13 Days to Escape Guides & Walkthroughs
Every Cell 13 tutorial in one place — from day one to the tunnel.
Welcome to the Guides Hub for 13 Days to Escape [ALPHA] by RoDark Studios. This Roblox survival-escape experience drops you into Cell 13 with a simple rule: act normal by day, dig your way out by night. Use this hub as the map to every how-to on the wiki — beginners start here, veterans jump straight to tools, suspicion, digging, endings, or map landmarks.
The game loop is split cleanly. Daytime means prison jobs, roll call, low suspicion, and staying off CCTV. Night and lockdown mean sawing bars, moving the toilet, grabbing the Power Drill, and carving a vertical tunnel. Cash buys escape gear from OJ’s Deals in cell 13; Gems unlock classes with stronger starting kits. Solo play works, and you can bring up to three friends (four players total) on a server that holds about thirty people.
Alpha content can change — prices at OJ, job payouts, and dig timing may shift after updates. Always double-check the live shop menu and HUD schedule when something on this wiki disagrees with your client.
Start here
New to Cell 13? Read Getting Started first. It covers the day-one checklist: earning cash from library books, lunch potatoes, and yard litter; buying the Screwdriver and Saw from OJ; cutting window bars during RETURN TO CELLS; then grabbing the free Power Drill during LOCKDOWN.
When you want the full sequence from spawn to tunnel progress in one article, open the Cell 13 Escape Walkthrough. That page walks the schedule step by step and embeds a full video walkthrough mid-article.
Tools, cash, and stealth
Escape gear is the bottleneck. The Tools Guide explains the Saw (bars), Screwdriver (toilet bolts), and Power Drill (dirt) — where each comes from, when to use it, and how they chain together.
Need money without raising suspicion? Use Jobs and Cash for payout targets, OJ shopping priorities, and safe grind routes between ROLL CALL, LUNCH, YARD TIME, and RECREATION.
Guards, cameras, and the suspicion meter can end a run instantly. Suspicion and Stealth covers roll call habits, CCTV angles, what spikes the meter, and why hitting 100% means the police catch you.
Classes, digging, and co-op
Gems unlock six classes — Prisoner (free), Hustler, Medic, Engineer, Murderer, and Spy. Compare costs and perks on the Classes Guide before you spend. Engineer starts with a Spoon; Spy cuts suspicion gain and brings night lighting plus starter cash and a flashlight.
Once bars are gone and the toilet is moved, the real work begins underground. Digging Tunnels details the vertical shaft, Power Drill technique (hold LMB), and what alpha players should expect if day 1 digging cuts into a Day 2 title card instead of a full ending.
Playing with friends? Co-op Guide covers role splits (one shops, one digs, one watches suspicion), voice call tips, and how four-player parties share tools without clustering on CCTV.
Endings, STAFF ONLY, and map landmarks
Curious what happens after a deep dig or a failed run? Endings explains ALPHA Day 2 title cards, electric-chair / catch bad ends when the toilet is left exposed or suspicion hits 100%, and how to stay on the dig route.
The STAFF ONLY door is horror lore — prisoners taken after lights out do not return the same — but it is not the confirmed exit. Read STAFF ONLY Secrets for safe scouting advice and why the toilet tunnel remains the published escape path.
Need a place-by-place checklist (Cell 13, Library, Cafeteria, Yard, Workshop, transport vehicle, toilet tunnel, STAFF ONLY)? Open Map Locations and walk the day schedule landmark by landmark.
How to use this hub
- Skim the day schedule on Getting Started so ROLL CALL → library → LUNCH → YARD TIME → RECREATION → RETURN TO CELLS → LOCKDOWN feels familiar.
- Set a cash goal for Screwdriver (about 25) then Saw (about 110) via Jobs and Cash.
- Follow Tools Guide order: Screwdriver → move toilet → Saw bars → Power Drill on lockdown → dig.
- Keep the meter low with Suspicion and Stealth while you work.
- Deepen the tunnel with Digging Tunnels, then cross-check the full Walkthrough if you stall.
- When chapter cuts or catch screens confuse you, read Endings; when door theories distract you, read STAFF ONLY Secrets; when you forget where to stand, use Map Locations.
Also browse Codes, Tier List, Players, and Updates for redeemables, rankings, creator notes, and patch history. The weekly New Prison event often lands Saturdays around 3 PM ET — including the Nov 14 RELEASE PARTY window — watch New Prison Event when schedules shift.
Related pages
- Getting Started — day-one beginner path
- Walkthrough — full Cell 13 escape sequence
- Tools Guide — Saw, Screwdriver, Power Drill
- Jobs and Cash — prison jobs and OJ shopping
- Suspicion and Stealth — guards, CCTV, roll call
- Classes Guide — all six Gem classes
- Digging Tunnels — toilet tunnel and drill
- Co-op Guide — multiplayer tips for up to four players
- Endings — Day 2 cuts and bad ends
- STAFF ONLY Secrets — lore vs dig escape
- Map Locations — Cell 13 places and day route
Stay patient, keep suspicion low, and dig only when the wing is quiet. Cell 13 rewards planning more than rushing.
Frequently Asked Questions
Quick answers for Cell 13, tools, jobs, and escape routes.
Which guide should I read first in 13 Days to Escape?
Start with Getting Started for the day-one cash and tool order, then open the Walkthrough if you want the full Cell 13 sequence with video.
Do tool prices on these guides stay fixed forever?
No. The game is in ALPHA. Confirm Saw, Screwdriver, and other OJ prices in the live OJ's Deals menu inside cell 13 before you grind.
Is solo play viable or do I need co-op?
Solo works. Co-op (up to three friends, four total) speeds jobs and digging but needs better suspicion discipline so the whole party is not caught together.
Where do I find codes and class rankings?
Use the Codes Hub for redeemables and the Tier List for class and strategy rankings. Updates covers patch notes and the New Prison weekly event.
Where are endings, STAFF ONLY, and map guides?
See Endings for Day 2 titles and bad ends, STAFF ONLY Secrets for door lore versus the dig escape, and Map Locations for every Cell 13 landmark on the day route.