Chapter 2 is The Yard. Finish one Chapter 1 escape first. Redeeming a code, buying a helper, or standing in the cell does not open it.
Before you queue The Yard
Chapter 1 is the first-person cell. Punch wall cubes, pick up rubble, and sell it at the crusher until one escape is counted. The hidden tunnel is the Chapter 1 breakout the experience text tells you to find. No public map gives a fixed dig coordinate for that tunnel.
If The Yard never appears, run Chapter 1 again until the game records the escape. A rubble farm that never finishes the tunnel leaves Chapter 2 locked.
Crate to the gate
The listing objective is short:
- Enter The Yard after the Chapter 1 escape.
- Dig up the buried crate. The dig spot is not published.
- Carry the crate to the gate. The verb is carry, so do not expect the crate to teleport.
- Clear a punch path before the carrier commits, and sell rubble if the backpack fills on the way.
Helpers are optional for that first clear. Pigeons, Biscuit the dog, tower hoses, and the bulldozer are named with The Yard, and none of them has a published effect or price. Buy them only when the upgrade board shows a price you can spare after punches and backpack space feel good.
What stays the same
The Yard still uses the 13 hole shapes and crusher cash. Server size is 30. A Find Match crew is up to five players, which is not the same number. Easy, Normal, and Hard are named on the hidden-tunnel breakout. Wall hit points, timers, and gem payouts per difficulty are not published.
After the gate, the same chapter can be run again. One Chapter 2 escape on any difficulty is the unlock written in the Chapter 3 notes for The Sewers. The 8 November 2026 description then adds Chapter 4, so The Yard is not the last chapter.
If the crate does not count
Digging without a gate delivery can look like a finished run and still fail the listing objective. Confirm the carry reached the gate before you treat the objective as bugged. Coordinates for the dig and the gate are still unpublished.
