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Use the Saber and Pistol for the most forgiving prison escape. In Chapter X, Shackled, you begin without equipment, so the opening is stealth-only. Reach the upper beams, take the Armoury Key from the candlelit guard room, unlock the Armoury, and open its red chest to recover every weapon. Before entering the sewer, collect the prison’s one-time loot and read the Prison Warden’s note; the area cannot be revisited after you escape.
What to use for the prison escape
The Saber is the best primary weapon for a broad range of players, while the Pistol is the most useful firearm partner. This combination covers close combat, parries, blocks, and ranged weak points without demanding a highly specialised build. The Saber’s documented level-10 damage is 60, up from 20 at its starting value, and its listed Critical Attack multiplier is 15x—the highest in the launch Arsenal comparison. It also gives you defensive options that are especially valuable while learning the prison’s timing.
The Pistol complements those strengths rather than duplicating them. It lets you pressure enemies from a distance and hit red Nephtoglobin weak points that a melee weapon cannot safely reach. That matters immediately after the Armoury, when the route requires shooting the red Nephtoglobin node by the Shrike sign.
This recommendation is a balanced setup, not a mandatory solution. Players who want heavier Posture damage, explosive close-range damage, long-range precision, or more transmutation utility can substitute the Claymore, Blunderbuss, Musket, or a different Transmutation branch. The prison can be completed with any recovered Arsenal loadout; the Saber/Pistol pairing simply gives the fewest awkward situations.
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How the prison escape works
Napoleon’s Prison is the opening area of Chapter X, Shackled. William wakes in a cell with no weapons or equipment. You therefore cannot begin by fighting through guards or testing upgrade choices: the first section is a stealth route that ends at the Armoury.
- Leave the cell and stay hidden. Move through the prison while avoiding patrols. Do not expect your normal weapon shortcuts to work; your equipment has been taken.
- Reach the upper beams or rafters. Use the elevated route to bypass the most dangerous guard positions and reach the candlelit guard room.
- Take the Armoury Key. The key is in that guard room. If you cannot find it, you have not reached the correct upper-level area; continue along the beams rather than searching the starting cells.
- Return to the Armoury. Backtrack to the locked Armoury gate. The key opens this gate.
- Open the red chest. The chest restores all of your weapons, not merely one selected item. Equip the Saber and Pistol if you want the recommended general-purpose setup.
The red chest is the end of the equipment-recovery problem, not the end of the chapter. After arming yourself, you still need to activate the route through the Nephtoglobin growth, burn the webbed passage, descend into the sewer, and reach the exit ladder.
Exact route from the Armoury to the chapter exit
Shoot the Nephtoglobin node by the Shrike sign
Once your weapons are back, follow the route until you see the Shrike sign and the red Nephtoglobin node nearby. Shoot the node with the Pistol or another firearm. This is the first reason to keep a ranged weapon equipped even if you prefer melee combat: the Saber cannot reach every weak point from a safe position.
Burn the webs with Fire Transmutation
Use Fire Transmutation on the webs blocking the next passage. Fire Transmutation is part of the Arsenal and is also a progression tool in this chapter, not just an offensive option. If the route appears blocked after the node is destroyed, check that you have actually equipped and activated the fire ability rather than merely carrying it in your inventory.
Descend into the sewers
Continue downward into the sewer area. From there, use the climbable route or follow the connected passageways toward the sewer Lantern. The prison layout can make the route feel complete before it is; the chapter does not register completion at the first apparent exit.
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Reach the ladder beyond the Lantern
The walkthrough identifies the ladder beyond the sewer Lantern as the point where chapter completion appears. If the completion message has not appeared, you have stopped short of that ladder. Keep moving past the Lantern and climb out.
Prison loot you should collect before dropping into the sewer
The prison is not revisitable after the escape, so treat the pre-sewer section as a one-time collection window. The walkthrough lists the following items:
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- Eternal Catalyst Clot
- Distilled Blade Material
- Remnants Return
- Two Distilled Transmutation Materials
Collect these before committing to the sewer drop. The materials support later weapon and Transmutation improvements, while Remnants Return is a separate pickup that is easy to leave behind when concentrating only on the escape route.
Start The Choir side quest
Read the Prison Warden’s note before leaving. Reading it starts The Choir side quest. If you descend into the sewer without interacting with the note, you can lose the opportunity because the prison cannot be revisited after the escape.
How weapon upgrades work
The launch Arsenal comparison covers nine entries: Saber, Pistol, Claymore, Blunderbuss, Fire Transmutation, Rapier, Stasis Transmutation, Musket, and Shield Transmutation. Melee weapons and firearms can be upgraded to level 10. Transmutations have a separate level-5 cap. Upgrades use materials at James’s Iron Bench rather than Catalysts.
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| Arsenal category | Entries covered | Maximum level | Upgrade location and currency |
|---|---|---|---|
| Melee weapons | Saber, Claymore, Rapier | Level 10 | James’s Iron Bench; upgrade materials |
| Firearms | Pistol, Blunderbuss, Musket | Level 10 | James’s Iron Bench; upgrade materials |
| Transmutations | Fire, Stasis, Shield | Level 5 | James’s Iron Bench; upgrade materials |
The distinction matters when planning material spending. A level-10 firearm is not equivalent to a level-10 Transmutation: the latter’s progression stops at level 5. Do not save Catalysts for these upgrades; the cited system specifically uses upgrade materials at the Iron Bench.
Recommended Saber upgrades
The Saber’s documented upgrade effects reward a measured attack rhythm and successful defense. Three named effects are particularly relevant:
- Advanced Swordsmanship: every fifth consecutive attack deals increased damage and restores Endurance.
- Second Wind: a successful parry restores Recoverable Health.
- Expert Swordsmanship: every third consecutive attack deals increased damage and restores Health.
For a balanced build, the cited recommendation is Pursuit > Careful Preparations. This branch suits players who alternate attacks with movement and defensive timing rather than standing in front of an enemy trading hits. The Saber’s block and parry access also makes it a safer choice while you learn enemy patterns after the stealth opening.
When to choose a different Saber emphasis
Choose the Saber path if you value reliable defense, sustained melee pressure, and the ability to recover resources through consecutive attacks or parries. If your priority is maximum stagger from individual swings, the Claymore is a better comparison. If you want a faster, precision-oriented melee style, compare the Rapier instead of forcing the Saber into a role it was not designed to fill.
Recommended Pistol upgrades
The Pistol’s main job in this escape is coverage: it gives you a dependable answer to distant targets and red Nephtoglobin weak points. The cited balanced branch is Ruthlessness > Resourcefulness. Pairing that route with the Saber keeps your firearm useful between major encounters instead of treating it as an emergency-only weapon.
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Use the Pistol when a target is outside safe Saber range, when a weak point is positioned across a gap, or when approaching a target would expose you to an avoidable hit. Conserve shots when ordinary enemies can be handled safely in melee, but do not hoard ammunition so aggressively that you ignore the ranged coverage the weapon provides.
Weapon comparison for different play styles
The launch ranking evaluates weapons by damage growth, Posture damage, parry access, Nephtoglobin Weak Point coverage, and the value of their upgrade boards. The following comparison applies those axes to the prison-escape decision.
| Weapon or ability | Best use | Defensive or utility profile | When to pick it over Saber/Pistol |
|---|---|---|---|
| Saber | General melee and sustained pressure | Can block and parry; strongest listed critical multiplier | Pick it for the most forgiving all-purpose primary weapon. |
| Pistol | Ranged pressure and weak points | Provides coverage where melee cannot reach | Use it as the firearm partner for a balanced setup. |
| Claymore | Heavy hits and Posture damage | More committed attacks and heavier timing demands | Choose it when stagger matters more than speed or flexibility. |
| Blunderbuss | Short-range burst and spread damage | Strong at close distance; less suitable for precision weak points | Choose it for aggressive point-blank encounters. |
| Rapier | Fast, precision melee attacks | Rewards timing and deliberate positioning | Choose it when you prefer speed and finesse over broad defense. |
| Musket | Long-range precision | Favors deliberate shots and distance | Choose it when ranged burst is more important than rapid follow-up fire. |
| Fire Transmutation | Burning webs and fire damage | Required for the webbed prison route | Keep it available even if it is not your primary damage tool. |
| Stasis Transmutation | Control and setup | Slows or controls situations rather than simply adding damage | Choose it for a control-focused build. |
| Shield Transmutation | Deflection and mitigation | Defensive utility through timing and absorption | Choose it when surviving incoming pressure is the priority. |
Alternative upgrade branches
The cited build recommendations provide branches for players who want to specialise after the prison escape. They are suggestions, not requirements for completing Shackled.
| Weapon or Transmutation | Suggested branch | Build goal |
|---|---|---|
| Blunderbuss | Collateral Damage > Iron Shower | Close-range burst and spread pressure |
| Musket | Scope > Bayonet | Precision at range with a melee fallback |
| Rapier | Astute Quarta > Invigorating Seconda | Technical, fast melee play |
| Claymore | Willpower > Bulwark | Heavy attacks with stronger defensive emphasis |
| Fire Transmutation | Fireworks > Wildfire; Unstable Blaze > Never-Ending Inferno | Expanded fire damage and area pressure |
| Stasis Transmutation | Implosion > Eruption; Hex > Control; Drain > Expansion | Control, disruption, and resource-oriented utility |
| Shield Transmutation | Deflect > Absorb | Timed defense and damage mitigation |
The branch names describe the cited build guide’s recommended progression, not a universal ranking for every player. Your choice should follow the combat problem you repeatedly encounter: missed parries suggest a more forgiving defensive plan, while enemies that resist ordinary melee pressure may justify heavier Posture or ranged investment.
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- Recover everything first. Open the red chest before deciding what to upgrade. You may need a weapon or Transmutation you had not planned to use for a route interaction.
- Keep one melee weapon and one firearm current. The Saber and Pistol pairing prevents a build from becoming helpless against either close targets or distant weak points.
- Spend materials at James’s Iron Bench. Weapon upgrades use materials, not Catalysts. Check the cost before committing scarce prison pickups.
- Improve the branch that solves your current failure. If you are losing health while attacking, prioritize the Saber’s defensive and recovery effects. If targets remain unreachable, improve your firearm coverage.
- Upgrade Transmutations after confirming their role. Fire Transmutation has a route function in the prison, while Stasis and Shield are more dependent on your preferred combat style.
Do not interpret the level caps as a demand to reach level 10 immediately. The cap is the maximum available progression, not a prison-entry requirement. Materials found in the prison are valuable because the area is missable, but they do not justify abandoning a weapon that matches your play style.
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Common problems and fixes
I cannot find the Armoury Key
Return to the upper beams or rafters and search the candlelit guard room. The key is not in the starting cell block. The intended route uses the elevated path to reach that room without fighting.
The Armoury gate will not open
Confirm that you picked up the key, then backtrack to the Armoury rather than searching for another door. The key opens the Armoury gate; the red chest is inside.
The red chest did not give me one specific weapon
The chest restores all weapons. Check your full Arsenal and weapon-selection controls instead of assuming that only the currently displayed item was returned.
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Equip Fire Transmutation and use it on the webs. Shooting the Nephtoglobin node by the Shrike sign and burning the webs are separate route actions.
The chapter has not marked complete
Continue past the sewer Lantern to the ladder beyond it. The completion point is at that ladder, not merely at the Lantern or the first sewer opening.
I missed the prison note or materials
The prison cannot be revisited after the escape. On a later run, collect the Eternal Catalyst Clot, Distilled Blade Material, Remnants Return, both Distilled Transmutation Materials, and the Prison Warden’s note before dropping into the sewer.
How the recommendations were established
The route and missable-item details come from the AllThingsHow Staff walkthrough updated October 15, 2026. The weapon and branch recommendations reflect the launch Arsenal comparison and the build guidance dated October 14, 2026. Those guides identify the nine Arsenal entries, the level-10 melee and firearm cap, the level-5 Transmutation cap, and the Saber’s documented damage range of 20 to 60 with a 15x Critical Attack multiplier. A cited level-50 infinite-perk plan is an end-game build reference, not a requirement for escaping the prison.
The Bottom Line
Take the Armoury Key from the candlelit guard room above the prison, open the Armoury’s red chest, and run Saber plus Pistol for the safest all-purpose setup. Before the sewer drop, collect every listed prison pickup and read the Prison Warden’s note; after the Lantern, climb the ladder beyond it to trigger completion.
Quick Recap
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