Head underground, enter the area in which one of the guard speaks during roll call, and head north to a room with an alien in a vat. Using the toothbrush in your desk craft molten plastic and a plastic red key. Area 17: Acquire a red key mould, flimsy pickaxe and a lighter from vendors.For the red key, head east trough the red door between the south building and the control room, and then south so that you're at the south perimeter wall (with full durability on the pickaxe - otherwise, you won't have enough to escape). If you have the green key, go to the south west corner of the map, and head through the kitchen, past the contraband detectors, to the west perimeter wall. You should also steal any medkits, energy drinks and adrenaline shots you find, in case others attempt escaping this way. Fort Tundra: Craft a sturdy pickaxe, and start knocking guards out until you find a green or red key and steal it.However the Dogs will still be deployed, and if you aren't fast enough, you'll get knocked out. Go to the helicopter (the wiki page for this prison explains where.) Don’t bother with making a copy, because you can make it to the helicopter without triggering Lockdown. H.M.P Offshore: Obtain nunchucks or any Weapon from vendors and flatten guards until you get a Red Key.And if you loose some important items, the contraband has an obvious trail. Check the area near the engine bay first, as there are three desks for the items to turn up in. The red key may prove useful as a get out of jail free card against other players. H.M.S Orca: The most important item you should get is Tubing, as both escapes require it.Alternatively, if the power gets cut by another player, rush for the perimeter fence and cut through. Escape like you normally would using the Speed McQueen method. Most officers have sugar mints on them - knock one out and steal them. Your desk has enough materials to make sturdy cutters, minus 1 file. K.A.P.O.W Camp: Acquire the Makeshift ladder, can of soda and (optional) file from vendors.Head to the middle of the south second floor and use it to chip through the wall next to the chair. Just like in Center Perks 2.0, buying an adrenaline shot and/or another weapon will help you fight off other players. Rattlesnake Springs: Grab the Crowbar from your desk.Don't worry about losing the carrot, as it is not contraband (It could get stolen by a player, though.) Knock out other players if necessary items have been taken already. Remember that at the start of the game the contraband desk is always empty, and the the medic desk has 3 medkits and an adrenaline shot. Cougar Creek Railroad: The items for the Pretend Carrot and/or grappling hook have a habit of appearing near the cell carriage.Using your crowbar, chip out the wall - it's obvious what you do from there. Get to the west of the prison, just south of the meal hall, and find the small room with a purple door that borders the prison. Center Perks 2.0: The Perimeter Breakout can be orchestrated with just a Crowbar, however quickly buying an adrenaline shot and/or a better weapon will be very beneficial should other players attempt this escape.Shops will offer different loot, usually ranging from basic food items to tool components, flimsy tools, key moulds and weapons, most often the nunchucks. In addition, inmates' desks will also have unique loot, including flimsy tools, key moulds, armor, contraband pouches and high-tier weaponry - some may even have similar stashes to your own starting desk. ![]() In Versus Mode, (aside from what the game tells you) all players' desks will start full of useful contraband, usually including a Comb Shiv, Wad of Putty, Molten Plastic, and/or materials to make Putty & Plastic, plus enough materials to make a Flimsy Shovel, Flimsy Cutters and/or Flimsy Pickaxe. 1.2.1 Lockdown changes in escape strategy.
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