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13 Days to Escape Classes Guide

Every Gem class in 13 Days to Escape — costs, perks, and when to buy.

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Classes Guide — All 6 Gem Unlocks

Classes in 13 Days to Escape [ALPHA] are Gem unlocks that change your starting kit and how hard Cell 13 pushes back. This guide lists all six classes with reported costs and perks, then recommends picks for learning the loop, stealth digging, and co-op roles. Pair it with Getting Started, Suspicion and Stealth, and the Tier List after you understand day-night basics.

Gems are premium currency. Spend only after you know the Screwdriver → Saw → Power Drill chain from the Tools Guide. A shiny class will not save a player who skips roll call.

Class roster (ALPHA)

ClassGem costStandout perks / kitBest for
PrisonerFreeBaseline inmateLearning the loop
Hustler20Budget paid starterFirst cheap upgrade
Medic30Support-oriented kitCo-op sustain fantasy
Engineer50Starts with SpoonPlayers who want an early dig toy
Murderer100Starts with knifeAggressive / combat fantasy
Spy20050% less suspicion, night lighting, starts ~20 cash + flashlightStealth-first escapes

Costs and kit text can shift in ALPHA. If the in-game class menu disagrees, trust the menu.

Prisoner (free) — learn Cell 13 clean

Prisoner is the correct first clear class. You get no cushion, which forces good habits: attend ROLL CALL, grind library / lunch / yard for OJ cash, buy Screwdriver (~25) then Saw (~110), cut bars on RETURN TO CELLS, take the free Power Drill on LOCKDOWN, and dig. Those steps are identical for every class — Prisoner simply refuses to hide bad pathing behind perks.

Use Prisoner until you can finish the Walkthrough sequence without panic. Then decide whether Gems buy convenience (Spy) or flavor (Murderer).

Hustler (20 Gems) — cheap paid step

Hustler is the low-cost paid rung. Take it when you want a slight edge over Prisoner without saving for Spy. It will not delete the need for jobs; you still need OJ money and schedule discipline from Jobs and Cash. Think of Hustler as a comfort unlock, not a skip-to-ending button.

Medic (30 Gems) — co-op support niche

Medic fits parties that already understand digging and want a support-flavored kit. In four-player lobbies (solo or up to three friends), Medic shines when someone else is Scout/Spy on cameras while you keep the group functional. It is not required for solo ALPHA clears.

If your friends ignore suspicion and all buy Murderer, Medic cannot save the meter — read Co-op Guide for role splits that actually work.

Engineer (50 Gems) — Spoon starter

Engineer starts with a Spoon, which feels on-theme for toilet-tunnel fantasies. Important clarity: the Spoon does not replace the Power Drill as the main dirt clearer in the standard lockdown workshop loop. You still want Screwdriver, Saw, and the hazard-marked workbench drill.

Pick Engineer if you like the identity and the early Spoon interactions. Do not skip OJ shopping because you assume Spoon equals escaped.

Murderer (100 Gems) — knife fantasy

Murderer starts with a knife and feeds a more aggressive fantasy. That does not grant permission to ignore CCTV or roll call. Knife play can create chaos that raises heat for you and nearby co-op partners. Buy Murderer for fun after you can already escape on Prisoner, not as a substitute for stealth literacy on Suspicion and Stealth.

Spy (200 Gems) — best stealth investment

Spy is the premium stealth class:

  • 50% less suspicion gain
  • Night lighting advantages
  • Starts with about 20 cash and a flashlight

Those perks directly support the real escape loop: quieter tool work, safer night cell tasks, and a small cash head start toward the Screwdriver. If you only ever buy one paid class for serious dig runs, Spy is the default recommendation.

Spy still needs jobs for the Saw, still needs RETURN TO CELLS bar cuts, and still grabs the Power Drill on LOCKDOWN. Perks shrink mistakes; they do not delete phases.

Which class should you buy?

  • Brand new → Prisoner
  • Want a tiny paid bump → Hustler
  • Co-op healer vibe → Medic
  • Love dig theming early → Engineer
  • Want combat toys → Murderer (after you can clear sober)
  • Want consistent escapes → Spy

For opinionated rankings that may lag patches, check the Tier List. For event weekends like New Prison (often Saturdays ~3 PM ET), see Updates.

Classes vs tools — do not confuse currencies

  • Gems unlock classes
  • Cash buys Screwdriver / Saw at OJ’s Deals
  • Power Drill is a free world pickup during LOCKDOWN in the current ALPHA design

Spending Gems does not fill the OJ wallet. You still run library books (~10), lunch potatoes, and yard litter (~20 for ~8 pieces) as described in Jobs and Cash.

Co-op class composition ideas

  • 1 Spy (meter safety) + 1 Engineer (Spoon flavor) + 2 Prisoners grinding cash
  • Solo Spy if you only play alone and value stealth
  • Avoid four Murderers on a first learning night

Digging still happens in the toilet shaft — Digging Tunnels — regardless of who bought what.

Pick Prisoner to learn, Spy to stabilize, and everything else for style once Cell 13 feels familiar.

FAQ

Frequently Asked Questions

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

How many classes are in 13 Days to Escape?

Six: Prisoner (free), Hustler (20), Medic (30), Engineer (50), Murderer (100), and Spy (200). Confirm live Gem prices in the class menu.

Which class is best for beginners?

Prisoner is free and teaches the full loop. Graduate to Spy if you want less suspicion and a flashlight plus starter cash.

Does Engineer Spoon replace the Power Drill?

No. Engineer starts with a Spoon, but the Power Drill from the lockdown workshop remains the main dirt-digging tool.

What does Spy actually do?

Spy takes 50% less suspicion, gains night lighting benefits, and starts with about 20 cash plus a flashlight — ideal for stealth escape routes.

Do classes remove the need for OJ cash?

No. Gems buy classes; cash still buys Screwdriver and Saw from OJ's Deals. Keep working prison jobs.