(Sorry that it's glitchy and displays the wrong headings for gadgets, I don't know how to fix that)
Here is the map for One Way Out. It includes four types of evil plants: Normal Evil Plants (73), Minibosses (4), Bosses (3), and the Wand Boss (1).
Minibosses have twice as much health as normal evil plants. The bosses (above the library) have 1000 health, and the wand boss has 2000.
The Zapper is by far the fastest gadget in One Way Out. However, it has low damage. Its main disadvantage in easier difficulties, however, is its short range, because plants have low health there and the Zapper has good damage per second due to its fast cooldowns and high ammo. The Zapper is the lightest OWO gadget.
Changing Stats:
Damage
Common: 14
Uncommon: 16
Rare: 18
Epic: 20
Legendary: 22
Ammo
Common: 12
Uncommon: 14
Rare: 16
Epic: 18
Legendary: 20
Constant Stats:
Range: 7m
Projectile Speed: 7.5 m/s
Internal Cooldown: 200 ms
External Cooldown: 2000 ms
Cost: Free
The Slingshot is generally a useless gadget in One Way Out. Its standout stat is projectile speed, the least important stat in One Way Out. It is only good in the Normal difficulty where it is just barely enough to one-shot normal plants. The Slingshot also has a very long internal cooldown. The Slingshot is the 3rd most heavy OWO gadget.
Changing Stats:
Damage
Common: 60
Uncommon: 66
Rare: 72
Epic: 78
Legendary: 84
Ammo
Common: 5
Uncommon: 6
Rare: 7
Epic: 8
Legendary: 9
Constant Stats:
Range: 17m
Projectile Speed: 12.5 m/s
Internal Cooldown: 1000 ms
External Cooldown: 4450 ms
Cost: $5
"PML" stands for Portable Muffin Launcher. It fires a blueberry muffin that (in legendary form) weighs 2 pounds (yes, it's a giant muffin). Although many people think that the PML has "short range", its range actually is the second-longest in One Way Out, and is almost twice as long as the Slingshot, which has "long range, almost covering the entire screen". The range is the main advantage of the PML, but it also is quite heavy, dealing 44 damage at Common up to 72 at Legendary. It also has good ammo, but long cooldowns. The PML is the 3rd lightest OWO gadget.
Changing Stats:
Damage
Common: 44
Uncommon: 51
Rare: 58
Epic: 65
Legendary: 72
Constant Stats:
Ammo: 12 (probably because normal muffin batches are a dozen muffins)
Range: 33m
Projectile Speed: 7.65 m/s
Internal Cooldown: 900 ms
External Cooldown: 4750 ms
Cost: $7
The Quantum Portal deals by far the most damage of any One Way Out gadget. It has one-shot capability on nearly every normal evil plant (except for Gimpossible, and weak portals against Ludicrous enemies). Rare portals can obliterate most enemies because their damage slightly passes 200. Quantum portals, however, have only 1 ammo, and a nearly 3-second cooldown, making them weak against hordes of weak enemies. One overlooked strength of the portal is that it has extremely long range. The Quantum Portal is the heaviest OWO gadget.
Changing Stats:
Damage:
Common: 184
Uncommon: 196
Rare: 208
Epic: 220
Legendary: 232
Constant Stats:
Ammo: 1
Range: 48m
Projectile Speed: 5 m/s
Internal Cooldown: 500 ms
External Cooldown: 2750 ms
Cost: $10
The Evil Eye is basically a useless gadget. Sure, it deals lots of damage, but the Evil Eye's damage is less than half of the Quantum Portal's damage, and the Quantum Portal actually deals higher damage per second. Secondly, the Evil Eye has an extremely long external cooldown, and it is actually in downtime 79% of the time, more than any other gadget. Thirdly, the Evil Eye is extremely expensive ($15!) and doesn't even go over 100 damage until legendary, which basically requires the player to beat the game. Also, the Evil Eye has very low ammo (4). The Evil Eye is objectively the most overrated gadget in all of Gimkit by far. The Evil Eye is the 2nd heaviest gadget in One Way Out.
Changing Stats:
Damage:
Common: 72
Uncommon: 80
Rare: 88
Epic: 96
Legendary: 104
Constant Stats:
Ammo: 4
Range: 26m
Projectile Speed: 7.45 m/s
Internal Cooldown: 450 ms
External Cooldown: 5000 ms
The Wooden Wand is the biggest improvement from common to legendary over all of the gadgets. This is the weapon that evil plants use. Players can also obtain its legendary form by doing a difficult side mission. Out of all the Common gadgets, the Wooden Wand is the worst, but as it gets to legendary it becomes a decent gadget. The Wand has great ammo but low damage, and is mainly used for bragging rights. The Wooden Wand is the 2nd lightest OWO gadget.
Changing Stats:
Damage:
Common: 20
Uncommon: 24
Rare: 28
Epic: 32
Legendary: 36
Ammo:
Common: 20
Uncommon: 22
Rare: 24
Epic: 26
Legendary: 28
Constant Stats:
Range: 12m
Projectile Speed: 8 m/s
Internal Cooldown: 500 ms
External Cooldown: 3500 ms
Cost: Requires Wand side mission
Stage 1 contains 20 evil plants, all of which are normal. At the start, players encounter easy plants that they can use to farm cash in higher difficulties to purchase quantum portals or other items. Then, there is a split whether to go fast by skipping Plant 4 or attacking that plant to get a keycard. After a corridor with multiple evil plants, there is a part with two plants near each other (9 and 10) right before the Garden, a safe area that players can use to recharge weapons or health. Then, there is FPS1, which contains six plants to allow the player to pass the level.
Stage 2 introduces gates and contains 28 normal evil plants and no minibosses or higher. After a few easy plants, players reach four alcove plants (24-27) which are difficult to pass through. After a choke plant, players meet the guardians of Gate 1, the first gate which allows access to the Grid, covered in purple lab floor. After the tricky Grid, players enter the kitchen, another safe zone. Plant 40 comes before the 8-plant FPS2, guarding Gate 2 for the end of the second stage.
Stage 3 introduces lasers, bosses, and expensive gates. Players defeat three easy plants before finding their first lasers in LS1, which is an area without any plants. After destroying three more plants, players go up to the diagonal corridor, leading up to the first miniboss, Plant 55. Then, they encounter Plants 56-59, guardians of Gate 3, which leads up to the Library, a safe zone. North of the Library there are three bosses which give gold keycards, which can be used to unlock the legendary gadgets. East of the library is LS2, which contains three annoying lasers as well as four evil plants. In the final passage, there are two more evil plants (67 and 68) going up to the six-laser and twelve-plant FLS, which also includes three miniboss plants (73, 79, and 80). These guard the final gate, Gate 4, which leads up to the escape room where players can destroy FPB and escape.
In One Way Out, there is a side mission you can go on. To do it, do these steps WITHOUT DYING:
Go to the library
Go to the top of the library and destroy the three boss evil plants (quantum portal is strongly recommended) BOOM BOOM BOOM. (It will take 5-6 shots to destroy one plant, depending on rarity, because each plant has 1000 health). Get the three gold keycards
Using bridges and checkpoints, go back to the end of Stage 1 / start of Stage 2 room.
Go to the top of that room and unlock the door with 3 keycards.
Get a legendary quantum portal and 2 med packs and there's card 1.
Get the other nine keycards in order.
Go to FLS and in the bottom-left corner there is a boss room. Destroy the boss there using the quantum portal (it's 2000 health) and collect her wooden wand. That's the side mission. (Also, wooden wand is actually not a strong weapon but whatever. Nobody cares)
The cards do in fact appear in the same exact order for every player, no matter what. It's that simple.
Each card is highlighted with a small red glow and X on the main map, as well as a red glow and an X on a close-up picture of the region surrounding the card. Because these images were obtained from hackers, they don't show certain things in the level, most notably lasers.
(I added the red glow and X and label and all of that. The images of the level themselves are from people who hacked into Gimkit and they added them to a wiki)
Card 1
STAGE 1 / THROUGH 20/20 PLANTS
Card 1 is in the legendary weapons room. There is also a sign that says "The Crafter Was Here". That's some strange lore thing that I don't know much about.
Card 2
STAGE 1 / THROUGH 14/20 PLANTS
DO NOT use the bridge when going to Card 2 from Card 1. Going back through FPS1 is significantly faster. Card 2 is in FPS1, left of a space barrier and to the right of two potted plant props.
Card 3
LOBBY - NORTH
Card three is in the North Health Room. To get there, travel the bridge from FPS1 to the lobby, then go up to the room and get the card. Card 3 is the easiest card in the secret mission, excluding Card 1 because it is impossible to define when you start working on getting Card 1.
Card 4
STAGE 3 - THROUGH 7/28 PLANTS
Card 4 is in Stage 3, in front of the four evil plants guarding Gate 3. It is in the south alcove of that room.
Card 5
STAGE 3 - THROUGH 17/28 PLANTS
Card 5 is in the northwest corner of FLS. Just continue from Card 4 onwards through Stage 3 to get there. Shield yourself from the evil plants using the strategically placed barriers. Once getting the card, go backwards through Stage 3, and bridge back to home base.
Card 6
LOBBY - SOUTH
Card 6 is in the South Secret Room, south of the lobby. The room is used as the pregame lobby area. The card is in the bottom-right corner of the room, next to a lore computer.
Card 7
STAGE 2 - THROUGH 19/28 PLANTS
Card 7 is just before the Kitchen in Stage 2. It is in an alcove next to an evil plant at the end of the Grid. Destroy the evil plant to protect yourself. Continue on after obtaining the card because there is only one room left after the Kitchen.
Card 8
STAGE 3 - THROUGH 15/28 PLANTS
Card 8 is definitely the most difficult card in One Way Out. It sits on a laser. There are two ways that you can obtain the card:
The normal way: Run up, somehow get the card while the laser is off, and run away while dodging the laser.
The smart way: Destroy all plants, then on the top-right side of the laser, stand close and do not touch the laser, and use your toe to pick up the card.
After obtaining the eighth card, go back to FPS2 for the ninth one.
Card 9
STAGE 2 - THROUGH 28/28 PLANTS
Card 9 is partially hidden behind a barrier in FPS2. To get it, destroy all eight plants in FPS2 before getting the card.
Card 10
STAGE 3 - THROUGH 28/28 PLANTS
Card 10 is in the empty locker in the escape room at the very end. Remember to avoid escaping as that will end the game. After doing this, go back to FLS and go into the boss room.
Dr. Aventon's Journal, Day 16: Tomorrow, I’m going to try something new. We have a solid enough food supply for the trip to Tenebris, but to prevent some light rationing on the way back, I’m going to attempt to increase the growth rate of our garden. Apparently, we were given a bit more Chemical Supreme than required for emergencies. I’m going to use the surplus and try watering a couple of control plants with the substance.
Eesoog's Blueberry Muffin Recipe: 2 cups of flour. ½ cup of sugar. 2 teaspoons of baking powder. ½ teaspoon of salt. 2 teaspoons of Gimilla Extract. ½ cup of Vegetagim Oil. 2 cups of blueberries.
"Breaking the Code" by TGG - Page 1: Anktra had always felt like something was off about the world they lived in. Everything seemed too perfect, too controlled, as if they were living in a carefully crafted illusion. It wasn’t until they stumbled upon a strange glitch in their reality that Anktra began to suspect the truth: they were living in a fake world. At first, Anktra’s suspicions seemed like nothing more than a paranoid delusion. But as they dug deeper, they began to notice more and more inconsistencies in their world. Strange occurrences that couldn’t be explained by any natural phenomenon. Anktra started to become obsessed with uncovering the truth. But with every discovery, they began to realize that the truth may be stranger than they ever could have imagined.
Mission Objective: Upon arrival on Tenebris, collect roughly 189 liters of Novarite. Place 12 Horticulture Vessels south of Alphastar’s original landing position. Release 62 liters of Carbloflux.
Ship Log #37: Ship is in stable condition. Trajectory towards Tenebris looks to be smooth with minimal space debris. Vitals are all in solid shape, and the crew appears to be in good spirits. The only issue today was a misaligned actuator near the garden. We weren’t able to find a fix, but it’s not that critical for the health of the ship.
Ship Log #43: Ship’s vitals continue to remain healthy. Dr. Aventon has noticed a strange odor in the garden. Nothing super concerning, but it’s a strange scent indeed. It’s not rotten plants, it’s not gas, we don’t really know what it is. The doctor’s best guess is some sort of strange chemical reaction between the chlorophyll and the artificial atmosphere on the ship.
Ship Log #48: Ship vitals are healthy, but the garden area has grown out of control… literally. We’ve tried trimming and disposing of all the extra vegetation, but they grow back within minutes, sometimes seconds. A plan to stop the growth is needed desperately, otherwise, we’ll have to turn back and head home.
Ship Log #54: The situation has gotten even worse. The plants appeared to have turned into Gims themselves, and they’re attempting to take over the Alphastar. We are aborting the mission and returning home immediately.
Ship Log #57: These plants, more and more have continued to grow into Gims. The issue is that no matter how many times we try to dispose of them, they grow back so quickly. The situation is unmanageable. To make the matters worse, many crew members appear to be getting ill.
Ship Log #62: The plants have somehow found a way to utilize gadgets, and they are starting to attack back at us. We’ve gone ahead and barricaded ourselves in the common quarters. I’ve gone ahead and made a bunch of muffins - that should help us feel better, right?
Ship Log #64: Without access to the kitchen, we’re slowly running out of food. We can’t stay barricaded here long enough to return home. Admiral Pulsar has told us that tomorrow we plan an escape. We’ll fight back against the plants and make our way to the escape pods. Tomorrow could be the end. Let’s hope not.
Remember My Roots: (Can only be found after completing side mission)
PLAYER: Wait a minute.
PLAYER: This ship… the Alphastar, I helped build it.
PLAYER: I don’t know why I did, or when I did, but I remember building it.
PLAYER: I wasn’t the only one building it - there were others too.
PLAYER: What’s strange is I have no idea how to build a spaceship. And yet this memory is here. I… was here.