Prison escape and rescue routes
Discovery spoilers: compare six prison escape routes, contraband recipes, stashes, rescue rifts and named visitor passes.
Visual overview
Diagram of reported mechanics. The text retains the full conditions and settings.
Mechanical spoilers
This page explains escape and rescue procedures. It is marked discovery and excluded from the shared search index; it remains reachable through deliberate links. The following are reported build mechanics, not a new successful playthrough.
Six escape routes
| Route | Procedure | Limits/failure |
|---|---|---|
| Tunnel | Find Bent Spoon; chip ground-floor cell panel 40 times; conceal with Poster; dig shaft, navigate weekly sewer and open outflow grate | At most one chip/second; guards within 10 blocks and line of sight can catch chipping; uncovered panel inspected; grate 10 seconds |
| Wall | Craft rope/hook, use hook on valid inner wall face, climb line and descend outside | Rope 3 minutes; searchlight rotation 40 seconds, 12-degree half-angle; capture cuts rope/confiscates tools |
| Riot | Different prisoners pull different levers within 30 seconds, then pass the gate | Pullers clamp(ceil(online prisoners/3),2,4); gate 2 minutes; riot cooldown 60 minutes; remaining pullers may receive solitary |
| Warden Key | Obtain full key through Warden route or craft three Key Pieces, including Security drops; use at gate | Replaces older separate boiler-room/steam-tunnel key concept |
| Laundry truck | Find all four guard-uniform pieces, wear them, enter crate during last two work minutes and remain hidden | Piece chance 1/40 per laundry use; guards may expose disguise or inspect crate |
| Bribe | Buy forged transfer papers from Shady Guard during yard | 33% yard spawn; price 2 × remaining buy-down; 75% success; failure loses money and causes solitary |
Crossing beyond the compound’s outer wall uses the shared escape-release path. Caught attempts normally cause 15-minute solitary and 10-minute route cooldown. They do not add sentence time. Full escape settings still govern availability.
Stash and craft
Sneak-use your mattress or loose bricks to hide items; empty-hand use retrieves them. Per-player storage is 6 stacks in mattress and 3 at loose brick. Rebuild relocation preserves stashes; release keeps eligible valuables and removes contraband.
Prison crafting is shapeless: Bedsheet Rope = 3 string; Grappling Hook = 2 flint + 1 rope; Shiv = 2 flint; Warden Key = 3 Key Pieces. These fit the personal inventory grid, but prison finds/searches control materials. See recipe details.
Rescue and legal visits
A Skeleton Key is consumed when a non-prisoner uses it on a prisoner inside the dimension; both leave through the rescuer’s recorded entry route. A Breach Charge used on an eligible Sheriff’s Desk opens a 5-minute rift, consumes the charge and alerts town. One breach per desk/town civic-day tracking path applies. A Prison Gate ruin takes a gold block for 3-minute entry.
Rescuers are intruders after a short grace. Stun or remaining when a route closes can produce a default 30-minute server sentence. Sneaking near the recorded arrival allows return through an open route after the initial anti-bounce delay.
Authority can issue a Visitor Pass bound to one visitor/prisoner. It lasts 24 hours unused and grants a default 10-minute visit. Crossing Staff Door makes a legal visitor an intruder. A pass and a rescue rift are different access paths.
Guards and disguise
Wardens and Security patrol/pursue and can stun or fight during riots. Registered damage is not the result of every hit. The uniform’s armor is light (cap 1, jacket 2, trousers 1, boots 1); its main function is disguise. No separate issued prisoner-uniform set or Hollow Book rescue item was registered. Creature attributes are documented separately.
Admin & server owner reference
Exact identifiers, original fields and source locators are preserved below. These records describe the documented mod version; they are not commands to run or proof of a new gameplay test.
Registry IDs
civic_frontier:bent_spooncivic_frontier:bedsheet_ropecivic_frontier:grappling_hookcivic_frontier:shivcivic_frontier:warden_keycivic_frontier:key_piececivic_frontier:skeleton_keycivic_frontier:breach_chargecivic_frontier:visitor_passcivic_frontier:poster
Sources & verification
Evidence: pdf-derived. Feature status: mixed. Article coverage: ready.
PDF pages 27-28, 48-49 · 17 Escape and rescue · E77-E85
Civic Frontier report, reviewed October 23, 2026. Implementation and historical tests are reported findings unless a direct catalog inspection is separately identified. Pack overrides unknown.
The wiki has not independently playtested report-derived instructions. Your server or modpack settings may change them.