The Escapists: The Walking Dead achievements

The Escapists: The Walking Dead

3.4 from 288 votes

There are 24 The Escapists: The Walking Dead achievements (19 without DLC) worth 4,291 (1,250)

7,843 tracked gamers have this game, 422 have completed it (5.38%)

Achievement Details

No Stone Unturned in The Escapists: The Walking Dead

No Stone Unturned379 (100)

Successfully guide Carl to safety from Alexandria.

  • Unlocked by 546 tracked gamers (7% - TA Ratio = 3.78) 7,860  

Achievement Guide for No Stone Unturned

188,991 (86,785)
Achievement won on 17 Oct 15
TA Score for this game: 4,291
Posted on 17 October 15 at 17:08, Edited on 30 April 16 at 01:56
This solution has 12 positive votes and 0 negative votes. Please log in to vote.
This is a very quick guide that assumes you have some decent knowledge of the game or previous Escapists experience though I will still try explain things as best as I can.


This level has a lot of zombies swarming around your base right from the beginning. This can make fulfilling routines/jobs difficult as they might attack you and your fellow survivors. I'd start immediately raising strength to have a fighting chance and the next two or three days raising your stats and keeping on track with routine so your zombie threat level doesn't get too high. Around 85+ Strength/Speed would be where I'd aim for. Run back and forth from the weights/treadmill to the showers below or the food when it comes to the cafeteria. When I started the level I didn't stop to save/sleep at night and it took until about evening time of the second day until I was ready stats wise.

You will also need at least 80 Intelligence to make the Zombie Disguise in order to escape.

Scavenging Items

It is crucial you check every desk you come across for supplies and check them frequently for new items that are generated. You will need to aim for lots of the following:

-Pliers to cut fences, vent covers, and vent grates (15% cutting power for 20% usage).
-Files To make a Tool Handle, or use them to cut vent covers and vent grates (15% cutting power for 33% usage).
-Screwdrivers to go through vent covers and vent grates. 1 screwdriver will take care of 1 vent cover/grate (25% cutting power for 25% usage).
-Timber for making Tool Handles and Pickaxes.
-Duct Tape for universal crafting. Duct tape is used pretty much in everything so... get lots of it.
-Get your Sheet Metal from the Tempering Position Group Job. Use this to make Shovels and some Heavy Armor equipment (Sheet Metal + Duct Tape). If you got to 80 Intelligence in the beginning you'll be fine to make this.

I found Screwdrivers and Pliers to be fairly common spawns in desks around the level.
Pickaxes and shovels both work for digging tiles, but I find a pickaxe works better. Besides, pickaxes can also be used to chip through walls..
For those who don't know, the shovels/pickaxes from worst to best are:
Flimsy < Lightweight < Sturdy.

Escape Process: Getting the Keys, Plastic Sheets, and Walker Entrails
This process has you go through:
-3 vents
-2 tunnels of digging (one of them is partially done for you, you just need to finish it)

So from this, scavenge your supplies accordingly. I'd go with 3 screwdrivers and it's your choice of pickaxe or shovel. A Shovel will be easier to acquire as you can get Sheet Metal from the Tempering Position Group Task. A pickaxe will let you break through walls as well which you will need if you're going for comic books.

Low Energy is a common problem in this map. If you run out of energy while digging/breaking through vents, find a bed in a nearby house in the level. There's lots of them scattered around so it won't be too hard finding one.

I made a five minute video showing where to go and get the keys, which will net you access to almost the entire level. It also shows where to get the Plastic Sheets. Feel free to watch the video if you want, I will also make a text solution for those who prefer reading. If you lose a plastic sheet you can find another in its location.

Text Solution:

*** Spoiler - click to reveal ***


As stated earlier you must have 80 Intelligence to craft the Zombie Disguise. Don't wear the disguise until you are near the exit of the level. Find Carl - wherever he may be in your base - and get him to follow you to the exit which is towards the top right of the level. When you're approaching the exit, put on the zombie disguise (cn_right while hovering the disguise) and give the second disguise to Carl (cn_Y to interact with Carl, and select the disguise to give it to him, he will automatically equip it). All that's left is to walk out through the pack of zombies.

Other Useful Tips

-You can get away with missing a few parts of your routine here and there, provided that it only gets up to about 25%. In my playthrough I'd have a threat level of 20-25% and my survivors were never attacked on base once. The only times they were attacked were in the beginning, since zombies surround the base at the beginning.
-If you get the Household Position Group Task, you can skip it completely and a fellow survivor will complete it for you. Sometimes a survivor will abandon the job but this rarely happens. Don't worry about going back to base when this job comes around.
-Eating food when it comes around for breakfast/lunch/dinner restores energy the quickest.
-If you're short on items to chip through vents, check some desks in nearby buildings. Screwdrivers and pliers have a good chance of appearing in the desks in this level.

Hope this guide helps.
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