All three escape routes and shop prices re-checked 9 October 2026
Dig to Escape Guide

Janitor ending walkthrough

Quick answer

Farm 200 Rolls for the Illegal Keycard, take the ladder from the security room to the janitor-room vent, then load 12 batteries into the fuse box while the office guard looks the other way.

Loading the fuse box during the Dig to Escape janitor ending

What the janitor ending needs

One purchase: the Illegal Keycard, 200 Rolls, bought from the trade inmates. No digging tools required beyond the spoon you start with — but the Rolls to buy the card mostly come out of the floor, so bring patience and an empty sack.

The janitor route is the shortest successful run in the game: once the keycard is in your pocket, the whole escape takes about ten minutes of careful movement. The grind is the price.

Getting the keycard

  1. Farm Rolls the normal way — dig, sell, repeat. Do not spend on tools beyond what digging speed needs; every Roll is keycard money.
  2. Check the trade inmates every morning. Their stock rotates, and the keycard appears in one stall or another rather than a fixed shop. If nobody has it today, farm another day.
  3. When you see it, buy it immediately — you cannot pick a card out of the stall, only buy it.
  4. Equip the keycard before you leave the hall.

A trade inmate offering the Illegal Keycard in Dig to Escape

Inside the security room

The security room sits in the hall next to the cafeteria and the bathrooms, and it is keycard-locked.

  1. Use the keycard on the door and go in — the guard inside is asleep, so walk, do not run.
  2. Take the ladder leaning on the wall. This is the whole reason the room matters.
  3. Carry it down the hall to the janitor's room and place it under the vent.
  4. Climb through the vent; it leads to the prison's electric office.

The battery room

The last act is a stealth round:

  • The office's exit door is powered down. You need to load 12 batteries into the fuse box.
  • Batteries sit along the hall and in the rooms around the office; large and brightly coloured, so they are not hard to spot.
  • A guard patrols the hall outside the office. He cannot see through the walls, but he absolutely sees you in the open.
  • Move battery by battery, hug the rooms for cover, and place all 12 in the box.
  • With the twelfth battery in, the door unlatches. Walk through for the version-ending sequence.

Clearing the route pays 15 Diamonds and the Janitor Escape badge. The completion screen stamps your clear time, so there is always a number to beat.

When the guard sees you

If the office guard catches you mid-battery, the run ends and you respawn in your cell — no second chances on this route, which is why many players bring a friend. A second pair of hands turns the battery round into a relay: same guards, half the exposure.

Faster next time

  • Run the route with Speedster equipped if you own it — the battery round is all movement, and the class cuts the danger window.
  • Do not over-farm the first layers. 200 Rolls in one day is enough for the card and a meal; digging deeper spends energy you do not need to spend.
  • Once you have the card, the route is fixed. The only variable is the guard's loop — watch it once from cover before you move.

Doing the rooftop next? It uses the same keycard plus one more purchase — the crowbar.