Escaping the town in Militsioner requires boarding the daily passenger train at 13:00 (1:00 PM) with a valid ticket or directly convincing the Colossal Policeman to let you walk free. Developed by TALLBOYS and published by CRITICAL REFLEX, this surreal immersive sim drops you into an accused citizen's shoes under the unblinking gaze of a giant officer who monitors your every step, reacts to your words, and physically reaches into the town to apprehend you.
Success depends on tracking schedules, manipulating character emotions, and choosing whether to operate as a stealthy lawbreaker or a silver-tongued diplomat. This walkthrough outlines the core survival mechanics, the standard train escape route, the cashier manipulation strategy, and the giant romance ending.
Core Mechanics: The Giant, Moods, and Town Economy
Every action you take in town affects the Colossal Policeman's emotional state, which is tracked on your status screen. The town itself shifts physically based on his current mood and the time of day.
The Giant's Emotional States
The giant's mood dictates what areas of the town are accessible, how strictly he patrols, and what dialogue options appear when holding the dialogue key.
- Calm / Relieved: His default receptive state. Dialogue options open up, allowing you to ask about laws, gossip, or offer gifts. You can keep him calm by answering his morning inquiries respectfully and feeding him snacks.
- Sad / Depressed: Occurs when you ignore him or cause emotional distress. As his sadness worsens, he begins to weep, flooding the town with tears. Severe floods submerge low-lying streets and block access to the sewers and certain basement entryways. Feeding him apples, rare meat, or croissants lowers his sadness.
- Angry / Betrayed: Triggered by unpaid fines, caught thefts, or breaking into restricted facilities. When angry, the giant actively reaches down with his hand to smash your position. You must sprint to marked underground hideouts or dive into sewer manholes. Do not linger under flimsy structures, as he can crush them.
- Sleepy / Asleep: Occurs during late hours or after consuming sedatives and alcohol. While asleep, his line of sight drops to zero, allowing you to pick locks, smash windows, and loot restricted buildings unnoticed.
- Day Off: On designated off-duty days, the giant is relaxed and significantly more forgiving of minor infractions. This mood also opens up unique interaction routes, including the local restaurant and romance dialogue.
Rubles, the Pawn Shop, and Rest Benches
Escaping often requires capital to purchase tools, sedatives, or alibis. Rubles can be scavenged from potted plants, dressers, and windowsills across town, or earned by selling items to the Captain at the 24/7 pawn shop. The Captain buys almost anything, including glass bottles, radios, kettles, and stray cats. His shop wares refresh every 12 hours.
Whenever you need to skip forward to a specific hour—such as late night for stealth operations or 12:00 to prepare for the train—locate any wooden bench in town and sit down to advance the game clock.
Route 1: The Ticket Booth Break-In (Smash and Dash)
The most direct escape route involves stealing a train ticket from the station booth and boarding the train right as it arrives at 13:00.
Step 1: Survive Day One and Escape the Barred Room
When the game begins, the giant lifts you into the sky for interrogation. Look him in the eye without blinking, confirm your morning routine, and agree not to run away. Insulting him or blinking excessively causes suspicion or immediate arrest.
Once placed on the street, speak to the mysterious man ("the Friend") extending his hand from the barred building. He claims to be a lawyer, warns you that the train leaves daily at 13:00, and gives you a key to the adjacent door. Entering the room reveals a trap: he locks you inside and leaves a fake ticket drawn on scrap paper. Pick up the bricks scattered on the floor, throw one at the wooden boards blocking the exit, and break through to the street.
Step 2: Acquire Tools and Advance to Night
To grab a real ticket, you need access to the ticket booth at the train station. You can either smash the ticket window using a brick or unlock the back door with a lockpick.
- Earn Rubles: Collect empty bottles, kettles, and loose currency from open courtyards. Sell them to the Captain at the pawn shop.
- Buy or Find a Lockpick: Purchase a lockpick set from the pawn shop or search second-story apartments accessible via rooftop ladders and soft leaf piles.
- Advance Time: Find a bench and set the time to night. Ensure the giant is asleep so his visual cone is deactivated.
Step 3: Steal the Ticket and Board the 13:00 Train
- Break into the Booth: Approach the train station while the cashier is away and the giant is asleep. Pick the booth door lock or shatter the window using a brick. Grab the valid train ticket from the counter.
- Retreat to a Hideout: Stealing the ticket or breaking glass alerts the town. Run into the nearby sewer manhole or an underground hideout.
- Wait for the Train: Inside the hideout, advance time on the bench until 12:00.
- The Final Sprint: At 12:50, sneak toward the station platform. Keep your head down and avoid running across noisy metal sheets or dry leaves when the giant is leaning close. The moment the train pulls in at 13:00, the whistle blows and doors open. Sprint directly into the train car.
- The Departure: The giant attempts to block the tracks and demands you fulfill your deal to stay. Stand your ground inside the carriage. As the doors close, the giant concedes, promising to file a favorable report for your good behavior, and the train departs to freedom.
Route 2: Cashier Manipulation and Romance Routing
If you prefer to avoid breaking into the station booth, you can exploit the ticket cashier's personality and her crush on the giant.
| Action / Step | Item / Requirement | Outcome |
|---|---|---|
| Talk to Cashier | None | Reveals she suspects you of murder and refuses to sell a ticket. |
| Retrieve Bold Perfume | Stolen from residential bathroom | Strong perfume matches her specific tastes. |
| Gift Perfume | Strong Perfume | Present it while claiming it is a gift from the giant officer. |
| Flatter / Congratulate | Dialogue choices | She enters a romantic mood, dropping her hostile guard. |
| Receive Ticket | Direct request or distraction | Obtains the train ticket legitimately before the 13:00 deadline. |
After receiving the ticket from the distracted or grateful cashier, hide until roughly 12:30. Head to the platform and board the train the moment it stops at 13:00 to trigger the successful escape sequence.
Route 3: The Giant Romance Ending (Secret Escape)
You can escape the town without ever setting foot on the train by courting the Colossal Policeman directly. This route requires triggering his Day Off and fulfilling his personal requests.
- Trigger the Giant's Day Off: Advance days or unlock the Day Off cycle through standard progression. The giant will announce that his grueling work week is over and that he is relaxing.
- Ask on a Date: Approach the shoreline near the giant. Engage him in conversation and select the option to ask him on a date. He will express skepticism and demand proof that your feelings are serious by asking for three flowers.
- Locate Three Flowers: Search the town's apartments, balconies, and courtyards. One flower is located on an upper residential balcony reached by rooftop parkour, while two others can be found inside unlocked citizen flats and window boxes.
- Present the Bouquets: Return to the giant and gift him all three flowers one by one using the interaction prompt. His mood will shift to romantic.
- Navigate the Emotional Dialogue: When prompted, select dialogue choices that delve into his inner conflict. Acknowledge that he feels trapped between his personal identity and his uniform as the law.
- The Release: When the dialogue reaches its peak, select the option indicating you have given everything you have. Moved by the conversation, the giant steps aside, granting you a one-time offer to walk out of town unrestricted, unlocking a unique victory ending.
Getting Caught: Fines, Jail, and Giant Upgrades
Failing an escape or getting spotted during a felony does not immediately end your game. The system operates with recurring second chances through the Giant Upgrade tree.
Fines and Confiscation
When apprehended for theft or property damage, the giant lifts you into the air. If you admit your offense or offer a sincere apology, he often issues a fine (ranging from 58 to 200 rubles) rather than crushing you. If you have the cash on hand, paying the fine resets his anger meter to calm. If you lack the funds, you can purchase an alibi contract from the sewer contact for 100 rubles or risk fleeing into a hideout.
Upgrades
When a run concludes through arrest or drowning, you enter the upgrade menu before respawning as a new day's suspect. You can spend earned run points on permanent modifiers:
- Feel Less Sad: Slows the rate at which the giant becomes depressed, significantly delaying tear floods.
- Calm Down Faster: Reduces the duration the giant stays in an enraged state after an alarm is raised.
- Gives a Second Chance: Grants an extra dialogue reprieve when caught red-handed before an arrest is finalized.
- In the Mood for Love / Opens Restaurant: Unlocks additional social dialogue branches and opens the downtown restaurant for high-tier food items like donuts.
Frequently Asked Questions (FAQ)
What exact time does the train arrive in Militsioner?
The train arrives daily at 13:00 (1:00 PM). You should be in position near the platform tracks by 12:45 to board the moment the doors open.
How do you stop the giant from crying and flooding the town?
The giant floods the town when his sadness emotion lingers and turns into depression. To clear the floodwaters, gift him food items such as apples, croissants, fresh bread, or rare meat until his status changes from sad to relieved.
What should you do with the fake ticket given by the Friend?
The fake ticket cannot be used to board the train. You can safely drop it or stash it away. Attempting to board the train with only the fake ticket results in an immediate arrest.
Where can you find bricks to break locks?
Bricks are found resting on the floor in the starting room, near construction piles in the alleys, and inside residential apartments. Bricks can be thrown to break padlocks, wooden barricades, and the station window.













