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Punch Walls To Escape Classes Guide: What the Second Class Slot Pass Does

The Second Class Slot pass lets you equip two classes at once with both perks active in Punch Walls To Escape. Here's how classes and their perks work, as far as the game's own pass listing shows.

Quick answer

The Second Class Slot pass in Punch Walls To Escape lets you equip two classes at the same time. Both classes' perks stay active while you play, and you pick which of the two slots to roll. It is a permanent pass listed at R$99 in the game's pass store.

Punch Walls To Escape has an equipable class system, and the game's own pass listing spells out what its one class-related purchase does. Here is what that listing shows, and where its description ends.

What the Second Class Slot pass does

The Second Class Slot pass does three things, straight from its listing in the game's store:

  1. It gives you a second class slot. You can equip two classes at the same time instead of one.
  2. It keeps both classes' perks active. Equipping two classes is not a cosmetic swap — both classes' perks stay active at once.
  3. It lets you pick which slot to roll. The listing states that with this pass, you choose which of your two slots to roll for a class.

The pass is listed at R$99 and marked Permanent, so it is a one-time purchase that stays with your account rather than something you renew each run. The listing states the pick-which-slot-to-roll behavior for this pass specifically, so treat that wording as the pass's own feature. For a closer look at the purchase itself, see our Second Class Slot guide.

A view from the game Punch Walls To Escape

How classes and perks work, per the pass listing

The Second Class Slot description is also the clearest official window into how the class system works. From its wording, you can tell that:

  • Classes are an equipable system. You equip a class into a slot, and it stays equipped.
  • Classes have perks. Each class grants perks, and those perks affect your run — the whole selling point of the pass is keeping two sets of perks active at once.
  • Classes occupy slots, and slots can be rolled. The mention of picking "which slot to roll" shows that filling a slot works by rolling, and that players manage what goes into each slot.

That is where the listing stops. It does not name the individual classes, list their perk effects, or describe how you get your first class — those details are not part of the pass description, so check the in-game class menu for the current class roster and what each perk does.

How the class pass differs from the tool passes

The class pass is the odd one out in the store. Punch Walls To Escape sells 13 game passes in total, and every other one grants a run-start tool or bonus — things like the Sledgehammer, TNT, Vacuum, Pickaxe, Jackhammer, Hose Vac, Ball & Chain, Drill-Bot and Fists of Justice, plus a VIP pass with 2X GEMS. None of them use class terminology. The game itself is free, and the passes are optional purchases on top of it.

Comparison

Comparison
AspectSecond Class SlotTool and bonus passes
What it affectsYour class slots — two classes equipped at once, with both perks activeThe tools or bonuses you start each run with, such as the Sledgehammer or TNT
Listed priceR$99R$49 to R$499 each, depending on the pass
DurationPermanentThe tool passes are permanent; the Galaxy Set is labeled limited time

In short: tool passes change what you carry into a run, while the Second Class Slot pass changes your class setup underneath the run. If a second active set of class perks sounds useful to how you play, that is the pass built for it — and if you are picking up any pass, it is worth a quick check of our Punch Walls To Escape codes page before you spend Robux.