The early prison teaches nearly every survival rule used later. Progress is less about combat than preparing a route before the environment turns dangerous.
Rusty Spoon and rubble
Pick up the Rusty Spoon when the route presents it. This unlocks Your only friend... and gives you the tool used against breakable rubble and underground pests. Search behind cleared debris; the critical path and optional objects are easy to miss in the same dark corners.
Hand-crank generators
Generators buy a limited window of light. Before cranking:
- Locate the doorway or gate you need to reach.
- Clear any rubble and learn the turns between the generator and exit.
- Return to the crank and activate it.
- Move immediately through the danger room.
If the light fails, retreat to a known safe point and reset the attempt. Repeatedly cranking before learning the path wastes time and makes the route feel random.
Prisoner grabs and QTEs
Keep space between yourself and barred prisoners. When a grab begins, watch the current on-screen key: the prompt changes, so a memorized single button is unreliable. Complete the sequence cleanly and move away from the bars before reorienting.
Beams and Prison Main
Use Prison Main as the signed destination. On a balance beam, tap toward center rather than holding a correction. Achievement hunters can remain on a stable portion for 60 seconds to attempt Well Balanced; completion-focused players should cross without stopping.
This guide covers the released launch route. It does not turn incomplete collectible reports, Demo-only details or unverified fixes into confirmed instructions.
