Guides

13 Days to Escape Cell 13 Map Locations

Know every landmark on the escape route — what you do there, and when the day schedule sends you.

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Cell 13 Map Locations — Places & Day Route

This map locations guide for 13 Days to Escape [ALPHA] by RoDark Studios lists the Cell 13 landmarks players actually use: where you earn cash, where you buy tools, where lockdown loot lives, and where the dig escape happens. Layouts can shift on New Prison Saturdays (~3:00 PM ET), so treat room names as stable fantasy pillars and exact hallways as “verify in your session.”

Use this beside Jobs and Cash, Tools Guide, Digging Tunnels, and the Walkthrough. Co-op with up to three friends (four total) works best when everyone agrees which landmark is whose job.

How to read this map page

For each place you get:

  • What you do there during a normal escape run
  • When the day schedule usually sends you
  • Risk notes (suspicion, CCTV, exposure)
  • Links to deeper systems guides

There is no youtube embed on this page on purpose — keep video walkthroughs on dedicated how-to articles so IDs stay unique.

Cell 13 (home cell & OJ’s Deals)

What you do: Spawn fantasy starts here. Talk to OJ (orange jumpsuit) at OJ’s Deals to buy escape tools. Recorded ALPHA staples: Screwdriver ~25 cash, Saw ~110 cash. Confirm live menu prices every session. This is also where you unscrew the toilet bolts and choose Move aside to open the vertical shaft.

Schedule fit: Between RECREATION, RETURN TO CELLS, and quiet night windows. Do not skip ROLL CALL to shop.

Risk: Waving tools in front of guards or leaving the toilet shaft obviously open invites heat and bad endings — see Endings and Suspicion and Stealth.

Library

What you do: Shelve or ferry books for roughly 10 cash per loop. Best early grind when you need Screwdriver money without climbing fences.

Schedule fit: Post–ROLL CALL work blocks before lunch crowds.

Risk: Low if you stay on marked paths. High if you treat shelves as parkour.

Cafeteria / potato station

What you do: LUNCH jobs — potato station and cafeteria tasks for mid-day cash while looking employed.

Schedule fit: LUNCH phase. Crowds can hide you somewhat; shoving still looks bad.

Risk: Medium — busy rooms forgive minor pathing; they do not forgive Saw flexing.

Yard / litter

What you do: YARD TIME litter pickup — about 20 cash for roughly 8 pieces on recorded loops. Clean loops beat edge-climbing.

Schedule fit: YARD TIME only as your cash priority; do not invent extra fence challenges.

Risk: Cameras and open sightlines. Keep the meter polite before night tool work.

Workshop (hazard stripes)

What you do: During LOCKDOWN, after window bars are cut, climb out of the cell and reach the workshop workbench behind the cell block. Look for yellow-black hazard markings. Take the free Power Drill (current ALPHA loop — not an OJ purchase).

Schedule fit: LOCKDOWN only, after Saw work in RETURN TO CELLS.

Risk: High traffic + CCTV. Grab drill, optional quick loot, extract. Full route on the Walkthrough and Tools Guide.

Prisoner transport vehicle

What you do: Optional cash stacks during the lockdown exterior route if the path is clear.

Schedule fit: Same LOCKDOWN window as the workshop run.

Risk: Greed loot after a loud fight is how diggers drop the drill. One co-op looter max; others watch angles — Co-op Guide.

Toilet tunnel

What you do: Primary escape verb. After Screwdriver + Move aside, equip the Power Drill and hold LMB to clear vertical dirt. Multi-day digging may hit a Day 2 title card in ALPHA — continue the loop.

Schedule fit: Quiet cell / night windows after tools are secured.

Risk: Exposure of an open toilet plus high suspicion feeds catch / chair bad ends. Technique page: Digging Tunnels.

STAFF ONLY door

What you do: Lore scouting. Prisoners taken after lights out “don’t return the same.” Peek when suspicion is low and the wing is empty.

Schedule fit: Optional side objective — never a replacement for dig progress.

Risk: Door camping under cameras. Do not invent a secret door exit walkthrough; dig is the confirmed path — STAFF ONLY Secrets.

Day schedule route (landmark order)

Use this as a mental map loop, not a rigid speedrun timer:

  1. ROLL CALL — be present (honesty check).
  2. Library — early cash books.
  3. Cafeteria / potato — LUNCH cash.
  4. Yard / litter — YARD TIME cash.
  5. RECREATION / Cell 13 — OJ shopping when funded; toilet work when quiet.
  6. RETURN TO CELLS — Saw the window bars.
  7. LOCKDOWN — window → optional transport vehicle → hazard workshop Power Drill → return.
  8. Toilet tunnel — dig; manage suspicion; optional timed STAFF peek only if cold.

Cash math and shopping order deepen on Jobs and Cash. Beginner checklist: Getting Started.

Classes and which places matter first

  • Prisoner (free) — learn every landmark cleanly.
  • Hustler (20 Gems) — faster early OJ visits to Cell 13.
  • Medic (30) — party safety on harsher New Prison layouts.
  • Engineer (50) — Spoon start; still needs workshop drill for main dirt.
  • Murderer (100) — knife fantasy; map still punishes loud STAFF tourism.
  • Spy (200) — best for scouting yard cameras and night halls with less suspicion gain.

Full kits: Classes Guide. Rankings: Tier List.

When New Prison moves the furniture

Weekly New Prison drops (Saturdays ~3 PM ET, sometimes ~3:05) can refresh layouts. Your landmark checklist stays useful; your exact hallway muscle memory does not. Rescout OJ, workshop hazard bench, toilet prop, and STAFF approach after each party — New Prison Event and Alpha Notes.

Learn the places, walk the schedule, dig the shaft. Cell 13 is smaller when every landmark has a job.

FAQ

Frequently Asked Questions

Quick answers for Cell 13, tools, jobs, and escape routes.

Where do I buy the Saw and Screwdriver?

From OJ's Deals in Cell 13. Recorded ALPHA prices are about 25 cash for the Screwdriver and 110 for the Saw — confirm in the live menu.

Where is the free Power Drill?

On the hazard-striped workshop workbench behind the cell block during LOCKDOWN after you cut the window bars and climb out.

What should I do at the toilet tunnel?

Unscrew bolts with the Screwdriver, choose Move aside, then dig dirt with the Power Drill by holding LMB during quiet windows.

Is the STAFF ONLY door a map exit?

No. It is mystery lore. Use it for careful scouting only; the confirmed escape path is the toilet dig route.

Do map locations stay identical every week?

New Prison Saturdays can refresh layouts. Landmark roles usually stay recognizable, but rescout OJ, workshop, and tunnel access after each drop.