Tier List

The CAT Best Ways Out of the Shelter

Toilet sewers first, keycards second, Angel luck last — ranked for mixed 26-player lobbies.

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Escape Routes Tier List

Leaving the shelter is the cat win condition in The CAT. Everything after that — feral city chaos, stolen guns, teammate rescues — only happens if you actually exit. This list ranks how you leave, not how cinematic the clip looks. For the click-by-click version, use the how-to-escape guide. For a pre-run sheet, open the escape checklist. Role habits that make every route cleaner live on the cat role page.

Letters assume a mixed 26-player server, not a five-stack of friends. A coordinated group can promote a B tunnel into an A play. A camped sewer can demote the S route into a trap. Learn the S and A exits first, then spend a quiet round mapping B.

S — Toilet break into the sewers

The bathroom route is the easiest teachable exit in the game. Find a toilet, use the cat attack-break, drop into the pipe, and run. You do not need a stolen card. You do not need a rare morph. You need one bathroom and the nerve to commit.

That is also why it is camped. Caretakers who have lost three cats in a row sit in the sewer, taser out, waiting for the splash. S does not mean safe. S means a new player can execute it after one demonstration, and that veterans will contest it on purpose.

How to keep the S rank in your session: do not break the toilet while a guard is in the stall. Do not celebrate in the pipe. Sprint the moment you land. If the sewer is loud with footsteps, back out and switch to an A plan instead of feeding the camp. After you surface, do not stand in the doorway — the escape checklist repeats that rule because it is the most common recapture.

A — Keycard pickpocket

Stealing a keycard is the most reliable controlled exit. You pickpocket a caretaker, you hold clearance, you walk a door that the toilet route never touches. The cost is visibility. Once the card is in your paws, you are the marked cat. Nearby vets stop joking and start chasing.

Play the rank honestly. Land the steal in a blind corner, not in the middle of the lobby. Do not hold the card in the open while you emote. Move to the door you already picked before the steal. If you get tased on the way, you donated a card and a highlight to the other team.

Keycard is A rather than S because the skill floor is higher. New cats miss the pickpocket, panic, and sprint in a straight line. Practice the steal on a calm caretaker who is typing before you try it on a shotgun rusher. The cat role page covers the morph loop around that steal.

A — Group rescue and feral help

A second A rank sits next to the card: other cats. Rescued cats become accomplices. Ferals who already escaped can come back toward the shelter and break cages, draw fire, or hand you a window while security turns around. A coordinated breakout beats a solo dash, which is why the official description lists rescue as a goal, not a side activity.

This rank needs a lobby that wants to play together. In a silent server, you are still a solo cat and should fall back to toilet or card. In a voice stack, call the cage, call the sewer camp, and leave together. Do not free a teammate and then AFK in the open; the recapture train will take both of you.

Feral help is strongest after someone else already used an S or A route. You cannot summon a city squad if nobody has left yet. Use this rank as a multiplier, not as your only plan.

B — Tunnels

Digging tunnels and finding secrets is the fantasy Ikigai Cybercore Studios sold on the game page. It is also the route that punishes poor layout knowledge. Junctions look similar. Sound carries. A caretaker who has walked the same dirt three nights in a row will cut you off while you are still proud of the hole.

B is fair: the route is real, it avoids the most obvious sewer camp, and it can hide a group. It is not S because a first-hour player gets lost, and getting lost as a cat is how you donate a morph to the jail. Spend a round as a tourist. Learn two junctions and one exit, then treat the rest of the dirt as optional.

If you main tunnels, still keep a toilet in your pocket. The moment a guard drops into your hole, you want a second door, not a debate.

C — Rare Angel cat

Some rounds grant an Angel cat morph. Players report that the roll makes the exit trivial. That is why it is on the list. It is C because you cannot queue for it. Planning a session around Angel luck is how you sit in a cage for ten minutes waiting for magic.

If you get the morph, leave. Do not farm clips in the lobby while caretakers still have tasers. If you do not get it, you already have S and A routes. Angel is a bonus, not a strategy.

Player-reported details around the exact spawn rate stay marked as player-reported. This wiki will not invent a percentage.

How to pick a route before you spawn

  1. If the sewer sounds quiet, go S.
  2. If a caretaker is isolated, go A keycard.
  3. If two cats are already caged together, set up A rescue.
  4. If you know the dirt, mix in B.
  5. If Angel appears, take C immediately.

Then read the how-to-escape guide so the rank turns into movement, and tick the escape checklist so you do not throw the exit after you earn it.

FAQ

Frequently Asked Questions

Quick answers for The CAT on Roblox.

What is the easiest escape in The CAT?

The toilet-to-sewer break is S because any cat can learn it fast. It is also the most camped, so have a keycard or rescue plan ready.

Why is the keycard only A if it always opens doors?

The steal is reliable. Holding the card is not. You become the marked target the moment the pickpocket lands.

Should I wait for Angel cat every round?

No. Angel is C because it is RNG. Leave if you get it, but practice toilet and keycard as your real kit.

Are tunnels worth learning?

Yes, as a B route. They punish new players who do not know junctions, and they reward cats who mapped the dirt on a quiet round.

Does a group rescue beat a solo sewer run?

On a coordinated server, yes. Rescue sits in A because teammates scale the exit. On a silent lobby, go toilet or card instead.

Where do I go after I leave?

You become a feral stray in the city. Do not stand in the doorway. Help caged teammates when you can, as the cat role page describes.