Punch Out Of Prison Chapter 2: The Yard Walkthrough
Unlock the Yard, dig the buried crate, and escort it to the gate.
Chapter 2: The Yard is the first major unlock after your cell escape in Punch Out Of Prison. One Chapter 1 clear on any difficulty opens the Yard. The objective shifts from a pure tunnel breakout to a carry quest: dig up a buried crate, then haul it to the gate to finish the chapter. This guide covers unlock rules, the crate route, Yard helpers, upgrade focus, and how a clean Yard clear opens Chapter 3: The Sewers.
If you have not escaped the cell yet, finish Getting Started first. Bring a sensible shop from Upgrade Priority so digging and carrying do not stall.
How to unlock The Yard
- Play Chapter 1 on Easy, Normal, or Hard.
- Punch through the cell walls, sell rubble at the crusher, and buy enough hole size, backpack, and punch power to reach the escape tunnel.
- Complete the escape once.
- Select Chapter 2: The Yard from the chapter list.
You do not need Hard or Insane for the unlock. Any difficulty counts. After the unlock, you can replay Chapter 1 for gems while pushing Yard progress on a comfortable difficulty.
Chapter 2 objective: buried crate to gate
The Yard replaces the simple “find the tunnel” fantasy with a two-step goal:
- Find and dig the buried crate. Scout the Yard ground for the dig site. Use punch power, hole size, and dig-focused helpers to uncover the crate faster. Stay near the dig so rubble sales do not pull you too far from the objective.
- Carry the crate to the gate. Once unearthed, pick up the crate and escort it to the marked gate. Plan a clear path — keep punching obstacles that block the carry route before you lift the crate if the layout is cluttered.
- Secure the escape. Delivering the crate to the gate completes the chapter escape and awards gems. That clear is also the unlock key for The Sewers.
Treat the dig like a mini resource loop: punch or dig, fill the backpack, crush for cash, buy the next helper or hole size rank, then return to the crate. Do not wander into random walls once the dig site is known.
Yard helpers worth buying
Chapter 2 introduced Yard-themed helpers that keep working while you walk to the crusher or reposition the crate path. Community and listing notes call out:
- Pigeons — light aerial helpers that chip away while you manage inventory.
- Biscuit the dog — a reliable ground helper for ongoing dig pressure.
- Tower hoses — area pressure tools that help clear Yard surfaces.
- Digger / bulldozer — heavy dig support for the buried crate and thick ground layers.
Buy helpers when your backpack and hole size are already decent. A helper with a tiny pack still leaves you as the bottleneck on cash. Once travel time between dig site and crusher is noticeable, helpers pay for themselves. Exact shop prices change with balance patches, so spend in small steps and reassess after each sell.
Upgrade focus for The Yard
- Hole size — still excellent for opening dig faces and clearing crate paths.
- Backpack — crate runs mean more walking; larger packs reduce trip count.
- Punch power — helps when packed dirt or thicker Yard blocks feel spongy.
- Helpers — prioritize after the first two shop pillars feel comfortable.
- Gym — slip in permanent training between escapes so Chapter 3 starts stronger.
Gems should still favor gloves and classes ranked on the Tier List rather than impulse cosmetics. Cash remains the chapter clearer.
Team tips for Chapter 2
Solo Yard clears are realistic. A Find Match crew still helps:
- One player focuses dig DPS on the crate.
- One player runs crusher trips so diggers rarely leave the hole.
- Extra players clear the path toward the gate before the carry starts.
- Share upgrade awareness — team upgrades help everyone when the lobby supports them.
Roblox friends can also improve gem returns on escapes in some configurations, so invite people you already play with when possible.
Difficulty and badges
Clear Yard on Easy or Normal while learning the crate path. Move to Hard when dig speed and helpers feel automatic. Escaping a chapter on Hard unlocks Insane for that chapter — Insane pushes the escape wall much farther and is better tackled after you know the route. Track times on the Hall of Fame if you care about speed boards; otherwise treat Yard as the unlock bridge into The Sewers.
After you clear The Yard
- Confirm Chapter 3 is unlocked and open Chapter 3: The Sewers.
- Stock Fight Gear mindset early — Gloves, Health, and Armor matter once rats appear.
- Rebalance spends with Upgrade Priority for sewer helpers (Bandit, Chompers, Flicker).
- Keep Getting Started bookmarked for new friends joining your crew.
Common Yard mistakes
- Digging randomly — locate the buried crate first; random walls waste cash time.
- Carrying too early — clear the gate path before you pick up the crate.
- Skipping helpers entirely — Yard helpers exist to keep dig progress alive during crusher walks.
- Starving backpack upgrades — long dig-to-crusher routes punish tiny packs harder than the cell did.
- Ignoring the Sewers unlock — one Yard escape is the gate to Chapter 3 content and the Rat King line.
Finish the crate delivery once on a comfortable difficulty, bank the gems, and move underground. The Yard is a short, memorable bridge chapter — clear it cleanly, then prepare for rats, keys, and the Great Clog.
Frequently Asked Questions
Quick answers to the most common Punch Out Of Prison questions.
How do I unlock Chapter 2 The Yard?
Escape Chapter 1 once on any difficulty. The Yard then appears in the chapter select list.
What is the Chapter 2 objective?
Dig up the buried crate in the Yard, carry it to the gate, and complete the escape for gems and the Chapter 3 unlock.
Which Yard helpers should I buy?
Pigeons, Biscuit the dog, tower hoses, and the digger or bulldozer all help. Buy them after hole size and backpack feel usable.
Can I clear The Yard solo?
Yes. Solo works well. A Find Match crew just speeds digging, crusher trips, and the gate path clear.
What unlocks after Chapter 2?
One Yard escape on any difficulty unlocks Chapter 3: The Sewers with the Rat Lair and Sea Gate Key route.