Dig to Escape All Items

This page lists everything currently confirmed in Dig to Escape: tools, upgrades, currency, the prisoners who trade with you, and the six areas of the prison. Where an item has a known price or effect, it is listed exactly as observed in game.

All Items41 items

Spoon

Used to dig holes in the floor of the cell.

Bag

Used to store items found while digging.

X-Ray Vision

Allows the player to see the location of items through walls.

Turbo Drill

Used to dig through the floor faster.

Flare Gun

Small Sack

Increases the player's storage capacity.

Toilet Paper

Used to trade with other prisoners for food and upgrades.

Guard

A character in a police uniform, seen falling into the mineshaft, patrolling the office, and on the rooftop.

Prisoner

Trades items for toilet paper and food for toilet paper.

Chef

Provides food to the player during lunch time.

Drill

A tool used to dig through dirt and rock.

Toothpaste

An item collected after digging in the mineshaft.

Rolls

An in-game currency, represented by toilet paper, used to purchase items.

Mineshaft Ending

An escape route achieved by digging to the bottom of a mineshaft and using a ladder.

Player

The character controlled by the user, shown with red sleeves.

Mineshaft

A dark, underground tunnel system with minecarts and rocks.

Flashlight

A tool used to illuminate dark areas in the mineshaft and office.

Ladder

A climbing tool found in the mineshaft and security room, used to access higher areas or vents.

Rooftops Ending

An escape route achieved by purchasing a keycard and crowbar, then escaping from the roof.

Keycard

An item purchased for 200 Rolls or 19 Robux, used to open locked doors.

Adam

A prisoner character who trades a Keycard.

Kitchen

A room in the prison, accessible with a keycard, where a crowbar can be obtained.

Crowbar

A tool purchased for 100 Rolls, used to break obstacles like vents.

Frozen Chef

A prisoner character who trades a Crowbar.

Chicken

A food item found on a kitchen counter.

Apple

A food item found on a kitchen counter.

Vents

A narrow passage system accessed via a ladder or by breaking through, leading to other areas.

Rooftop

An outdoor area on top of the prison, used as an escape route.

Helicopter

A vehicle used to escape in the Rooftops Ending.

Janitor Ending

An escape route achieved by using an illegal keycard to enter the security room, getting a ladder, and accessing the vents.

Robux

A real-world currency used to purchase items.

Rosa

A prisoner character who trades a Keycard.

Security Room

A room in the prison, accessible with a keycard, containing a ladder.

Office

A room in the prison where batteries are collected for a mini-game.

Battery

An item collected as part of a mini-game to open a final door.

Dig 0/15

A quest objective to dig 15 units.

FIND THE LADDER!!!

A quest objective to locate a ladder.

ESCAPE THE GUARD!!

A quest objective to evade a guard.

Collect Batteries 0/12

A quest objective to find and place 12 batteries to open a final door and escape.

+20 Storage

An upgrade that increases storage capacity by 20, obtained from Adam.

+16 Dig Speed

An upgrade that increases digging speed by 16, obtained from Rosa.

Digging tools, in the order you get them

The Spoon is your starting tool and digs holes in the cell floor. It works, slowly. The Drill is the general-purpose upgrade for digging through dirt and rock. The Turbo Drill is the fast option and is the single biggest change to how Dig to Escape feels to play — the difference between filling a sack in minutes and filling it in seconds.

X-Ray Vision is not a digging tool but belongs in the same conversation, because it removes the guesswork. It shows the location of items through walls, which turns aimless digging into targeted digging. In a game where energy is the real budget, not wasting swings is worth more than swinging faster.

Utility items

The Bag stores what you dig up. The Flashlight lights dark areas, and the mineshaft and office are both dark enough to need it. The Ladder is found in the mineshaft and the security room and is used to reach higher areas or vents — it appears in two of the three escape routes.

The Keycard opens locked doors and costs 200 Rolls or 19 Robux. The Crowbar costs 100 Rolls and breaks obstacles such as vents. The Flare Gun exists in Dig to Escape and has been observed in play, but its exact use has not been confirmed, so this guide does not guess at one.

The Helicopter is not something you carry. It is the vehicle that takes you out in the Rooftops Ending, and seeing it means you have finished the hardest of the three routes.

Food and the energy bar

Chicken and Apple are both food items found on the kitchen counter. Toothpaste turns up while digging in the mineshaft. Food matters because digging drains energy, and an empty energy bar ends your productive day early.

The Chef provides food during lunch time. That is a scheduled event, not something you trigger, which makes lunch the natural checkpoint in a Dig to Escape run: sell what you have, eat, buy an upgrade, go back down.

Upgrades and who sells them

The Small Sack increases storage capacity and is the first upgrade most players get. Adam sells +20 Storage. Rosa sells +16 Dig Speed. Both also sell the Keycard, so a single trip to either one can cover both a route unlock and a stat upgrade.

Storage before speed is the usual advice in Dig to Escape, and the reason is simple arithmetic: dig speed increases how fast you fill the sack, but storage increases how long you can stay down before walking back. Faster filling of a small sack just means more walking.

The prisoners and staff

Prisoners trade items for toilet paper and food for toilet paper — they are the reason your junk has value at all. Adam, Rosa, and Frozen Chef are the three named traders, selling the Keycard, the upgrades, and the Crowbar respectively.

The Chef hands out food at lunch. Guards are the hazard: one patrols the office, one appears on the rooftop, and one can be seen falling into the mineshaft. The Player character is the one with red sleeves, which is worth knowing when the screen gets busy.

The six areas

The Mineshaft is the dark tunnel system under the prison, with minecarts and rock, reached by digging through your cell floor. The Kitchen needs a keycard and holds food and a crowbar. The Security Room also needs a keycard and holds a ladder. The Vents are narrow passages reached by ladder or broken into with a crowbar. The Office is where the twelve batteries are collected. The Rooftop is the open exit at the top of the prison.

Every item in Dig to Escape maps onto one of these areas, and every escape route is a specific path through them. Knowing which area gates which route is most of what separates a fast run from a slow one.

How rare is each achievement

Every item and mechanic in Dig to Escape eventually shows up as a badge, and Roblox reports exactly how many players have earned each one. That makes the badge list the closest thing the game has to an official difficulty ranking.

The common tier: Baby Wipes 56,061,866, Back From The Dead 40,548,662, Newbie Digger 32,391,119, Hallway Merchant 22,871,657, Roll Hoarder 12,572,515. These are the things nearly everyone who opens Dig to Escape ends up doing.

The middle tier: Snack Goblin 10,904,612, Chefs Little Buddy 10,271,127, Light Jogger 5,431,316, Certified Excavator 3,843,193, Top Tier Broker 1,814,347. Trading and eating sit here, which fits — they are the loop, but they take some commitment.

The rare tier: Adrenaline Addict 540,338, Pickpocket 466,730, Energized Criminal 311,568, Cafeteria Lover 240,909, Bottomless Stomach 207,241, Speedrun Psychopath 201,444, A Little Mistake 148,527, Drill Master 135,155, See-Through Specialist 68,868, Toilet Tyrant 60,258, Prison Kingpin 54,330, The Earthbreaker 53,969.

And then the tail: Lifesaver at 4,677, Professional Noob at 1,522, and Archangel at 33. In a game with more than half a billion visits, thirty-three people have earned that last one. If you are looking for something in Dig to Escape that almost nobody else has, that is the number to beat.

Which items belong to which escape route

Not every item in Dig to Escape is needed for every ending, and buying in the wrong order is the most common way to waste Rolls. Here is the mapping.

The Mineshaft Ending needs nothing you have to buy. A digging tool, a flashlight for the dark, and the ladder you find at the bottom of the shaft. That is the entire kit, which is why this route accounts for over twelve million completions.

The Janitor Ending needs an illegal keycard for the security room, and the ladder stored inside it to reach the vents. No crowbar.

The Rooftops Ending needs both a Keycard, at 200 Rolls or 19 Robux from Adam or Rosa, and a Crowbar, at 100 Rolls from Frozen Chef or found in the kitchen. The crowbar breaks obstacles such as vents on the way up, and the route finishes at the helicopter.

The battery mini-game in the office sits outside that split — twelve batteries, collected and placed to open a final door. A flashlight is effectively required there too, since the office is dark and patrolled.

Upgrades apply everywhere. Storage, dig speed and X-Ray Vision make every route in Dig to Escape shorter, which is why they are worth buying before any route-specific item.