Economy

Toilet Paper and the shop

Sell dug-up items for Toilet Paper, then use the published shop prices before you spend Diamonds on a class.

Toilet Paper and the shop

Sell dug-up items for Toilet Paper, then use the published shop prices before you spend Diamonds on a class.

Toilet Paper is the money inside one run. Diamonds are the money on your account. They are not interchangeable, and Toilet Paper is gone when the run ends.

Where Toilet Paper comes from

Digging drops items. Sell them to the inmate in front of the cafeteria. The four trade inmates spend that Toilet Paper on tools, food, sacks, dynamite, and sometimes the Illegal Keycard. Their stock changes in the morning. One reference names those traders Trebon, Rosa, Adam, and Andrea.

The surface can also spawn higher-rarity items while you are clearing it. Pick those up during a keycard farm.

Free lunch from the cafeteria chef is energy you do not pay for. Bought food is described as cheap. Syringes are the expensive energy option: use them only when you already have the next shovel and you will dig long enough to spend the max-energy buff. Their Toilet Paper price was not published.

Published prices

Item Toilet Paper What it does
Toy Shovel 25 +16 digging speed, second layer
Spatula 45 +17 digging speed, third layer
Trowel 80 +19 digging speed, fourth layer through the sand
Small Sack 20 8 storage
Great Sack 40 15 storage
Huge Sack 65 20 storage
Dynamite 12 Fast dig on a layer, no self-damage, does not alert the guard
Illegal Keycard 200 Opens Security and the kitchen
Crowbar 100 Opens the boarded kitchen vent; sold by the frozen chef

The shovel trio totals 150. Keycard plus Crowbar totals 300. A red plastic shovel and an Iron Shovel are reported in rotating stock without a published price.

Bargainer math

Bargainer is a 20 percent discount on item prices, including shovels, food, sacks, dynamite, and the keycard. Twenty percent off 150 is 120. Twenty percent off 200 is 160. Twenty percent off 100 is 80. Twenty percent off 300 is 240. If the game rounds to a whole number, the register price can differ by a Toilet Paper or two. Do not treat 9.6 as the price of discounted dynamite; 12 reduced by 20 percent does not land on an integer, and the rounded price was not published.

What to buy first

For Mineshaft, the next shovel beats a sack or a stack of syringes. For Janitor, stop at whatever shovel gets you items quickly and bank 200. For Rooftops, bank 300. Buy a sack when your trips to the seller are the slow part, not before the tool you still need.

Diamonds are separate. Each documented ending pays 15 Diamonds, and failed runs still pay some Diamonds based on progress. The partial amounts were not published. Spend Diamonds only at the lobby Classes NPC.

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.