Guard

Night guard rules

Close your own cell door at night, use the vents to trade, and do not hide in another prisoner's cell.

Night guard rules

Close your own cell door at night, use the vents to trade, and do not hide in another prisoner's cell.

The night guard is the run-ending threat in the prison. The chases at the end of Mineshaft and Rooftops are separate scenes with their own rules.

What gets you caught

He catches you in the halls at night. Close your own cell door before he reaches it. While that door is closed he does not enter the cell, and he does not see you digging. Leaving other doors, vents, or the carpet open is fine in the published tips.

He will enter a different prisoner's cell. Hiding there ends the run.

At night, the vent next to your cell reaches the sellers and the trade inmates. The vent inside the cell reaches the Janitor room and Security. Use those instead of the hallway.

Daytime

You can talk to inmates and the chef during the day. Be back behind your closed cell door before the guard arrives if you are still out when night starts. Lunch is the free food window. Spend your energy before you go, because the meal refills it.

Chase scenes

The Mineshaft chase starts when you drop into the tunnel. Move forward, avoid obstacles, follow sparkles at a split, and climb the ladder. One guide says there is no sprint in that scene.

The Rooftops chase starts as soon as the roof door opens. Jump the gaps and follow sparkles to the red helicopter.

The Janitor office is a stealth room, not that sprint. Crouch behind tables, collect 12 batteries, and fill the fusebox.

Revive

One encyclopedia entry says a guard kill can be revived only once. A player comment on a walkthrough says you cannot revive during the chase. No developer note confirms either rule, so do not plan on a second life inside a chase.

Videos also show an easy, medium, or hard selection. The written night-door rule above is the one the walkthroughs agree on. A difficulty screen that changes it was not documented.

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.