Upper Prison
Layouts
| Corner Exit | Center Exit |
|---|---|
South-East Exit ![]() | Forced Loop West Side North ![]() |
South-West Exit ![]() | Shortcut Variant East Side North ![]() |
North-East Exit ![]() | Forthed Loop West Side South ![]() |
North-West Exit ![]() | Shortcut Variant East Side South ![]() |
Point of Interest
Flask Strongbox: can drop Quicksilver Flasks
Zone Read
Check North-East First, if dead End, turn around. Then follow the Outer Wall, this Read is not guranteed to find the Strongbox or be the fastest, but it will lead to the Exit.
Upper Prison has 8 Variants, 2 Variants where the Exit is in the Center and 1 for each Corner. Those 4 are Mirrored for South expanding Layouts and North Expanding Layouts.
Based on the Room(s) connected North-East of the Starting Room we can identify if the Layout is a West Or East Variant. If the North-East Room is a Dead End, the Zone extends West, if it connects to further Rooms, its a East Variant. We can further determine if it is a North or South Variant based on the Edge of the Zone. In North Variants, as an Example. We will find the Southern Edge either imediatly or very quickly by checking the Edge of the Starting Room.
So combining those two we can determine where we have to go. Now we just need to define if the Exit is in a Corner or the Center, also defined as Loop Layouts. In the West Variant of the Loop Layout, we will always be forced to go past the Strongbox, so once you see it before the Exit, you know the Exit is in the Center. In the East Variants, you can in theory skip the Strongbox and walk directly to the Exit. However, unless you know exactly on which rooms you can skip to the Exit and can identify each layout. You will likely see the Strongbox as well before the Exit in the respective Corner. At which point you can determine the Layout and can head to the Exit.
On Corner Layouts the Strongbox is not on the direct Path to the Exit, however you can usualy Spot it during the Pathing and can take the detour if desired.
I highly recommend practicing Upper Prison if you want to improve your Act 1 time. Reading the Zone starts to make Sense once you ran like 20 of them back to back and start seeing the patterns. Then applying the learned in full Act 1 Runs.
-1ed28f5d0035f94dca1cac4bbce597e3.png)
-f3ad8e826c7e5a5fde3014a7121ffb4f.png)
-329041c9753f86c8ed85a739112fc4e5.png)
-6e51d63cc3670604e1b213de3082f04f.png)
-33b723ccb03a57dd8fa220ef6f6bd8d0.png)
-fccc6ebc23c71cbdb65d39215f51faf9.png)
-ab14b35f694a06ace453416c889120cb.png)
-cdc0b3e62ec5f4d040f1b87d84c7ca09.png)