Escape Academy 2 Walkthrough

A structural note before anything else: puzzle solutions in Escape Academy 2 are the same in every playthrough. The game does not randomize codes. If a guide gives you a number, that number works for you too — which is why guide answers are universally applicable here.

Chapter 1 — Arriving at Escape Academy

The game opens at Escape Shack Station, and the first room, No Ticket, is a deliberately gentle teaching level. You need a ticket to board the tram to the Academy, and the ticket machine wants both a destination code and three dollars. The three dials on the rotating symbol device are set by matching coloured route markings against the transit map on the wall — triangle, cog, square — which reveals the destination code 9625. The three dollars are scattered: one in the telephone booth, one in the accessible ventilation shaft, one on top of the booth (climb the luggage beside it).

The tram itself has one more lock. Three coloured signals around the vehicle are switched to match the shapes on the symbol panel, which spells STEAM.

Then A Clued Awakening, which is the first real room: three projector slides that together identify the Academy founders. The locked backpack at the back of the classroom is opened with a desk-coordinate cipher (PATH), the safe in the lecture room opens on a chronological order of activities and yields the number 772 for the desk telephone, and the third slide is in a chest unlocked with a key taken off a poster.

Orientation continues with Locker'd and Loaded — your student number is printed beside your portrait in the corridor, and your locker holds the money for the rest of the game — and Dorm Sweet Dorm, whose three-digit card-suit lock comes from counting suit symbols on the founders' portraits across three floors (346).

The bookstore needs Better Book It solved before anything else opens: three locked displays, one a Caesar shift, one an eye-colour-to-shape mapping, one an arrow sequence pressed into a hidden panel. After that comes the roof (STAY AWAY) and the bell tower — That Rings a Bell — which is the longest single chain in Chapter 1: a colour-locked rope wheel, a constellation read through a telescope (CAMEL), a gear mechanism, a planet ordering puzzle that yields shears, a lunar cipher chest (LUNAR), moon-phase letters that spell ECLIPSE, and finally a pendulum to cut and a set of bells to ring in the order A, C, A, E, D, G, A.

Chapter 2 — Science Campus and the Puzzle Factory

Chapter 2 moves you to the Science Campus and Professor Von Bellini. In the Biology Lab, Professor Bonilla sets a food-chain experiment (three four-digit outlet codes), then in the Chemistry Lab a memory-gas synthesis that needs the molecular formula CH5NO3 assembled atom by atom, with cupboard passwords derived from atomic numbers and a safety chart. The Puzzle Factory is the set piece: a lightbulb to power, a mouse cage, a ball maze, paper airplanes ranked by distance and converted into shapes, a cheese wheel whose four orientations each show an arithmetic expression, three trampolines named after blended cheeses, a basketball bounced across them into a funnel, and a potential-energy formula lock where U=MGH has to be matched to the colours on a lit spectrum.

Chapter 3 — Humanities Campus, Library and Museum

Professor Jeberson is the Humanities boss, and the chapter is about banned books and academic quizzes. The library hides one forbidden book behind four rotating statues that must each face the right subject, a second in a trolley with a combination lock derived from the Cluey Decimal System, and a third upstairs behind a floor that creaks in four specific places. The lecture hall exam has five multiple-choice answers. The museum needs eight artifacts placed into eight exhibits, then a golden chest with several locked layers — a grid match, an Aztec statue with two mechanisms, a jade snake, a water-reflection puzzle, and an Oriental puzzle box with six coins and an ancient compass.

Chapter 4 — The Headmaster's Secrets and Underground Detention

You are locked in a cell. Under the pillow is a note to work from low to high, the mirror hides a button under the bed, and the cell door is a five-pin lock you open by pressing the pins in pitch order. A corridor board wants the largest possible number, and three imprisoned friends — Gillian, Reed and Kira — supply chewing gum, yarn and a hook that combine into a makeshift fishing rod for the Warden's Key. The UV light then reveals arrows on the blackboards that tell you how to rotate the exit lights. Above ground, the courtyard tree wants a password taken from the hidden letters on the founders' portraits, and the chamber below it holds the plaque that states the whole story in five words.

Chapter 5 — Arts Campus and the First Secret Chamber

Professor Chortkoff is running auditions in the Theater Workshop: eight students, and a decision about which four are good enough for the production. Then the costume shop (fabric-fragment word, two dress-ordering locks, a cape to patch with a fixed hole order), the dance studio (a record player pressed in a fixed order, four named dances, and a number read off a mirror), and the theater itself — where you play a detective named Bertrand Solverson investigating the on-stage murder of Peter Hintz. The evidence chain is long: a can of Escapist's Edge behind a head-to-toe clothing lock, three portraits indicating a kitchen cabinet, an incriminating painting, and drawings ordered by size spelling a word.

Behind a gate marked with a piece count, a five-colour lock opens off names on a wall, a statue cipher yields a password that drops a ladder into the First Chamber. Its central puzzle is a set of five dusty plaques, each with one picture that does not belong, and its payoff is the oldest story in the game: in 1783 a man found a tablet in Greece describing a method involving brains and lightning to achieve immortality. Two of the three founders dismissed it. One became obsessed with it.

Chapter 6 — Weather Tower, Quanty and the Second Chamber

Three scientific instruments, three measurements and one board to read them into a final answer. Then Quanty: Rebooted — a binary direction puzzle, a fifteen-tile sequence on a garage roof that draws a crown, and a chart that translates letters into numbers and back. The chapter's set piece is Von Boyage, a full ship sequence: nautical flags reading a phrase, a noughts-and-crosses barrel puzzle, a rope threaded through a word, a cannon shot through a wall, a captain's code with nautical terms, navigation charts to combine, and a life-vest chest whose four directions spell a word. The chapter ends on the beach with six alchemical tiles and a second constellation door, leading into the Second Chamber — where a scales puzzle weighs the weight of responsibility, and the founders' inscription reveals that the academy had already run for 35 years and was growing old.

Chapter 7 and beyond

Chapter 7, Days Von By, continues the story after the beach and pushes further into the mysteries around the academy and Professor Von Bellini. Detailed puzzle solutions for that chapter were not published in time for the launch walkthroughs, so treat anything you read about Chapter 7 specific solutions with suspicion until it is confirmed in-game. The rest of the game is open-ended: three Secret Chambers, an unlimited set of Extra Credit quests, 50 Red Herrings, and a campus that rewards wandering.