Who is the Warden?
The Warden is the restrained target of the Locksock the Warden Trial in the Prison Farm. Leland Coyle is the Prime Asset pursuing you there. Do not confuse the task’s target with the enemy who patrols the route, or treat this as Kill the Snitch under a different name.
Get through the prison entrance
- Move past the tethered Biter and find the brittle wall with explosives attached.
- Look near that wall for the body marked with an eye clue. Search it for the matching key.
- Unlock the storage shed and take the Detonator. Be ready to move: the Biter can break free at this point.
- Bring the Detonator to the Explosive Wall, arm it and stand clear of the blast.
- Go through the sewers to the balcony overlooking the Showers. Use the shower button to advance the sequence, then move deeper into the prison.
Craft the contraband you need
Activate the Workshop Power lever. At the Workbench, place both materials required by a recipe and press its button to receive the item.
| Materials | Result | Purpose |
|---|---|---|
| Wire + Metal | Detonator | Breach an Explosive Wall |
| Cloth + Metal | Lever | Operate a Guard Console |
| Cloth + Rubbing Alcohol | Bandages | Healing and bleeding recovery |
Craft a Detonator for the Workshop’s blocked exit. At the Panopticon access checkpoint, gather Cloth and Metal from the confiscation room and craft the missing Lever.
Guard Consoles alternate their connected gates. 1+2 serves Panopticon access, 3+4 serves Block A and Laundry, and 5+6 serves Block B and the Pig Farm. Read the displayed gate numbers; toggling a console may open one route while closing another.
Redirect the steam in Block A
Read the Steam Flow diagram in the basement boiler room. It marks the required numbered pipe for each lettered Valve. A Valve cycles among three pipes; flowing steam is shown by the associated pressure-gauge dial moving to the right.
For example, a diagram requesting C2 means you need Valve C’s flow on pipe 2. It does not mean “always turn every Valve twice”. Find each marked Valve and cycle it until the indicated gauge has the required pressure.
- With one or two Reagents, the route uses four Valves, A–D.
- With three or four Reagents, it uses five, A–E, with at least two on the ground floor.
Most Valves are in the Basement; others can be in the Block A cells or Laundry. Operating them is noisy. Clear space before working, and remember that the Basement entrance has a Rig Disabler. Do not assume you can use an emergency Rig everywhere in this section.
Destroy the food in Block B
Find the Pig Heads in the Pig Farm’s sheds and carry them to the Grinder in Waste Disposal, outside the cafeteria. The first head is near the Guard Console room’s stove.
The task needs three heads for one or two Reagents, or five for three or four. Crafting Detonators and using the alternating gates can shorten a carry route. Feeding the Grinder can attract enemies, so finish the interaction and move out of the immediate danger area.
Start the riot and solve the office code
After the steam and food objectives are complete, return to the Panopticon and press the cell-control button. This opens the cells and clears the way into the Administration Ward.
At the Warden’s office gate, read the sign listing the cells containing your code. Search those specific cells under the Blacklights:
- Block A cell labels run from A101 to A107.
- Block B labels run from B101 to B110.
Record each digit and its pyramid symbol. The amount of filled pyramid segments indicates position: empty is first, one filled segment is second, two is third and fully filled is fourth. Two code pieces are in each Block, so checking only one side is insufficient.
Enter the digits in symbol order at the office keypad. The cell labels and digits in a recording are examples, not your run’s fixed answer.
Complete the target and escape
Inside the office, use one of the locksocks attached to the desk to complete the Warden objective. Coyle can interrupt this final assignment on harder difficulties; maintain a route away from the desk.
When the objective finishes, the Shuttle arrives immediately and the Trial begins a three-minute exit rush. Leave the office, retrace the route through the prison toward the Prison Entrance and get into the Shuttle before the timer ends. There is no need to pause at the target after the main assignment is complete.
Optional Classified tasks can require extra preparation and consume exit time. This route covers the main Trial; it does not promise that an unprepared detour for optional evidence is safe during the exit rush.