Walkthroughs
Complete Guide to All Escape Academy Levels and DLC Content
Comprehensive breakdown of all 26 Escape Academy levels across the base game and three DLC expansions with puzzle themes and design insights.
Escape Academy contains 26 escape room levels across the base game and three downloadable content packs. The game challenges you to solve puzzles under time pressure in a first-person escape room adventure set at a mysterious educational institution. Each level presents a distinct theme, puzzle philosophy, and design approach that keeps the experience fresh throughout your enrollment at the Academy.
The base game establishes the core experience with levels grounded in recognizable settings like art classrooms and computer labs, while the DLC expansions progressively increase difficulty and explore more fantastical scenarios including volcanic villain lairs and alternate dimensions.
Base Game Levels
The foundation of Escape Academy introduces you to the school’s puzzle-solving philosophy through grounded, reality-based environments. The design team focused on making players feel clever through novel interactions and visual trickery.
Escape Artist takes place in an art classroom inspired by Spanish Village architecture at Balboa Park in San Diego. The level encourages players to “try looking at things from a different perspective” through puzzles inspired by different art styles. The standout Shredder Painting puzzle requires you to place a painting in a frame, shred it into strips, then reorder the shredded pieces to reveal a hidden sequence—a mechanic inspired by Banksy’s famous auction stunt.
Lab Rat centers on technology and stealth in a computer lab environment. The level carefully balances screen-based puzzles with physical environment interaction to prevent players from losing awareness of the space around them. Novel elements include outsmarting Turmeric the rat, using your feet instead of hands for input, and the fan-favorite Snackdoku machine—a simplified sudoku puzzle presented as a vending machine. The Disco Fever puzzle transforms the entire level into a flashy disco where you must step on dance floor tiles in sequence while following on-screen symbols.
The Rival Room answers the question “If Escape Academy is a school, what are their sports like?” The result is a massive lava-laden steel jungle obstacle course that combines athletics aesthetics with American Ninja Warrior spectacle. The level tests mental fortitude through five distinct platforms, each representing classic escape room features: spatial reasoning, logical deduction, ciphers, math, and lock-opening. The final Lock Cabinet challenge presents an intimidating gauntlet of locks that players unlock in rapid succession, designed to showcase puzzle-solving skills.
What Lies Below serves as the base game’s finale level. You face a villainous AI bent on perfect educational automation while rescuing a kidnapped Headmaster. The level features a hexagonal floorplan where you circle a central core, completing puzzle challenges in a warped funhouse version of Escape Academy complete with standardized testing scantron sheets. The design places the AI villain constantly in your line of sight above you, and you must collect tools while solving puzzles to eventually battle the AI from inside the core.
Escape From Anti-Escape Island DLC
The first DLC pack strands you on a mysterious island run by the Anti-Escape Scientists after your Escape Jet crashes. This expansion increases difficulty by fitting more puzzles into shorter time limits and making puzzle solutions more obfuscated than the base game. The narrative requirements shaped each level’s puzzle design more tightly than previous content.
Take to the Skies presents the unique challenge of setting an escape room in an airplane’s sterile, linear environment. The solution: five special ejector seats that must be primed before you can escape the plane. The level draws from airplane iconography including cargo holds, luxury suitcase brands, sliding window shutters, inflight catalogs, cockpit flight data dials, and overhead luggage compartments. The mid-level twist separates you from Gillian and the Headmaster when their ejector seats launch first, leaving you and Jeb to find fuel for your seats before the plane crashes.
The Experiment structures itself as a boss battle against antagonist Liz in her volcanic lair. Inspired by Mario boss battle patterns, you must commandeer three turrets and fire them at Liz’s mecha-boss apparatus to deactivate her machinery. The amphitheater-style layout places the villain below your starting position, creating a sense of descending into battle and ascending to retreat. The puzzle aesthetics draw from retro computer equipment and campy James Bond villain hideout set dressing, prioritizing visual fit over immediately obvious environmental connections.
Into The Capture Dimension sends you to rescue Jeb from an alternate realm filled with Liz’s discarded failed experiments. Each trap exists in its own mini-escape room with a shorter countdown clock. If you fail to save Jeb in time, you return to a hub to choose which trap to tackle next, creating a Groundhog Day time-loop where Jeb dies and reappears until you succeed. This level intentionally makes players experience failure and learn from mistakes—a design risk that produced mixed reactions. Four distinct traps each focus on specific spatial reasoning challenges with high levels of slapstick and spectacle.
Escape From the Past DLC
The second DLC serves as a prequel where you play as Sandra Solange and Eel Barnes investigating which faculty member wants to kill Headmaster Horatio. Set in the 1950s, these levels revisit familiar Escape Academy environments with retro aesthetics and emphasize “tactile” puzzle design over the previous DLC’s digital sci-fi approach.
It’s Not Rocket Science transforms the art classroom into a 1950s shop class environment. The level incorporates multiple shop disciplines—auto mechanics, woodshop, electronics, and metalworking—using their visual iconography to create tactile-feeling puzzles. The design draws from period-appropriate shop class photography for authentic detail.
No More Mister Heist Guy converts the computer lab into a subterranean accounting classroom where you perform “creative accounting” and raid Horatio’s vault. The level follows action movie heist beats: team assembly, plan formulation, heist execution, something going wrong, and improvised escape. The first half grounds itself in 1950s accountant iconography with green visors, filing cabinets, financial spreadsheets, and abacuses repurposed as puzzles. Period-appropriate games appear as puzzle mechanics including snakes and ladders (which foreshadows the vault descent/ascent), crosswords, and a pinball machine.
Yes Chef returns to the Dining Hall as a 1950s diner where you prepare a three-course meal for the faculty. The level differentiates itself from the base game’s food-themed Dining Hall by focusing puzzles on the actual act of cooking. Recipes are encrypted in various ways, then cooking becomes a sequence of simple Kitchetron-3000 operations. The level incorporates 1950s diner iconography including jukeboxes, cat clocks, savory jello, and pie carousels. A model train running around the diner serves both aesthetic and functional purposes, delivering food to faculty while keeping players confined to the kitchen.
Tournament of Puzzles DLC
The third DLC expansion features dynamic arenas with secret pathways and randomized puzzles. One designer served as primary puzzle and level designer for this pack, though specific level details were not publicly documented at the time these design insights were shared. The Tournament of Puzzles concept emerged from the competitive puzzle-solving lore established by The Rival Room level in the base game.
Level Design Philosophy
Escape Academy’s 26 levels prioritize novelty above all else. The design approach makes players feel they’re experiencing something never seen before and never to be seen again. Each level draws on distinct visual iconography—whether art supplies, computers, airplanes, 1950s diners, or volcanic lairs—to create immediately recognizable environments that guide intuition about puzzle expectations.
The progression from base game to DLC shows evolution in difficulty and narrative integration. Base game levels focus on grounded reality with clear cause-and-effect relationships. The first DLC increases challenge through tighter time limits and more obfuscated solutions. The second DLC prioritizes tactile interactions and whodunnit storytelling across interconnected levels. Throughout all content, the goal remains consistent: make players feel clever.
The full game spans Xbox, Switch, PlayStation, and PC platforms. Player feedback shaped difficulty adjustments between releases, with the Anti-Escape Island DLC initially receiving feedback that levels were too difficult after players requested harder content following the base game.
FAQ
How many levels are in the complete Escape Academy experience? There are 26 escape room levels total across the base game and all three DLC packs.
Do the DLC levels require the base game? Yes, all three DLC expansions—Escape From Anti-Escape Island, Escape From the Past, and Tournament of Puzzles—are add-on content for the base Escape Academy game.
Which levels are considered the hardest? The Escape From Anti-Escape Island DLC specifically increased difficulty through more puzzles in shorter time limits and more obfuscated solutions. Into The Capture Dimension’s time-loop mechanic intentionally makes players experience failure.
Can levels be replayed? The game structure supports revisiting levels, though specific replay mechanics are not detailed in the available design documentation.
Are all 26 levels required to complete the story? The base game concludes with What Lies Below as the finale level. The DLC packs tell separate stories, with Escape From the Past functioning as a prequel investigating Headmaster Horatio’s would-be assassin.
Sources & Verification
Not independently verified · Method: Automated source relevance check; claims not independently fact-checked · Checked:
- Escape Academy Puzzle Designwww.jacobsurovsky.com · Source checked:
- Coin Crew Games - null, null - Morty escape roommorty.app · Source checked: