The Escapists Crafting Guide
The Escapists 2 hidden item crafting guide! Energy module - battery + battery + wire. Super sock mace - battery + sock. Super knuckleduster - knuckleduster +.
Greene Family FarmThough Otis is mentioned, neither he nor Shane are in this portion of the game. (though they would be present at this point in the series) Since this is the case, this appears to be taking place while Shane and Otis are on their fateful run.Description: After Rick's son, Carl, is shot accidentally by Otis, he leads Rick and his ailing son to the Greene Family Farm; where Otis hopes Hershel, having veteranary experience, can save Carl.Characters Involved:. Rick. Lori.
Tyreese. Dale. Maggie. Hershel. Glenn. Carl (unplayable)Comics: 5. Meriwether Correctional FacilityThis fortified prison is one of the first places Rick and Co.
Really feel like they can make a stand. First, though, they have to clear it out. When this takes place is not exactly clear. Since Michonne is here, but Andrea is not, I am forced to place it somewhere after their attack on Woodbury (even though the Woodbury hasn't occured yet as a level). There may have been some mixup, timeline wise.Description: After moving on from the Greene Family farm, Rick and his band of survivors find themselves at the Meriwether Correctional Facility. It isn't quite the haven Rick hoped it would be, and there is a lot of work to be done.Characters Involved:. Rick.
Glenn. Maggie. Michonne. Hershel. Lori.
Carl. TyreeseComics: 5. WoodburyIt seems that they cut Andrea out of it completely, and Michonne is with them when they first find Woodbury. Come to think of it, w here the heck is Daryl? I understand they can't have all of the people at the prison, but. Wait, and was Tyreese with them at Greene's?
I don't think he was. Wasn't he one of the three (or four?) that broke into the prison while the group was living there? Nah, the guy who was there in season 2 is T-dog.
Speaking of which, he didn't have a part in this either.rambles off into the distance-Description: After investigating a helicopter crash, Rick, Glenn, and Michonne find themselves at Woodbury, Georgia. A seemingly nice guy called 'The Governer', soon reveals his true colors and the three are locked away.Characters Involved:(Will include later, haven't completed level yet)Comics: 5. WeaponsTE:WD added many new weapons, as well as modifying the recipes or replacing a few classics.
You can buy it by the lineal foot for a few dollars.Removing the old stool and replacing it with new is not a difficult job but requires basic woodworking tools and skills. It's basically just a piece of trim rather than an integral part of the window. Most building centres sell window stool in the trim / molding department. Windosill level 5. That is a window stool (not a window sill).
Because of this, it's difficult to be sure which ones work and which ones don't. Wearables Wearables serve a slightly different function in TE:WD. In the base game, they were primarily used to trick the guards/staff and gain access to certain areas. In TE:WD, they are to protect you from the Walkers, either by protection or conceilment. As far as the Armour goes, it seems to consist mostly of taping stuff to you in hopes that it deflects attacks.Light Armour (INT? DEF 1) = Roll of Duct Tape + PillowMedium Armour (INT?
DEF 2) = Roll of Duct Tape + TimberHeavy Armour (INT? DEF 3) = Roll of Duct Tape + Sheet MetalWalker Camouflage Walker Camo is exactly what it sounds like! Make like Carol outside Terminus and wear the entrails of your fallen enemies to render yourself invisible to their kind.
For a while at least. If you're like me, you might have thought you could just HAVE the entrails and the walkers would be able to smell it and keep away from you. You apparently have the oderless entrails. It's ACTUALLY the plastic sheet that stinks.Walker Camouflage (INT? DEF 1) = Plastic Sheet + Walker Entrails. Concealment Devices? Whereas in the base game, these items helped to keep the guards from noticing your shenanigans, in TE:WD, it seems to be for the sole purpose of keeping walkers from wandering in while you loot someplace for at least the first three levels.
(Human opposition begins in Woodbury. Might be useful there.)Makeshift Barricade (INT ?) = Timber + Timber + NailsFake Fence Cover (INT ?) = Wire + Wire + TimberThere is, apparantly, no point in covering vents, so I wasn't able to find a recipe for a fake vent cover.Wall Block.get this by chipping a section of wall away. The block, when used, will fill the hole good as new.Dirt.get this by digging. The dirt, when used, will fill the hole good as new. (and no, the walkers don't have a magic 'WHODIDTHIS' device when it comes to the dirt. You can just leave it wherever.).