You can get rolls of toilet paper in almost inexhaustible amounts by robbing your fellow prisoners’ cells while the guards aren’t looking, but the glue you’ll have to buy or steal from other inmates’ personal inventories. To craft one of those, you’ll need two rolls of toilet paper and two bottles of super glue with which to make two globs of paper mache, which you can then shape into a vent cover. Getting through the vents is nifty, but for that you’ll need a screwdriver to unscrew vent covers and, if you plan on using the same vent cover multiple times (for example, if there’s a vent cover in your cell and you use that to access the ducts every night), you’ll want a fake vent cover. You spend 75% of gameplay following a routine so the guards don’t notice you, and the other 25% scrounging around for supplies you might never actually get. Here’s the problem: It turns out prison sucks. ![]() There’s no strict time limit to the escape, but the number of days you take to escape serves as a high score function, so getting caught does have that penalty. Since you can hide contraband in cells other than your own, it’s pretty easy to avoid all the consequences except the loss of time. ![]() If you get caught, any contraband on your person and in your cell is taken and you’re time-skipped through three days in solitary, but otherwise nothing happens. Easier prisons have lots of free time to work with, harder ones pretty much require you to make a bed dummy and do all the dangerous work at night. ![]() You keep to the prison routine to keep the guards from getting suspicious, and slowly work out what times you can sneak off to work on a daring escape plan without arousing suspicion. The Escapists is a game I’ve tried out recently, a game about breaking out of various prisons.
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