# Walkthroughs - Monster RPG 2 - Escape From the Keep

## Cells

After getting K.O.'ed by Tiggy, you wind up in an unfamiliar cell somewhere in an old keep. Look around -- the guard seems to be asleep; an opportune time to make an exit.

## Escape hatch

You'll probably notice right away that one square in the cell is different from the others, and if you walk onto it, you will be presented with a dialog that indicates the boards are squeaky in that area. You should stand beside that square (not directly on it) and then activate it. This opens a route to a chamber below the cells.

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