. It can also be crafted.
Lighter

The lighter is a common non-contraband item. Contrary to what the name suggests, the lighter cannot set items on fire.

## Usage

Can be used for favours and for crafting.

## Obtaining

Can be found in inmate's desks or bought from inmates.

## Crafting

  Thruster |  Metal Tube +  Fuel +  **Lighter** | N/A

The Escapists 2:

  Candle |  Wax +  **Lighter** +  Piece of String | 40+
Nails

Nails

Nails

The nails are a crafting item sold by other Inmates or found in an inmate's desk and in inmate's inventory. It can be used to craft a Stinger Strip.

## Crafting

TE2:

  Candy Pain |  Candy Cane +  **Nails** +  Tube of Glue | 60+

TWD:

  Stinger Strip |  **Nails** x1 +  Roll of Duct Tape x1 (Only in mobile and console versions) | 50 | N/A
Gym

The gym is a room where Inmates train their Stats on a variety of exercise machines.

## Usage

During Exercise Period, head to the gym room to follow the schedule. In these rooms, you can find gym equipment such as treadmills and barbells. Interacting with these objects will bring up a minigame. Completing rounds of the game will increase either the player's Strength or their Fitness/Speed, however, Fatigue will increase/Stamina will be depleted. Once Stamina is too low, the player will automatically exit the minigame and display a message (i.e., "I could really do with a rest.") Reinteraction with the equipment will fail until the player is no longer tired.

During this period, NPC Inmates will use the gym equipment until Exercise Period ends. There can be up to four Guards in the exercise room monitoring the situation.
Infirmary Overalls

## Usage

The **Infirmary Overalls**, also known as simply **Overalls** in the Console/Mobile versions of TE1 and **Infirmary Outfit** in The Escapists 2, works like the Guard Outfit. The most important use of this outfit is its ability to give the player access to the medical storage. When wearing this, the player is able to open doors with green cross symbols, present in one Infirmary of each prison. If guards see the player with it equipped, your heat will gradually rise.

## Obtaining

The **Infirmary Overalls** can be obtained in medic desks and through favours that request them.

  Guard Outfit |  Jar of Ink x1 +  **Infirmary Overalls** x1

The Escapists 2:

## Notes

* In the console and mobile versions of the game this item is just called Overalls.

* In the Escapists 2, a medic outfit, despite its different item sprite, looks and acts like an infirmary outfit when worn. Medic Outfits can be requested as part of the "Fashion Victim" Favour.

* In the Escapists 2, the outfit can allow you to search desks without guards attacking you.
* In the Escapists 2, you can wear this outfit to avoid being caught sneaking outside your cell at Lights Out.
Millennium Falcon

**Millennium Falcon** is a air vehicle in Star Wars Battlefront. It is available in the Fighter Squadron mode.

## Summary

On the surface, the Falcon looks like a worn down junker. Beneath its hull, however, she packs many powerful secrets. Its owners have made "special modifications" on the freighter throughout the years, boosting its speed, shielding, and performance. Find it in Fighter Squadron. The Millennium Falcon is one of the most advanced non-mass produced starships.
Plastic Knife

Plastic Knife

Plastic Knife

## Usage

The **Plastic Knife**, not to be confused with the Knife, is an item used in The Escapists 2 and The Escapists. In The Escapists, This item can be used to cut Vents and Fences, decreasing their durability by 2, thus will break once used 7 times. It can also be used as a weak but easy to obtain weapon when there is nothing else.

In The Escapists On mobile, this item can cut Vents/Slats, decreasing their durability by 5. It has 2 uses for the mobile version instead of the usual 7. It has the highest damage in the game.

In the Escapists 2, it can only cut fences, decreasing their durability by 1, making them pretty obsolete.

## Obtaining

Can be obtained from: knocked out Inmates, Cell Desks, or in the Utensil tray which is found within the cafeteria in The Escapists 2 and The Escapists.
Purifier

*This article is a stub. You can help The Escapists Wiki by expanding it.*

Purifier

Purifier

## Usage

TWD: To be added.

The Purifier will be confiscated, it is contraband

TE2: It can be found in medic desks (in the Infirmary, behind doors that require Infirmary Outfits to open). It is contraband, but has no apparent use, making it unnecessary to take should you be looting the desks.

The **Purifier** is used to craft the Operating Kit.

## Obtaining

TWD: To be added.

TE2: It can be found in medic desks (in the Infirmary, behind doors that require Infirmary Outfits to open). It is contraband, but has no apparent use, making it unnecessary to take should you be looting the desks.
Pistol

*This article is a stub. You can help The Escapists Wiki by expanding it.*

Pistol

**Pistols** are upgradable weapons that appear in The Escapists The Walking Dead. They can be used to kill Walkers. Be wary of your ammo usage - the Pistol consumes 1 Ammo every time you fire it. Rucksacks and desks will often contain Ammo for you to use.
Paper Clip

Paper Clip

Paper Clip

Paper Clip

## Usage

The **Paper Clip** is an item in The Escapists and is used as a crafting component and Favour item.

In The Escapists 2, it is used in crafting the Makeshift Stungun and Fishing Rod.

## Obtaining

**Paper Clip** can be found in inmates desks. It cannot be crafted.

In The Escapists 2, it will spawn naturally in desks, except in Area 17, Santa's Shakedown, and The Glorious Regime, unless a Favour requires it.

## Crafting

TE

TE2

  Makeshift Stungun |  Energy Module +  **Paper Clip** +  Roll of Duct Tape | 60+
Henchman Outfit

## Usage

The **Henchman Outfit** is worn by all henchmen in Duct Tapes Are Forever. Your Guard Heat will very slowly increase while wearing a Henchman Outfit in sight of a henchman, in turn raising their suspicion of you.
Gives +1 to defense.

## Obtaining

Since there is no Laundry job in this map, the henchman outfit can not be obtained that way. It can, however, be purchased from inmates or looted off of henchmen.
Oil Can

The **Oil Can** is an item in The Escapists 2.

## Usage

The Oil Can is required for the "Robot Service" job. As the robots arrive and sit in a chair, use the oil cans on the robots by interacting with the robots and completing a minigame. Doing so will consume the oil can, and contribute to completion of your job quota.

## Obtaining

Oil Cans can be found in a job bin. You can also loot them from inmates who do the "Robot Service" job.
Precinct 17

**Precinct 17** is one of the maps in The Escapists 2.

## Summary

A single-player only tutorial prison. It has the original music for Shankton State Pen and the Escapists 1's routine and lock down music. You play as a character named Robinson, who, according to the beginning cutscene, is on a beach explaining his escape to a friend. After you escape, another cutscene plays, returning to Robinson and his friend on the beach. Robinson says he doubts 'they' will ever catch him again, and right after he does so, police officers and a host of different vehicles show up.

## Description

This optional holding centre for wrongdoers is the perfect location to learn or indeed refresh yourself with the basics you'll need when fully incarcerated.

## Gameplay

It's a tutorial and there will be guides to teach you how to escape. These guides come in the form of Robinson's explanations, showing up as speech bubbles in the top left. You are restricted in action to what the guide is telling you to do (you can't attack, for example, if the guide wants you to dig.)

Many items and game features in this prison are altered: the tools Robinson uses have different stats from ordinary tools, for example, his Pickaxe (with the appearance of a Flimsy Pickaxe) chips one tile, more than a real Flimsy one would. Besides tools, he is also able to knock out an inmate in one hit with a Sock Mace, steal a Key from the inmate without causing lockdown, and evade guards when a Lockdown is shown (because of this, the tutorial is not an accurate depiction of gameplay.)

## Trivia

* Precinct 17 may be located in a cleared out part of a tropical island as Robinson and his friend may have escaped into the island's jungles.
* However, there is a boat at the island and Robinson was probably detained at a desert country. After he escaped, he took a raft and landed on the island with his friend. This raft appears to be the one used in an escape from Air Force Con.
* Robinson is a permanent Inmate in Center Perks 2.0. There, he has a unique red Favour icon which teaches you the basics of cutting, chipping and digging to aid in future Perimeter Breakouts.
* The vehicles that show up in the end cutscene correspond to different prisons. The helicopter appears as part of escapes in H.M.S Orca, H.M.P Offshore and possibly The Glorious Regime, the boat appears in H.M.P Offshore, and the large ship appears to be HMS Orca itself.
Metal Baton

Metal Baton

## Usage

Metal Batons are only carried by the Riot Guards in prisons of The Escapists 2 and used as a stronger version of the  Baton.

## Obtaining

Can be found in Riot Guard's inventory. It is very difficult to obtain, as a Riot Guards will only leave the control room for lockdowns, which will release the dogs too.

A somewhat reliable way of obtaining this item is triggering a Lockdown by taking a key from a guard and immediately dropping it, returning to your cell for the Lockdown, waiting for it to end and then attacking the riot guards on their way back to the control room.

## Crafting

The Metal Baton is used in the following recipe:
Manicure Kit

*Not to be confused with Pedicure Kit, an item in The Escapists.*

The **Manicure Kit** is an item in The Escapists 2. It is required for certain Favours, and has no other purpose.

## Trivia

Despite being Contraband, one of the favours involving this item requires you to give it to a certain guard. This has no consequences other than your reward for completing the favour.
Air Force Con

**Air Force Con** is one of the Transport Prisons in The Escapists 2. This map is on a prison airplane and everywhere out of your cell is restricted. This map requires two unique escapes to unlock.

## Description

Fasten your seat belts, cons! Only the most hardened of criminals get an entire plane during the escort phase. One thing's for sure though - it's a one-way ticket, so you'd better act fast before landing.

## Escaping

There are 4 possible ways to escape on this map.

### Regain Control

**This is a Multiplayer only escape, meaning that it is impossible to escape this way in singleplayer.**

How to escape:

* Gather multiple weapons.
* Beat up all 3 guards in the cockpit of the plane.

OR

* Beat up a guard per each player.
* Steal a  Guard Outfit from each guard, then equip it.
* Wait for heat to go down.
* Go to the controls and interact with them.

### Plane Sailing

**This is a Multiplayer only escape, meaning that it is impossible to escape this way in singleplayer.**

How to escape:

* Look around the plane for 3  Tanks of Oxygen. (Keep in mind to search for them in the multiplayer only areas as well)
* Once found, go to the bottom of the plane together and locate the deflated raft.
* When everyone has pumped it up (by interacting while holding an oxygen tank), just interact once more. (Everyone has to be next to the raft)

### Plane Crazy

**This is a Singleplayer only escape, meaning that it is impossible to escape this way in multiplayer.**

How to escape:

* First, take the  Bed Sheet from your bed.
* Next, look around the plane for 3  Lengths of Rope.
* Once found, craft a  Makeshift Harness out of the three pieces of rope, and a  Parachute using the harness and bed sheet.
* When you get the Parachute, go to the cells, and locate the doors on the right.
* Interact with the doors to escape!

### Passport to Freedom

**This is a Singleplayer only escape, meaning that it is impossible to escape this way in multiplayer.**

How to escape:

* In order to escape, you will need 3 items: a  Circuit Board, an  Energy Module, and a  Screwdriver. The Energy Module is crafted from materials, not found directly.
* After all is found, make your way to the very north of the second floor. Inside the room will be an Autopilot Console.
* Finally, plug in the 3 items in the prescribed order, and escape!

## Trivia

* The name Air Force Con is a double pun, with "Con" being used as a shorthand for "Convict", a term for a prisoner, and "aircon" being slang for air conditioning.
* The name may also be a nod to the 1997 movie con air where prisoners take control of a plane

## Videos

**Regain Control Escape Guide**

**Plane Sailing Escape Guide**

**Plane Crazy Escape Guide**

**Passport To Freedom Escape Guide**
Crafting

*This article is a stub. You can help The Escapists Wiki by expanding it.*

The player can **craft** items by pressing the "9" key on the keyboard or clicking the "craft" button on the right side of the screen after gathering the necessary ingredients and Intellect . In The Escapists 2, you are able to bring up the crafting menu by pressing "C", or accessing your inventory and moving to the crafting tab (console versions). There can be several types of items ranging from weapons to tools which can aid the player in escaping, smuggling and fighting.

## The Escapists 1 DLC Prisons

The following is only in The Escapists 1’s DLC Prisons and are unobtainable in The Escapists 2.
Prisoner Outfit

*Not to be confused with the  Inmate Outfit.*

## Usage

The **Prisoner Outfit** is an outfit item specifically for Escape Team. It is the Escape Team equivalent to a  Inmate Outfit, and acts exactly the same.

## Obtaining

The player starts off with it automatically in the Escape Team, but it can also be obtained from the Laundry job.
Perimeter Walls

**Perimeter Walls** acts like Reinforced Concrete, it can be only in the Ground layer, it appears in Moderate+ prison (Shankton State Pen, Jungle Compound, San Pancho and HMP Irongate) Tower Guards also seen surrounded with perimeter wall. You cannot chip the wall, you can go past it by using the Grappling Hook in the Roof layer or dig under it.
Hand Fan

The **Hand Fan** is an item found in The Escapists. It can be required for a favor, but at this point there is no other use for it. Can be found in inmates desks, or looting from unconscious inmates.

In The Escapists 2, the Hand Fan is exclusive to Center Perks 2.0 and serves no other purpose than giving to others - it increases a character's Opinion of you by 15.
Postal Address

## Usage

Used as the last part of the "Last Post" escape way from the Center Perks 2.0. Also required for some favors. Can be put on the 'construct crate' pedestal in the multiplayer-only room to the east of the prison after the  Crate Casing and  Crate Top are already placed here.

## Obtaining

Postal Address can be found in a random desk in the Center Perks 2.0.
Payphone

The **payphone** is an object in The Escapists 2 which can give you tips about the current prison you are in. These tips include prison-unique escape tips, as well as hidden crafting recipes. Using the payphone costs money, between 15 and 55 dollars, depending on the tip you purchase. You can check the tips without paying money by opening the data\_eng.dat file in the Data folder.
Harmonica

## Usage

The harmonica is an instrument item in The Escapists 2, requested in a certain favour "The Conductor". When this favour is accepted, the harmonica is found in a certain inmate desk.

## Obtaining

Like other instrument items (i.e., Double Bass, Bongos), this item is only obtainable when "The Conductor" favour is accepted.
Makeshift Ladder

Makeshift Ladder

Makeshift Ladder

The **Makeshift Ladder** is an item in The Escapists: The Walking Dead and The Escapists 2.

## Usage

The Makeshift Ladder is a tool for entering and reentering vents above you. Placing the Makeshift Ladder on a tile will allow you to stand on it in a similar manner to a desk. This allows you to see the ventilation system, unscrew/cut Vent Covers, and enter vents.
Red Mail Bag

The **Red Mail Bag** is a job item from The Escapists 2.

## Usage

The red mail bag is one of the items required for the job "Mail Sorting". In order to fill up the job's quota, you have to place mail bags into a coloring machine, then sort each colored mail bag onto its corresponding shelf. This item needs to be put on the red shelf.

## Obtaining

This mail bag is one of the three bags collected from the coloring machine.
Powered Screwdriver

You’re smart enough to make an automatic screwdriver, but not smart enough to rob a bank?

## Usage

A powered screwdriver is a special tool that allows you to unscrew a Vent Cover or break through slats in the vents. Using a powered screwdriver will allow you to get a Vent Cover upon fully unscrewing a vent cover, which you can place back on an open vent with 5% durability. You can then easily use the screwdriver to take it down again with one use. This allows you to access vents without the need to use a Fake Vent Cover.

The powered screwdriver does 25% damage to a vent cover on each completed unscrewing. Each use of the powered screwdriver only drains its durability by 5%, so you could unscrew 5 full vent covers before the powered screwdriver is used up and breaks.

## Obtaining

The powered screwdriver can only be obtained through crafting and is never found in inmate's desks or sold by inmates. This tool is not available in The Escapists 2 or console/mobile port of The Escapists 1.

Crafting:
Razor Blade

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The **Razor Blade** is a common item found in found in inmates' desks.

## Obtaining

A Razor Blade can be obtained either by beating up inmates then looting their pockets, looting their desks, or by buying the item from an inmate, can also rarely be found on a guard.

## Usage

The Razor Blade can as well be used to craft the following weapons.

  Whip |  **Razor Blade** x1 +  Wire x1 +  Timber x1 | 80

The Escapists 2:

  Super Whip |  Whip +  Roll of Duct Tape +  **Razor Blade** | 70+

## Trivia

In The Escapists 2, it is recommended you use this or a similar non-contraband weapon (Cup, Mug or Jar of Ink are some examples) instead of cheap contraband weapons such as the Comb Shiv or Comb Blade, as they possess the same stats and will not trigger Scanners. In fact, the Razor Blade has identical stats to the Comb Blade, rendering the Comb Blade useless.
Makeshift Staff

Makeshift Staff

The **Makeshift Staff** is a weapon in The Escapists 2.

## Characteristics

A stick with a large gemstone attached to the top of it.

## Notes

* The makeshift staff is essentially a weaker version of the Makeshift Sledgehammer
* This weapon is exclusive to the Dungeons and Duct tape prison due to Gemstones only appearing in that prison.

## Trivia

The Makeshift Staff resembles a mace, a medieval weapon commonly used to break bones and stun even heavily armored people.
Medical Mesh

The **Medical Mesh** is a consumable healing item.

## Usage

It can be consumed, restoring 50 health. It is also required as part of the "Peas in a Pod" escape method from U.S.S. Anomaly.

## Obtaining

The Medical Mesh can be found in the Medic Desks, which are behind doors that can only be opened while wearing an Infirmary Outfit.

In USS Anomaly, it can additionally be found in Inmates' desks.
Prisoner Stash

*This article is a stub. You can help The Escapists Wiki by expanding it.*

Prisoner stashes can hold items that can aid the player in escaping, fighting and smuggling. Found in hard to reach areas, (Air vents, Utility areas, etc.)
They can hold the following items (Note: Not finished, please help finish!):

* Flimsy Shovel
* Lightweight Shovel
* Sturdy Shovel
* Flimsy Pickaxe
* Lightweight Pickaxe
* Sturdy Pickaxe
* Flimsy Cutters
* Lightweight Cutters
* Sturdy Cutters
* Crowbar
* Fake Vent Cover
* Fake Wall Block
* Wall Block
* Length of Rope
* File
* Contraband Pouch
* Screwdriver
* Crafting Note
* Roll of Duct Tape
* Plastic Key

Prisoner stashes do not appear on console version, nor do they exist in *The Escapists 2*.

When adding Prisoner Stashes in the Custom Editor of The Escapists, each one has a chance of spawning depending on the total number of Stashes and the security level of the prison. The more stashes in the prison, the less of a chance each one has to spawn. The level of security also changes the spawn rate, with the highest being Camps, and the lowest being Maximum.
Pair of Heavy Duty Protectors

The **Pair of Heavy Duty Protectors** is an item in The Escapists 2.

## Usage

The Protectors are needed to do the job mining. You are required to have it in your inventory when you sort the minerals onto the machines.
If you gift this item to someone, their Opinion will increase by 4. Even though it looks like an outfit, you are not able to wear it.

## Obtaining

You can get this item from the mining job bin. It can also be looted from inmates who do the mining job.
Perimeter Escape

This is an escape plan for every prison in TE2, except the transport prisons. Usually this escape refers to breaking out through the perimeter of the prison, such as through a fence with a file, through a wall with a pickaxe and through underground with a shovel. With certain prisons such as H.M.P Offshore, you have to do a boat or helicopter escape which is not a creative escape, but is a perimeter escape.
Jet Pack

The **Jet Pack** is an item required to escape the U.S.S. Anomaly prison via the singleplayer-only method in The Escapists 2.

## Obtaining

To get it you will need to enter the room northeast of the prison, blocked off by Red Key doors. Make a Plastic Red Key and enter the hallway. You'll be able to tell the room, as it has a corridor leading northward and a staircase at the end, with the 2nd floor room (the one with a force field) marked as a Guard Room on the map. You will also need two Energy Modules. With all that done, bring these items to the aforementioned room, and place the two Modules on the platform inside. When both are placed, you'll be able to loot the desk inside the room, which has the Jet Pack in it.

You can also go to the contraband desk in the Control Room. You don't need to access the Control Room itself for this. All you need is a Screwdriver or Crowbar. You can go into the room between the control center and maintenance room. If you have the Screwdriver, place the desk under the vent and unscrew the vent cover, enter the vent and unscrew the next cover to enter the contraband desk room. If you used the Crowbar, just chip through the wall. Get the Jet Pack from the desk, and be sure to replace the Vent Covers or Wall Block when you leave.

## Usage

The Jet Pack is used in the singleplayer-only escape method from USS Anomaly. To escape using this method you will need:

* Red Key
* **Jet Pack**
* Guard Outfit
* Contraband Pouch

Once you have all these items, you have to get in the room with the Red Door and the dogs, located in the west of the prison. Go in the room and go to the northwest corner of the warden's office and interact with the small green switch.

*See U.S.S. Anomaly#Race From Space for details.*
Radio Receiver

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The **Radio Receiver** can be found in the console and mobile versions of the game and in The Escapists: The Walking Dead.

## Usage

It is a crafting component and is used for certain Favours. In The Escapists 2, it additionally functions as a weak weapon. In Area 17, it is required as one of the four parts of the spaceship for the multiplayer-only "Alien Technology" escape.

## Obtaining

This item can be found on knocked-out Guards and rarely in Inmates' Desks. In Center Perks 2.0, it is found in the desk in the film crew's quarters, located on the northern section of the 2nd floor.
Minigun

*This article is a stub. You can help The Escapists Wiki by expanding it.*

## Usage

The **Minigun** is a weapon found in The Escapists: The Walking Dead.

The **Minigun** is a powerful weapon found in The Escapists: The Walking Dead. It has 34 bullets which fire rapidly. You can increase the amount of bullets you have by upgrading the Minigun to the Double Barrel Minigun. You can also upgrade the Minigun to the Explosive Minigun which has explosive rounds. It's also exclusive to the Survival gamemode.

## Obtaining

It can be purchased from the merchants in Survival or found in a Rucksack.

## Crafting

  Explosive Minigun |  **Minigun** +  Chisel +  Pliers | Unknown
Medicine

*This article is a stub. You can help The Escapists Wiki by expanding it.*

*Not to be confused with Medikit or Bottle of Medicine.*

**Medicine** is an item found in The Escapists: The Walking Dead.

## Obtaining

Medicine is obtained by buying it, finding it in drawers, or in inventories. Medicine can heal you to full health when used. Medicine is consumed once and then it is gone.
Medic Outfit

The **Medic Outfit** is a The Escapists 2-exclusive counterpart of the easily-crafted Infirmary Outfit. When worn, it has the same function as an Infirmary Outfit. Wearing a medic outfit will grant you access to the medic-only doors and the medic desk in the infirmary.

## Usage

The Medic Outfit can be used to disguise yourself as a medic, functioning just like a Guard Outfit. It grants you many privileges when watched by guard eyes. When given as a gift, it adds 10 opinion. However, the main use of the Medic Outfit is for favours.

## Obtaining

When accepting a certain variation of the "Fashion Victim" favour, a Medic Outfit will spawn in a random inmate desk. To complete the favour, you are required to give it to the requester, however, you can use it for your own purposes.

## See Also

Infirmary Overalls

Guard Outfit

Favour#Fashion Victim
ID Papers

The *ID Papers* are an item found within the Jungle Compound in The Escapists

## Usage

The ID Papers is a item that only appears in the Jungle Compound. Its purpose is to be given to the guard who is at the security control (south of the Jungle Compound map) so that he allows you to pass and thus finalize your escape.

## Obtaining

Can be crafted with the following recipe:

*The Exotic Feather is named Feather on console and mobile versions.*
Penarium Barrel

## Usage

The Penarium Barrel was first seen in the 'Escape Team' DLC (Downloadable Content). When you give this to an inmate or guard it increases opinion by 15. In the Console and Mobile ports, it raises opinion by 50 for inmate and 25 for guard. May be used in favours. It can be found in any prison. It can be used to increase your reputation with inmates and guards.

## Obtaining

This item can be found in Inmates cells in any prison.

## Trivia

The Penarium Barrel is probably a reference to another game published by Team17, Penarium.

The Warden, dressed as *The Ringmaster*, can occasionally reference Penarium in one of their quotes.

## Bugs

The Penarium Barrel sometimes is found in Santa's Sweatshop.
Laptop Password

The **Laptop Password** is an item in The Escapists 2. It is exclusive to Snow Way Out.

## Usage

This item is required for the singleplayer-only "It's not a Toy, It's a collectable" escape. Use the Laptop Password on the laptop with a red lock symbol to unlock it.

## Obtaining

The laptop password can be found in a desk in the room beside the Warden's Office. It is guarded by a red door.
Nunchucks

Nunchucks

Nunchucks

## Usage

One of many weapons obtainable in the game, the attack damage as the whip in The Escapists (both 5/5). It is also required for the "Way of the Dragon" achievement in The Escapists.

In The Escapists 2, it is as powerful as an ordinary Metal Baton, making it a higher-end weapon.

Can be found in inmates' pockets when knocked out. Crafted with the following recipe:

The Escapists 2:
Molten Metal

The **Molten Metal** is an item in The Escapists 2, exclusive to the DLC prison Dungeons and Duct Tape.

## Usage

The Molten Metal is a necessary component to craft items for the singleplayer-only escape, as it is essential to craft the Makeshift Sword.

## Obtaining

This item is obtained from the Horse Shoe Making job. Alternatively, it can be obtained via the 'It belongs in a Museum' favour.
Medikit

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## Usage

This restores 15 health, which is more than the Bottle of Medicine, which restores 5 health. In The Escapists 2, both the Medikit and Bottle of Medicine restore 50 health. In TE2, it is also required for certain Favours.

## Obtaining

The Medikit can be bought from inmates or taken from the medical storage while wearing infirmary overalls. In The Escapists 2, it is often found on Guards.
Harrison Memorial Hospital

Harrison Memorial Hospital

The **Harrison memorial Hospital** is one of the locations in The Escapists The Walking Dead. This level contains 4 Comics.

## Description

After suffering a gun-shot wound during a shootout, Rick Grimes awakens to find himself in an unfamiliar place...

## Comics

* Vol. 1 Days Gone Bye
* Vol. 2 Miles Behind Us
* Vol. 3 Safety Behind Bars
* Vol. 4 The Heart's Desire

## Items

* Bar of Soap
* Duct Tape
* File
* Jeans and T-Shirt
* Pillow Case
* Pistol
* Rucksack
* Sturdy Shovel

* Bar of Soap
* Duct Tape
* File
* Jeans and T-Shirt
* Pillow Case
* Pistol
* Rucksack
* Sturdy Shovel
Poster

The **Poster** is a decorative item that can take the place of a wall to disguise what is on the other side. It serves the
same purpose as the Fake Wall Block. It cannot be used on cut fences.

## Crafting

Below you will find the crafting recipe associated with this item.
(No INT needed to make)

## Trivia

* Also as a side note the poster's sprite is different on console versions, most likely because of ratings (The poster looks somewhat inappropriate in the computer version).
* The magazine's picture is different from the poster's, oddly enough. (Most likely to distinguish the two.)
* Despite having Duct Tape in the crafting recipe, it isn't contraband and doesn't trigger Contraband Detectors. Guards don't seem to care if you hang a poster on your wall using contraband.
* If you are sent to solitary, the poster is removed, however, due to a bug, the wall will not be repaired (checked for v1.37 of first game).
* The poster is a reference to the 1994 film The Shawshank Redemption and serves the same purpose as in the film.
* The poster in TE2 has the Team 17 logo
Maintenance

The maintenance staff are a class of NPCs in The Escapists 2 who make sure the prison compound is in its finest shape.

## Behavior

The maintenance crew is immune to attacks, and can run faster than the player. They have access to every door, even the medic & guard-only doors. Like the medics, they will not take notice of anything happening around them. For example, robbery from maintenance desks, excavation in maintenance rooms, slumbers in maintenance beds - the maintenance crew will ignore all this behavior.

Specific behavior depends on what role they fill.

### Repairman

If a guard is able to report prison damage to the control room, a repairman will be sent to repair that damage (plodding at walking speed). This could be anything - i.e., broken walls, tunnels, unscrewed vents, flooding toilets, etc. Once they are done with the repair, repairmen will run (full-speed) back to their room. Repairmen will normally stay in their own maintenance room, comprising of a maintenance desk, a toilet, and a bed. Maintenance rooms are usually guarded with utility doors.

Note that when the Damage Repaired message pops up, it marks the time when a repairman is called upon, not when the damage is actually fixed. If "Damage Found" is displayed, it means that a guard has seen actual damage to the prison and will go report it. If "Damage Repaired" displays with no preceding message, it signals a flooded toilet being repaired. However, as maintenance staff are invincible, once the Damage Repaired message shows, repairs cannot be prevented.

### Others

Apart from repairmen, there are also other types of maintenance people. The warden and interviewers may not be maintenance people in the actual prison, but the game considers them such as they are marked as maintenance staff on the map.

There are the interviewers, whom you can meet at the job office at job time for $10 (this will only work if you are unemployed).

The warden runs the whole prison, attends Roll Call in some prisons, and can be seen in their office or wandering around.

A few maintenance workers regulate matters at the visitor's room. Librarians organize the library books. Some maintenance employees will hang out at the social room to cheer you up from prison gloom. These types of NPCs have generic names (Bob, Kathy, etc.).

Chefs in the kitchen will cook the meals. Do note that they have no effect on the Kitchen Job. Their names are preceded by the word "Chef".

## Appearance

A repairman will typically wear a hard hat along with grey overalls and a red shirt under it. Sometimes they will wield a plunger when they are fixing a toilet. (They will not hold a hammer even if the repairman on the Damage Repaired message has a hammer). Other maintenance members will wear a grey shirt (with some color variation depending on their role). Chefs will obviously wear chef outfits and wardens have custom outfits (and names) themed for each prison.
Molten Plastic

## Usage

**Molten Plastic** is a contraband item in The Escapists, used to create a Plastic Key and Fake Keycards (TE2 only). It is considered contraband in TE2 and the PC version of TE1, but not on the console/mobile versions of TE1.

## Crafting

TE2

  Escapists Figurine |  Readied Paint Brush +  Glue +  **Molten Plastic** | 60+