Endings

Janitor ending

Farm 200 Toilet Paper for the Illegal Keycard, move the Security ladder into the Janitor vent, and load 12 batteries.

Janitor ending

Farm 200 Toilet Paper for the Illegal Keycard, move the Security ladder into the Janitor vent, and load 12 batteries.

The Janitor ending skips the bottom of the mine. You buy an Illegal Keycard, carry a ladder into the Janitor room, and restore power with batteries while a guard patrols an office. It is the shorter farm if you stop buying late shovels. The listed reward is 15 Diamonds and the Janitor Escape badge.

What to bring

  • 200 Toilet Paper for the Illegal Keycard. The same item is also called the Illegal Card.
  • Speedster if you own it. The last room is a movement check, and Speedster moves you 25 percent faster.
  • A shovel and a sack only as far as they speed up the farm. The first three or four layers are enough. You do not need the Trowel for this ending.
  • Friends help. Two or three players can split digging and the battery pickup.

Buy the keycard

Dig, sell, and hold the Toilet Paper on one player if you are in a group. Check all four trade inmates. If none of them is selling the keycard, wait for the next morning. Stock refreshes then. One walkthrough did not see the card until about day 12. That is a reported wait, not a fixed spawn rule.

Bargainer cuts the 200 Toilet Paper price by 20 percent on paper, to 160, if the discount applies the way the class text says. The game may round that number. The calculator on this site does not apply the discount for you.

Security room to the fusebox

  1. Go in the daytime, ideally before lunch. From the cafeteria, the Security door is described on the right. The vent inside your cell also reaches the Janitor room and Security.
  2. Open Security with the keycard. The guard inside is sleeping. Pick up the ladder.
  3. Carry the ladder to the Janitor room in the same hallway. Place it and climb into the vent.
  4. You drop into an office, also called the Electric Room. A guard patrols the hall. Crouch behind tables so he does not see you.
  5. Pick up 12 batteries. They are large, on the hall floor and inside the side rooms.
  6. Put every battery in the fusebox. The lights come on and the exit opens. Run for the elevator.

Some writeups call that exit a door or a white barrier instead of an elevator. Treat the opened, lit exit as the goal if the room does not label it.

If the run fails here

Losing the guard in the office does not refund the keycard farm. You will need another 200 Toilet Paper on the next attempt unless you still have the card, which the published steps do not promise. Practice the crouch spots before you spend the card on a first try, and use Speedster if the chase inside the office is the part you lose.

FAQ

Frequently Asked Questions

Does Dig to Escape have working codes?

No. Walkthroughs through 2026 describe no Codes or Redeem control, and no code string has been published for this experience. Toilet Paper is earned by selling items inside a run. Diamonds are earned from escape progress and stay on the account.

How many endings are there?

Three success endings are documented: Mineshaft (dig to the bottom and run the tunnel), Janitor (Illegal Keycard, ladder, and 12 batteries), and Rooftops (the same keycard plus a 100 Toilet Paper Crowbar, then a roof chase to a red helicopter). A Kitchen ending mentioned in some summaries is that Rooftops route, not a fourth finish.

What is Toilet Paper used for?

Toilet Paper is the run currency. Sell items you dig up, then buy shovels, sacks, food, dynamite, the Illegal Keycard, and the Crowbar. It does not carry into the next run. Diamonds are the account currency used on the lobby Classes NPC.

Which class should a new account buy?

Energizer (250 Diamonds, digging costs 20 percent less energy) is the cheaper general first buy. Bargainer (900 Diamonds, 20 percent off shop prices) saves the most Toilet Paper once you can afford it. Buy Speedster (100 Diamonds, 25 percent faster movement) first only when you are practicing the Janitor or Rooftops chase.

What happens if the guard catches you?

Being caught in the halls at night ends the run. Keep your own cell door closed while you dig. Do not hide in another prisoner's cell. One reference says a guard kill can be revived once; a player comment says the chase itself cannot be revived. There is no developer note that settles that.