Escape Academy

Walkthroughs

Escape Academy Answers: Complete Puzzle Solutions & Walkthrough

Find all puzzle solutions and answers for Escape Academy 2: Back 2 School, including main chapters and optional challenges.

Escape Academy 2: Back 2 School challenges players with complex escape room puzzles requiring logic, observation, and lateral thinking. This guide provides verified solutions for the game’s main chapters and optional puzzles, helping you progress through the Academy’s curriculum.

Chapter 1: Arrival and Orientation

The opening chapter establishes the escape room fundamentals through several connected puzzles.

Escape Shack Station

To board the tram, you need $3 and the destination code. The machine near the ticket kiosk requires three symbols based on colored line intersections on the tram stops map. Match red and yellow, blue and red, and blue and yellow intersections to reveal: triangle, cog, and square. This unlocks destination code 9625 for Escape Academy.

Collect money from these locations:

  • $1 inside the phone box
  • $1 through the open vent
  • $1 on top of the phone box (climb using luggage)

Insert money in the yellow slot, enter 9625, and collect your ticket. The tram doors require the word STEAM based on the combination lock clue above the entrance.

A Clued Awakening

The classroom desks have XY coordinates. Start at X2 Y2 (letter P), then follow directional clues: X+1 leads to X3 Y2 (letter A), Y+2 goes to X3 Y4 (letter T), and X-2 reaches X1 Y4 (letter H). The backpack combination is PATH.

Inside the backpack is projector still 3 of 3. Find the other two by calling 772 on the classroom phone (which rotates the desk to reveal still 2) and using the key from the poster on the chest at the back (still 1).

The projector displays three founders with symbols. Match their faces to the photo at the back of the room and input the corresponding names on the device.

Dorm Sweet Dorm

Three founders’ portraits appear on different floors, each representing a card suit. Count the symbols on each portrait:

  • 3 spades
  • 4 hearts
  • 6 clubs

Enter 346 on the dormitory door padlock.

Chapter 2: Science Campus Challenges

Coop de Grace Biology Puzzle

The cabinet of records requires animal tiles in specific categories:

  • Fastest: Cheetah
  • Smartest: Octopus
  • Loudest: Howler monkey
  • Oldest: Turtle
  • Largest: Whale

The food chain poster reveals three number sequences to input into the chicken cage power outlets: water chain is 9631, desert chain is 9642, and plains chain is 9753.

To get the worm, identify the earliest bird by listening for crickets in the background. The Clue Jay has crickets, indicating it’s the early bird. Note its wing, beak, tail, and body colors, then input those colors into the worm box lock.

Memory Leak Chemistry Lab

The periodic table holds the first solution. Elements Ar (Argon), O (Oxygen), and Fe (Iron) have atomic numbers 18, 8, and 26. Enter 18826 on the Drain Chemicals cupboard.

The incident report describes brain chemicals that burn at room temperature (20°C), aren’t health hazards to breathe, and detonate with shock. The hazard poster translates this to: 4 (flammable), 0 (health), 3 (reactivity), plus radiation symbol. Input 403 with radiation on the brain chemicals locker.

For the chemical machine, recreate CH₅NO₃ by chaining five Hs, three Os, one C, and one N together at the computer terminal.

Lightbulb Moment Engineering Puzzle

Use swiss cheese on the Cheese Feeding Chart. The holes overlay positions A5, B4, C2, D3, which translates to 5423 for the mouse cage lock.

Launch paper planes from the slingshot and note landing positions from closest to furthest. Use colored flags to convert colors to shapes: triangle, diamond, circle, square for the locker combination.

The cheese wheel spins to four positions. Each position highlights different numbers or equations:

  • Wedge pointing down: 9-7 = 2
  • Wedge pointing right: 8/2 = 4
  • Wedge pointing left: 3×2 = 6
  • Wedge pointing up: 2+6 = 8

Enter 2468 to activate the fan mechanism.

Chapter 3: Humanities Campus

Banned Together Library

Read only the even pages of the book near the entrance. The text directs: “Professor Grumble, now look towards etiquette. Pupil Pleasant considers fashion. Pupil Maxwell focuses on dance! Worst of all: Pupil Saunders copies Professor Grumble.”

Turn Grumble and Saunders toward etiquette, Pleasant toward fashion, and Maxwell toward dance. The first banned book appears from the floor.

For the trolley books, use the Cluey Decimal System poster. The books categorize as religion, biography, philosophy, and languages, giving code 2914.

On the mezzanine, step on floor drawings that creak. Click those four creaking faces on the central door to access the third banned book.

Think Inside the Box Museum

The lock poster divides into 12 squares matching the chest. Four colored squares on the lock correspond to specific chest squares, revealing the first combination.

Use the Aztec Death Whistle on the Aztec statue. The ball puzzle requires getting four green balls in a row by changing direction and strategically dropping balls.

For the pipe puzzle, rearrange green pieces to make three complete loops, reaching each endpoint.

Place the Jade Snake in the golden box’s bottom right recess. The revealed symbols match five squares on the poster, which you click on the grid to the left to advance.

Chapter 4: Secret Passages

Eyes on the Prize

Adjust jigsaw pieces on the bookshelf: far left protrusion points down, top right points up, bottom right points right. This opens the bookshelf doors.

The Mysterious Paper contains bold words: Before, Foray, To Be, and See One, translating to B4, 4A, 2B, and C1 grid positions. These correspond to shield, fly, disco ball, and valve.

Pull palindrome books and riddle-themed books from the shelf following the Reshelfing Rules: Evil Olive, Identifying Blocks, Riddle Me That, Race Car, Meet in the Riddle, Riddle Me This, Never Odd or Even, Locks, Riddles and You, Bird Flocks, Go Dog!, Yo Banana Boy, Riddles for Fools, and Fixing Clocks.

Through the Looking Grate

The tree clue asks “What are we?” Check the three founders’ portraits for letters spelling LIARS. Enter this on the tree lock.

Underground, choose the correct suit path in each room: spades in the first room, hearts in the second, and clubs in the third.

Rearrange the plaque to read: “This chamber was built for ALISTAIR BELL the FOUNDER of DIAMONDS. He was IMPRISONED here for his BETRAYAL against THE ACADEMY.”

Chapter 5: Arts Campus Mysteries

Death of an Artist Theatre Puzzle

Find clothing items with numbers around the stage for “dress for the job, head to toe”: hat is 4, glasses are 0, coat is 6, and shoes are 9. Enter 4069 on the cabinet for Escapist’s Edge.

Peter Hintz lives at 30 Arson Avenue. The murder weapon is a knife from the kitchen cabinet, not a gun.

Three portraits look at the cabinet. Their symbols—science atom, medal, and magician’s wand—form the cabinet lock combination to reveal the Incriminating Painting.

Sort drawings by size: apple, squirrel, flamingo, car, elephant, dinosaur. Find letters on each: S, E, C, R, E, T. Enter SECRET on the mail box.

The First Chamber Underground

Use the Skeleton Key on the chest with bones to get the Photograph and Duster Brush. Dust all five placards and identify the odd one out in each set with its position:

  • I: Flamingo (picture 2)
  • II: Horse (picture 5)
  • III: Sun (picture 4)
  • IV: Hammer (picture 3)
  • V: Recorder (picture 5)

Pour honey, wine, ink, and oil into the glass jug. Note the color order and recreate it on the floor chest lock to get the Stone Tablet.

Fill statue blanks: “In the year 1783, Sameer Gaspard unearthed an ancient Escapist TABLET in GREECE. It showed a method for using BRAINS and LIGHTNING to unlock IMMORTALITY.”

Optional Puzzle Solutions

Shelf Destruction Trophy Order

Arrange trophies chronologically using newspaper clippings:

  • ’73: Bronze TOP trophy
  • ’79: Silver bee hive trophy
  • ’83: Gold TOP trophy
  • ’84: Puzzle trophy
  • ’95: Grenade trophy

Vending Machine Puzzles

Both vending machines use sudoku logic with letters A-D and numbers 1-4. Each can appear only once per grid, row, and column.

Fizziness as Usual (soda): A4
Chipping In (snacks): C3
Say Cheese (spray cheese): A2

Send in the Clues Balloon Animal

Match balloon animal body parts to colors using the chart. The colors spell SMILE.

A Cryptic Picnic Grid

Each picnic plate has two letters. Common letters in each row and column spell two words: SNACK FRUIT.

Common Puzzle-Solving Tips

Escape Academy 2 features an open-world structure allowing you to tackle objectives in varied order. Side quests often provide money needed for main story purchases.

The game emphasizes observation and lateral thinking. Many puzzles hide clues in plain sight, requiring careful examination of posters, environmental details, and object placement rather than complex calculations.

When stuck, check your inventory for pinnable items revealing additional context. The special glasses obtained later reveal hidden elements in certain locations, particularly during nighttime sequences.

Frequently Asked Questions

Do I need to play the first Escape Academy?

No. Escape Academy 2: Back 2 School includes a memory gas plot point allowing new players to start without prior knowledge of the original game.

How many chapters does the game have?

The main story contains 8 chapters across different campus areas: orientation, science campus, humanities campus, secret passages, arts campus, advanced science, memorial preparations, and the final confrontation.

Can puzzles be solved in different orders?

Yes. The open-world design lets you explore freely and complete many objectives in your preferred sequence, though some story puzzles must be solved linearly.

Are there time limits on puzzles?

The opening classroom escape features a 20-minute timer. Most other puzzles do not have strict time limits, allowing careful exploration and problem-solving.

What happens if I miss optional puzzles?

Optional puzzles primarily reward in-game currency for purchasing items needed in the main story. You can return to complete them if you need additional funds.

Sources & Verification

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  1. Escape Academy 2: Back 2 School walkthrough - Full guide and puzzle ...
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  2. Escape Academy 2: Back 2 School adds more campus life to the ...
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