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Escape Academy The Breakout: Complete Walkthrough Guide

Complete walkthrough for The Breakout, the fifth escape room in Escape Academy where you guide the Headmaster to rescue prisoner Eel.

The Breakout is the fifth escape room in Escape Academy by Coin Crew Games, offering a unique twist on the standard escape room formula. Instead of escaping yourself, you stay in a control room and guide the Headmaster through a complex as she attempts to rescue Eel, a missing escapist being held prisoner. You’ll communicate via radio, solve puzzles remotely, and provide critical information to help complete the rescue mission.

This level takes approximately 25 minutes to complete and carries a difficulty rating of 3 out of 5. The challenge lies in coordinating multiple systems, decoding visual puzzles, and working under time pressure as you assist the rescue operation.

Mission Overview and Setup

When The Breakout begins, you find yourself in a control room facing multiple screens showing different areas of a ship-like complex. A communication radio sits at the main desk, and various terminals and equipment line the walls. Your role is to provide remote support for the Headmaster as she infiltrates the facility to rescue Eel.

The mission starts with the Headmaster in position and ready to begin. Before she can proceed, you need to establish radio contact and confirm you’re prepared to guide her through the operation. This reverse escape room format means your puzzle-solving directly impacts someone else’s escape rather than your own.

Step 1: Make Contact

Your first objective is to establish communication with the Headmaster. Head to the desk in front of you and examine the Radio Operator’s shorthand guide. While the document contains various radio codes, the two you need to remember are:

  • 10-4: Affirmative / OK
  • 10-10: Negative / No

Go to the radio next to the guide and input 10-4. This signals to the Headmaster that you’re ready and the mission can begin. She will then enter the complex and begin her infiltration.

Step 2: Disable the Turret

Shortly after entering, the Headmaster encounters a turret blocking her path. You need to identify the turret’s serial number to disable it remotely. Look at one of the screens showing the turret and examine the images beneath the serial number display.

This puzzle uses Dingbat-style logic where you read the images phonetically to determine numbers:

  • Bone – b = “b is one” = 1
  • Six D = “sixty” = 60

The complete serial number is 160. Enter this code into the radio to disable the turret and allow the Headmaster to proceed safely.

Step 3: Navigate the Deck Layouts

The Headmaster will now ask you questions about the facility’s layout. To answer these, you need to reference the deck layout manual located to the left of the screens. This manual shows the floor plans for different decks of the ship.

Her first question is: “Is there a computer terminal on the first deck?”

Examine the Deck 01 pages in the manual. You’ll notice there is no computer terminal icon shown on this deck. Return to the radio and enter 10-10 to indicate “no.”

She follows up with: “Ok, so which deck is the computer terminal on?”

Check the other deck layouts in the manual. You’ll find a computer terminal icon on Deck 02. Reply with 2 on the radio, and the Headmaster will proceed to that location.

Step 4: Recombobulate Yourself

QUANTY, the facility’s AI, detects the infiltration and moves the ship, causing you to lose contact with the Headmaster. You need to reestablish communication by locating the ship’s new position.

Look to the right side of the room. You’ll see a large map showing the ship’s route based on time, along with a machine that can pinpoint radio signals on a grid-based map. A clock on the wall displays the current countdown time.

Cross-reference the time shown on the clock with the route map to determine where the ship should be at that moment. Then use the signal-tracking machine on the desk to select the corresponding grid coordinates. Once you input the correct location, radio contact with the ship will be restored.

Step 5: Locate the Prisoner

With communications reestablished, send a 10-4 to let the Headmaster know you’re back online. She will fax you critical information about Eel’s location. Go to the fax machine and collect the three pieces of Prison Data.

The clues read:

  • “DO NOT hold the subject on the same floor as a Trash Compactor. He would escape through chutes.”
  • “Subject must be held between the mail room and the cafeteria”
  • “Subject must be held on a floor with an even number of cells, in Cell #3”

Use these clues with the deck layout manual to eliminate possibilities. Cross-reference each deck against all three requirements. The trash compactor restriction eliminates certain floors, the mail room and cafeteria requirement narrows it further, and the even number of cells combined with Cell #3 gives you the final answer.

The cell number is 503. Enter this code into the radio, and the Headmaster will rush to release Eel from that cell.

Step 6: Copy the Key

After reaching Eel, the Headmaster initiates a protocol that opens additional areas of your control room. You now need to fabricate a key for Eel’s cell. Look at one of the screens displaying Eel’s lock, which shows a color-coded sequence:

White, Red, Blue, White, Red

Navigate to the screen labeled “Eel’s Cell Key” on your right. You can use the arrows to scroll through different key patterns, and you’ll notice that colors correspond to directional movements:

  • Blue: Down 2 spaces
  • Red: Up 2 spaces
  • White: Down 1 space
  • Yellow: Up 1 space

Turn to the key fabrication machine on the other side of the room. Using the color code from Eel’s lock and the directional values, create the key pattern:

  1. 1st part: Down 1 space (White)
  2. 2nd part: Up 2 spaces (Red)
  3. 3rd part: Down 2 spaces (Blue)
  4. 4th part: Down 1 space (White)
  5. 5th part: Up 2 spaces (Red)

Once you input this correctly, the machine generates the key code: #24213

Radio this code (24213) to the Headmaster so she can create the physical key and free Eel.

Step 7: Flip the Breakers

With Eel freed from his cell, the facility detects the escape attempt and QUANTY begins losing power. You need to restore the power system to continue helping the Headmaster and Eel escape.

Turn to the back left corner and pick up the UV Flashlight mounted on the wall. This reveals hidden messages on previously blank signs throughout the room. Shine the UV light on these signs to reveal the clues:

  • “NOT S”
  • “BOTH G AND C”
  • “EITHER A OR L”
  • “BOTH R AND H”

Make your way to the right corner behind the main console screen, which is illuminated by UV light. You’ll find a breaker terminal with letters down each side and switches in the middle. Each switch can be flipped left or right to point at one of the two letters.

Using the UV clues, determine which letter each switch should point to. The solution that satisfies all four clues is:

  • First Switch: C
  • Second Switch: H
  • Third Switch: A
  • Fourth Switch: R
  • Fifth Switch: G
  • Sixth Switch: E

The switches spell out CHARGE, and the power is restored to the facility.

Step 8: Save the Day

With power back online, the Headmaster and Eel make their way to the top deck but find themselves pinned down by turrets. You need to hack another turret to neutralize the threats.

Look at the screen showing the final turret. Use the same Dingbat logic as before to decode its serial number:

  • S + even numbers = “s even” = “seven” = 7
  • Third teen = “thirteen” = 13

The serial number is 713. Enter this into the radio to hack the turret.

You’ll automatically switch to a turret control screen. Follow the gunfire sounds and visual cues to locate the hostile turrets firing at the Headmaster and Eel. Use the controls to aim and shoot down the attacking turrets. Once all threats are eliminated, the mission succeeds and The Breakout escape room is complete.

Tips for The Breakout

  • Keep the Radio Operator’s shorthand guide visible for quick reference throughout the mission
  • Take time to thoroughly examine the deck layout manual before the Headmaster asks questions
  • Write down the color-to-direction key when solving the lock puzzle to avoid mistakes
  • The UV flashlight puzzle requires checking all wall signs, not just those in one area
  • For the final turret section, audio cues help identify target locations faster than visual scanning alone
  • There is one edition of The Escapists Times newspaper to collect during this level if you’re gathering collectibles

Frequently Asked Questions

How long does The Breakout take to complete?

The Breakout has a time limit of 25 minutes to complete all objectives and successfully rescue Eel.

What makes The Breakout different from other Escape Academy rooms?

Unlike traditional escape rooms where you escape yourself, The Breakout reverses the formula. You remain stationary in a control room and remotely guide the Headmaster through her rescue mission using radio communication and various systems.

What is the difficulty rating of The Breakout?

The Breakout has a difficulty rating of 3 out of 5, making it moderately challenging compared to other rooms in Escape Academy.

Do I need to complete previous rooms before The Breakout?

Yes, The Breakout is the fifth escape room in the game’s progression, so you’ll need to complete the four preceding rooms to unlock it.

What are Dingbat puzzles in The Breakout?

Dingbat puzzles use visual wordplay where you read images phonetically to derive numbers or words. For example, “Bone – b” sounds like “b is one,” giving you the number 1.

Sources & Verification

Not independently verified · Method: Automated source relevance check; claims not independently fact-checked · Checked:

  1. Escape Academy The Breakout
    track.unknownworlds.com · Source checked:
  2. Escape Academy The Breakout Walkthrough
    godisageek.com · Source checked: