Escape AcademyEscape Academy

Game Details:  Puzzle, 2022

Links:  Moby Games, Steam

Walkthrough Updated:  6/1/2024

Suggested Listening:  Caught Up in the Panic (Ash 25)

Escape Academy is a solo or cooperative escape room game. The overarching story involves arrival at a school that teaches its students to solve puzzles and escape challenging situations. This walkthrough includes the Escape from Anti-Escape Island, Escape from the Past and Tournament of Puzzles DLC. There are 40 Steam Achievements, all documented in the walkthrough below.

Prologue

Introductions

Read the note on the lectern and look at the underlined words (look at clock to open lock). Examine the clock on the wall to see that the time is supposed to be 12:30. Open the box just to the left with the code 1230, and take out the mysterious clue and the blue goblet. Go and search the trash can near the exit door to find the yellow goblet. Search the cardboard box on the nearby table to find the red goblet.

Read the mysterious clue in your inventory, which shows the colors blue, yellow, red, red. Examine the goblets to see that this corresponds to the word FREE. Enter this word into the safe to open it and get the Key of Truth. Use this on the exit door and go through.

Look at the racks of t-shirts on the right wall, with the directions up, right, down, up and right. Find a TV remote on a stand in front of the TV and enter these directions to display some letters on the screen. Turn around and grab all 5 business cards from the board. If you are playing cooperatively, give all 5 cards to the other player, then give them back again Exchange Students.

Head through the door just to the right. Examine the board on the right here, which shows letter conversions. If you convert the letters from the TV screen using this, you will end up with JEB, ALLIE, EEL.

Turn left to find 3 scanners on the wall. Scan the business cards from Jeb, Allie and Eel here, then take the Key of Lies. Return out to the main room and use this on the toilet door. Go to the far stall and follow all the passages down until you reach a train platform. Go over and click on the newspaper (1/10) on top of the stack of papers. Now talk to the employee, who turns out to be the Headmaster. Board the train Next Stop: Escape Academy.

The Entrance Exam

Go to The Headmaster's Office and chat (1/8) to Gillian, then go through the doors. After the level introduction, find a stack of papers on the floor on the left and read the newspaper (2/10). Turn right and grab the floppy disk from the bench near the window.

Search the jacket near the exit door to get a small key, then use this on the padlock on the desk. Pick up the group photo and the screwdriver. Use this screwdriver on the large vent near the jacket, then crawl inside. Find a phone number here (952-4242), then crawl back out to the room. Use the phone on the desk to call this number. After the conversation, you can go to the panel near the exit door and enter SOLANGE as the Headmaster's last name.

Examine the lock on the briefcase to the left of this panel. It requires 3 numbers, and the case mentions counting clocks, plants and trophies. Look around the room and count these items, then open the lock with the code 253. Take out the 3 photographs from inside (Egypt 1954, Japan 1975, Greece 1991). Go to the bookcase to the left and examine the series of red and green books. Press the correct 3 books in chronological order (Egypt, Japan, Greece), and the bookcase will move.

Head through to the secret room and insert your floppy disk in the computer on the right to see the word DEAD. Next go over to the piano. Play the following tune: EDCDEEE, DDDEGG, EDCDEEE, EDDEDC Musical Prodigy. Now play this tune: DEAD. Take out the UV light bulb. Turn around and go to the rack of light bulbs over the top of a certificate. Insert your UV light bulb into the empty socket. Now you can go out and enter JACQUELINE as the Headmaster's middle name.

Return to the secret room again. Look at the animal face over the fireplace. Examine the group photo in your inventory to see that this matches with "Sandy". Enter SANDRA as the Headmaster's first name. Press the Unlock button Entrance Examined.

Chapter 1: Fall Term

Escape Artist

Visit The Headmaster's Office and chat (2/8) to the Headmaster, then visit The Quad and chat (3/8) to Professor Bonilla and Quanty. Now go to The Hall of Escapists and talk to Professor Slip to get the level introduction.

Go through the opened door on the left and read the message on the whiteboard in the far corner (bananas, cheese, wine). Look in the lockers to the right to get an "Open Sesame" painting and some bananas. Look on the chairs in front of the painting easels to pick up a bottle of wine and some cheese. Put the bananas, cheese and wine on the painting platform, then look at it from all angles until you see the numbers 139. Enter this code into the padlock on the third locker, then take out the invisible ink.

Go to the blue corner of the room and use the anti-invisible ink to reveal a series of overlapping white lines. Follow the lines from each part of the colored locking mechanism on the right of the door to work out the correct colors, then enter the code: red, purple, yellow, green. Enter the office and read the newspaper (3/10) on the desk. Pick up the spray paint from the shelves on the right.

Back out in the main room, put your "Open Sesame" painting in the shredder to the right of the lockers. Rearrange the pieces of the painting, then notice the arrows here. Go to the Art Lab door and enter this code: right, left, right, up, down, down.

In the Art Lab, use the scanner on the right wall to view all 4 canvases. The first three all depict one of the sculptures from out in the courtyard. Go and view these to see they have different symbols painted on them in yellow:

  1. Well: Empty square
  2. Cube: Empty circle
  3. Lock: Three dots

The fourth canvas shows a grid that contains these and other symbols. Examine the large safe and press the 3 buttons corresponding to the marked symbols:

1
2
3

Once the safe opens, take out the strange sculpture and read the note attached to a picture - "Face him and knock". Go outside and look at all of the vases along the opposite wall, noting the ones that have the same shape as the picture you just saw. Now approach the large face and attach your strange sculpture to it, which becomes the nose. You need to adjust the features of this face to match the characteristics depicted above the matching vases:

  • Eyebrows: Both angled up to the right
  • Eyes: Both looking to the right
  • Mouth: Half open

Now use the knocker, and you can enter the Hall of Escapists. Pick up the key #2 and key #5 from the pedestals, then use them to open gate #7 on the right. Inside, there are 4 statues - you need to turn them left or right based on the matching artworks around the outside of the gate:

  • Max: Left
  • Megan: Right
  • Belen: Left
  • Fergus: Right

Go past the statues to pick up key #4, key #4 and key #7. Go back out and open gate #10 on the right with key #3 and key #7. Inside, you need to smash 3 statues, based on those that are shown in pieces in the artworks around the outside of the gate:

  • Timmy
  • Michelle
  • Windsor

Go past the statues to pick up key #1. Go back out and open gate #5 on the right with key #1 and key #4. Inside, you need to arrange the statues in height order based on the artworks around the outside of the gate. Arrange them from left to right as follows:

  • Woman without glasses
  • Man with glasses
  • Woman with glasses
  • Bald man
  • Man wearing a hat

Go up the stairs behind the statues and tag the monument with your paint Paint Outside the Box. If you are playing cooperatively, you will get another achievement Study Buddies.

Under Pressure

Go back to The Hall of Escapists to chat (4/8) to Professor Slip. Now go to The Thresher, where Jeb will tell you to just stand still and wait for him to return.

Enter the room and look left to find a newspaper (4/10) to read. Open the briefcase here so you can take a small key. Use this on the padlock at the bottom of the power box, then pull the handle inside to turn off the power. Turn around, then go over to the glowing hand-print and press it. Take the clippers, hammer and screwdriver from the hidden compartment. Use the handle in the power box to turn the lights back on. Now use your hammer to remove the wooden board from the sign, revealing the word FEAR. Enter FEAR into the keypad and climb up the ladder.

Use the clippers to get the blue valve handle, which is hanging from the ceiling in the middle of this room. Look at all of the clues around the room regarding the values for yellow, blue and red. Now attach the blue valve handle between the others, and set the values to 3, 4 and 6. Go through the door and spin the wheel to bring up a rusty key. Take this and use it on the padlock back in the main room. You will get a handicam - put this on the hook where you got the rusty key, then spin the wheel again. In the main room, you can now see the word WILL on the screen. Enter WILL into the keypad and climb up again.

You need to pick up 3 acrylic sheets (from the far section of the right wall, on the red sofa, and inside a cardboard box near some blue barrels). Now place these on the right wall to see the numbers 510. Open the toilet just to the left and pick up the safe manual. Go around past the blue barrels to find a MK5 safe. If you continue the pattern from the safe manual you can open the safe as follows:

  • Circle button
  • Circle button
  • Square button
  • Cross handle
  • Square button

Pick up the switch handle from inside. Make your way around to the power box on the wall and unlock the padlock with the code 510. Attach your handle and pull it to turn off the power. Turn around to see the word SLOW on the opposite wall. Turn the power back on, then enter SLOW into the keypad and climb up the ladder.

Look at the bench to pick up 2 strange devices, then turn around and grab the cipher sheet from the pillar. Using this, you can convert the writing on the wall to read "Under Pressure" and "Over Weight". Find the Pressure gauge and open the adjacent panel with your screwdriver, then attach a strange device to the Under socket to see "*UR". Find the Weight gauge and open the adjacent panel, then attach a strange device to the Over socket to see "YO*". Enter YOUR into the keypad and climb up again.

Walk around to find a wooden crate, then break it with your hammer, taking out the old map. Open the power box on the wall and pull the handle. Guide the electricity around to the various displays on the walls. Using the information from the old map, you can identify the letters M, I, N and D. Enter MIND into the keypad and climb up again.

Run forward and examine the terminal on the right. Enter the phrase FEAR WILL SLOW YOUR MIND Ticket to Breathin' Town.

From your dorm room, replay this level, but rush through and just enter the correct words into the keypads to beat the level within 3 minutes Thresher Rusher.

The Breakout

Head back to The Thresher and chat (5/8) with Jeb. Now go to The Headmaster's Office, and head through the door on the left. After the introduction, turn left and read the newspaper (5/10).

Now go to the desk at the end of the room and read the Radio Operator's Shorthand document to see some important codes. Use the radio to the left to send the code 10-4. Watch the screens until you are asked to find a serial number. Look at the top right screen to see "bone - b" and "six Ds". This equates to "one" and "sixty", so use the radio to send the code 160.

Next you will be asked if there is a computer terminal on the first deck. Look to the left to see the ship plans and turn to Deck 01. Since there is no computer terminal here, use the radio to send the code 10-10. Now you need to find a computer terminal, and there is one on Deck 02. Use the radio to send the code 2.

Now you must locate the ship. Look at the large map on the right wall, and the mission timer on the bench further to the right. Work out the coordinates of the ship based on the current time (this depends how long it has taken you to reach this point, so is variable). Use the machine below the map to find the correct spot on the map and click on it. Use the radio to send the message 10-4.

Go and grab the 3 pieces of paper from the fax machine. Use the information on them and the ship plans to work out where Eel is being held, then use the radio to send the code 503.

After the room transforms, look at one of the monitors to see this color sequence: White, Red, Blue, White, Red. Go to the screen on the right of the room and play with the controls to work out the following effects of the colors:

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

Go to the console on the opposite side of the room to create the key as follows:

Press the unlock button to see the code #24213. Go to the radio and send the code 24213. After the lights go out, grab the UV light from the corner of the room, and read the 4 signs around the room:

  • Not S
  • Both G and C
  • Either A or L
  • Both R and H

Go to the control panel with the UV light and spell out the word CHARGE from top to bottom. After the screens come back on, look at the top left screen to see "S + even" and "third teen". This equates to "seven" and "thirteen", so use the radio to send the code 713. Using the other computer to the right, turn to the right and shoot the other 3 turrets Remote Rescue.

By this stage you will have most likely unlocked these achievements:

  • Unlock 10 locks Lock Buster
  • Unlock 30 locks Key to the Campus
  • Run 400 meters Killer Cardio

Chapter 2: Winter Term

Go to The Headmaster's Office and chat (6/8) with the Headmaster and Eel. Go to The Quad to chat (7/8) to Gillian, then go to The Library and chat (8/8) to Professor Slip Chatterbox.

Lab Rat

Head to The Computer Lab for your next challenge. Quanty will accuse you of cheating and set you a new task to complete.

Go straight ahead and take a power tube from the bench. Note the Sudoku puzzle on the wall here. Pick up another power tube from the sofa to the right. Turn around and go to the lower room. Read the newspaper (6/10) in the far corner, then pick up the last power tube from the sofa, and some spare change from the coffee table. Examine the vending machine - the letters correspond to the numbers on the Sudoku puzzle, and you have to solve the puzzle to work out that the donut is at slot C4. Insert your coins into the vending machine and enter the code C4 to get the donut.

Go to the other side of this lower room and you will scare the rat away. Put your donut on the plate, then pick up Turmeric the rat. Go up and put Turmeric in the cage on the right of the main room, and he will start generating power. Insert your 3 power tubes in the empty spaces to create a complete circuit and restore power to the room.

Stand back and look at the 5 computer screens to notice the shapes drawn on their screen-savers. Now use any of the screens and enter the 5 shapes you have seen: Square, Circle, Square, Triangle, Circle. Go to the Files folder and look at the pictures, noting their names. Now head forward to the Laser Control terminal to the left side of the yellow lasers. Press the "Forgot Password?" button, and answer the 2 questions with DELL-ILAH and SPROCKET. After receiving the new password, enter SAFER to disable the lasers.

Now you can examine the Persona terminal, noting that it is Model #13. Go back to any of the 5 computer screens and select the Virus option, then enter the binary number for 13, which is 1101. Take Virus #13 from the computer, then go and use it on the Persona terminal.

Look at the big screen and stand on the dance floor. Move around so that the head icon moves to the feet. Repeat this process, avoiding the red skull icons, remembering that you can leave the floor entirely to avoid them. The last 2 rounds will have the screen display inverted. If you are playing cooperatively, you will receive an achievement for completing the dance floor sequence Groovin', Baby!.

Head through the open door and follow the catwalk into the server room. Use the computer at the far end, then use the chart on the wall to work out the values for each of the levers and pull them in ascending order:

  • Lever E (3)
  • Lever B (4)
  • Lever D (5)
  • Lever H (6)
  • Lever F (7)
  • Lever G (8)
  • Lever C (9)
  • Lever A (10)

This will power down the server Machine Learning. Go back to The Computer Lab to chat to Quanty again.

Trial By Taste

Go to The Cafeteria and talk to Jeb to start the next level. Watch the conveyor belt just to his right, and grab the funky fork (1/3) when it comes past. Find the locked serving dish and look in the tray just to the left to find the next funky fork (2/3). Turn left and look at the "Microwave Forbidden Knowledge" - notice in particular the entry for the unidentified meat. Take the fire extinguisher from the wall, then cross the room to the microwave. Look inside to see meat, then enter the time 3:35. Use the fire extinguisher, then pick up the last funky fork (3/3). Go to the locked serving dish and use the 3 funky forks on the 3 padlocks. Open the dish and drink the milkshake.

Use the toaster on the middle island, then look at the objects that come out: Square, O, U, Square. Go over to the freezer door (where Jeb was standing before) and open the lock with this code. Enter the freezer and look at the "Food Pyramid" poster at the far end. Turn right and take the knife from the shelf on the right. Turn around and look at a low shelf on the left side to find an ice cube containing a key. Return to the key and find a frying pan on the left. Put the ice cube in it, then take out the key. Use this on the kitchen door, then head out to the dining hall.

Turn right and go down the stairs to the lower part of the room. Turn left and look at the first table to read the newspaper (7/10). Go to the fireplace and use your fire extinguisher. Take the dirty plate that is revealed, then go back to the kitchen and wash this in the sink (first turn on the tap, then use the plate in the water). You will end up with a cryptic plate.

Return to the dining hall and look at the main table on the left to see a Lazy Susan in the middle. Following the instructions on the cryptic plate, turn the Lazy Susan like this:

  1. Clockwise until the arrow points right
  2. Anti-clockwise until the arrow points left
  3. Clockwise until the arrow points down

Take the antidote recipe. Go down the stairs again cut the large cake with your kitchen knife, noting the colors of the 4 layers. Go to the next table to the left and enter the same colors on the lock here: Red, Yellow, Pink, Blue. Take out the Encyclopedia of Poisons. Read this to work out you have been poisoned with Belladonna.

Go back to where you found the Lazy Susan and look at the board on the wall behind it, which mentions Cheese, Apple, Meat and Bread. Move the board to reveal a console with 4 buttons. Based on the "Food Pyramid" poster, press the buttons in this order:

  1. Cheese: Top button
  2. Apple: Right button
  3. Meat: Top button
  4. Bread: Bottom button

Get into the dumbwaiter and use the switch. At the bottom, grab the staff key, then use the switch to go back up, and climb out of the dumbwaiter again. Use the staff key to open the large drinks cabinet in the dining hall. Now you need to follow the instructions on the antidote recipe:

  1. Add 1 dash of Belladonna
  2. Add 3 dashes of Calabar
  3. Add 1 splash of Mineral Water
  4. Use the shaker

Drink the antidote Don't Cry Over Spilled Milkshake. Go back to The Cafeteria to chat to Jeb again.

The Tea Kettle

Head to The Greenhouse and talk to Professor Bonilla and Eel to start the challenge. Go straight ahead and look at the "AB+" carving in the tree. Read the newspaper (8/10) on the pink bench to the left of the tree. Continue down the ramp on the left and pick up the shovel from the garden bed on the left. Go back past the tree and down the right ramp. Use your shovel to dig in both garden beds here, and pick up the Sereni-Tea Seed, and the necklace, which has "KZ" written on it. Cross back over to the left side and examine the lock on the pink doors, opening it with the code ABKZ.

Enter the small shed and look at the mugs in the left display case. Turn around and examine the tools on the opposite wall, then arrange them to match the mugs: Spanner, Brush, Brush, Wrench, Wrench, Brush, Brush, Spanner. Pick up The Beast (a chainsaw). Turn left and pick up the 4 strange tiles from the box. Leave the shed and go back past the tree to the right lower section.

Use The Beast on the big double doors to get them open. Staying in this area for now, look at the locked cabinet on the right. Insert the tiles to complete the pattern (two flowers that are cross-bred form flowers of same shape but opposite colors):

  • Top: Green sunflower
  • Left: Green tulip
  • Right: Grey sunflower
  • Bottom: Blue sunflower

Pick up a propane tank, and use the red fuel tank to refill The Beast. Go back to the central platform and look at the kettle, then use the propane beneath it. Return to the right side and go through the big double doors. Pick up the sheet of Research Findings on the left and read them. Turn to the right and examine the 5 flowers through the window, then rearrange their order according to the Research Findings: D, C, A, B, E. Butterflies will now appear above the flowers. Turn right to see the 6 colored butterfly buttons and read the message beneath it. Notice the highlighted letters, then look at the colored butterflies above the matching flowers, and press the colored buttons in the same order:

  1. B: Pink
  2. A: Green
  3. D: Blue
  4. B: Pink
  5. E: Yellow
  6. E: Yellow

Take the Bee-B-Gone from inside the cabinet that opens. Leave this room and turn right to see a swarm of bees, then use the Bee-B-Gone to get rid of them. Turn the valve here to turn on the water supply. Go back up to the kettle and turn the tap above it to fill it with water.

Go to the left lower area and use The Beast on the big double doors here. Go through to the far end of the room and weigh the Sereni-Tea Seed to see it weighs 0.23g. Pick it up again, then look around the room to see a wall chart to see this weight matches with "GTT-". Next use the microscope to examine the Sereni-Tea Seed and count the green chloroplasts in each cell (8). Look around the room to see another wall chart that matches 8 chloroplasts with "-TAG". Examine the large green vat and enter the code GTT-TAG. Pick up the tea leaves. Return to the kettle and put the tea leaves into it Tea Hot to Handle. Go back to The Greenhouse to chat to Professor Bonilla again.

The Rival Room

Talk to Eel, and the competition will begin.

Search the boxes and cabinet on the left to get 3 gears, and read the newspaper (9/10). Now attach the gears to the gear panel:

  • Large Gear: Bottom left peg
  • Medium Gear: Top right peg
  • Small Gear: Middle peg

Turn the handle on the left and go through to the second region. Look at the sign at the far end of the room, then look at the names written on the windows to the right. You are looking for 3 names that will look the same to both you and Gillian - TIMMY, WYATT, MAX. Find the statues with these names and push them forward onto the three pressure plates. Climb up the ladder and head through to the third region.

Pick up the 5 weights, then use the scales to work out their relative weights. Now enter these weights onto the screen:

  • Red: 1kg
  • Blue: 2kg
  • Orange: 4kg
  • Green: 3kg
  • White: 5kg

Now you need to place the weights at correct positions on each see-saw:

  • 7kg See-Saw: White x1, Red x2
  • 9kg See-Saw: Green x3
  • 14kg See-Saw: Blue x1, Orange x3

Go through the door and climb up the ladder and stairs to reach the fourth region. In this puzzle you need to press buttons to spin segments of the room so you can reach different buttons - the buttons must be pressed in the order shown on the screen. This is an efficient method of solving the puzzle:

  1. Press the right purple button
  2. Press the right green button
    Walk forward and press the circle, spade and club buttons

  3. Press the right purple button
  4. Press the right purple button
    Walk forward and press the triangle button

  5. Press the left purple button
    Walk forward and press the square and diamond buttons

  6. Press the right orange button
    Walk forward and press the heart button

There is an achievement for doing this with less than 8 spins Spin Specialist. Run forward and up the stairs to find a large safe surrounded by puzzles. As you approach the safe, notice the pattern of light and dark squares around it. Now examine the puzzle at the very top labeled "Start", and adjust it to match the light and dark squares of the safe itself:

Take out the cabinet key and use this on the lock on the right side of the safe. Read the message "Ring the bells my dear friend", noting the underlined letters. Look at the part of the safe with bells, and ring them in the order of the underlined letters: G, E, A, E, D. Take the bronze medal and read another message "You'll escape when pigs fly". Find a section of the safe with 3 yellow dials and rotate them as follows:

  • Left: Pig's head
  • Middle: Wings
  • Right: Pig's tail

Now look at the series of arrows inside. Examine the top left section of the safe and enter these directions: Up, Right, Up, Left, Down. Pick up the 1 cent, 5 cent and 10 cent coins. You need to insert these into the slots in the top right section of the safe as follows:

1
5
10
1
10
1

Take out the playing cards and look at them to see you have the King of hearts, 7 of spades, Queen of diamonds and 3 of clubs. Look at the clock segment at the bottom left of the safe. Press the buttons to turn the 4 hands on the clock so they match these 4 playing cards. Pick up the silver medal and note the word BANE. Go to the combination lock near the top right of the safe and enter the code BANE, then take the marbles. Now look at the bottom right section of the safe and use your marbles on the funnels. You need to press buttons to release marbles, so that marbles will fall into holders of the same color. The correct order is: Yellow, Yellow, Orange, Yellow, Orange, Orange. Now take the gold medal.

Look at the middle of the safe and insert your 3 medals in the correct slots Apex First Year.

Chapter 3: Spring Term

Where There's Smoke

Chat to Quanty at The Computer Lab, Eel at The Thresher, and Professor Slip at The Hall of Escapists. Now go to The Library to talk to Jeb about the next challenge.

Read the book on the stand straight ahead, which mentions to "flip through". Go to the far right corner and read the newspaper (10/10) Extra, Extra!. Look at the words on the wall here that read WISDOM THROUGH EFFORT, and flip each letter in the word THROUGH. This reveals a secret exit gate with 4 locks - read the 4 inscriptions for some clues about how to proceed.

Go to the opposite corner of the library and look in the display case to see a series of tablets with arrow markings. There is an empty space with a missing tablet. Go down the stairs here and look on the shelf straight ahead to see the missing tablet. Examine the chest and open the lock based on the whole sequence of tablets: Right, Right, Up, Left, Down, Up, Left, Left. Take out the crank handle and hourglass. Continue further into the basement to see a poster that says "The Golden Rule: THINK twice". Look at the message on the desk, which says "Cogito Ergo Sum: I think therefore I am". Look at the numerical values assigned to Latin words on the opposite wall:

  • Cogito: 2
  • Ergo: 5
  • Sum: 7

Since you need to use Cogito twice, you can open the chest with the code 2257. Take out the strange tile (1/4). Return to the library and the passage will collapse behind you.

Go to the middle of the room with the book on the stand. Go to the clocks and cranks on the wall ahead, and attach your crank handle in the empty space. You need to use the cranks to recreate the appearance of the clock above the puzzle, by doing the following:

  1. Turn the middle crank until the large clock hand points to 6 o'clock
  2. Turn the right crank until the medium clock hand points to 2 o'clock
  3. Turn the left crank until the small clock hand points to 10 o'clock

Press the button that is revealed in the middle, then open the door behind it to reveal another secret room. Here you need to move the 2 ladders around in the tracks on the ground to reach positions where they lock in place. Climb the wooden ladder and pull the lever at the top, then climb back down. Climb the gold ladder and grab the next strange tile (2/4). Climb back down and now examine the large chest at the end of this room. In particular notice the 4 skulls: Bull, Human, Bird, Human. If you go back out to the main room and look at the glass cases, you can convert this to the numbers 6, 9, 8, 9. Return to the chest and enter this code upside down (so the way you are looking at it, the numbers should appear to be 6869). Take out another strange tile (3/4). Return to the library and the passage will collapse behind you.

Turn left and go to the end of the room. Insert your hourglass into the blank space, then rotate them to match the hourglasses that are hidden in the stained glass window above (and do them in this order):

  • Bottom Left Hourglass: Vertical
  • Bottom Right Hourglass: Horizontal
  • Top Left Hourglass: Angled up to the right

    Wait for these to settle, then:

  • Top Right Hourglass: Angled up to the left

After the door opens, head into the new room. Look at the globes and notice that the writing is in a code where the letters are moved forward one in the alphabet. Notice the large colored letters around the room, which are encoded the same way. Come back to the middle of the room and rotate the three colored rings so the correct symbols are highlighted:

  • Red: TVO = SUN
  • Blue: BJS = AIR
  • Yellow: GJSF = FIRE

Now you can grab the final strange tile (4/4). Go back out to the library and approach the locked secret exit gate. Based on the inscriptions, attach your 4 strange tiles:

  • Top Left: Anvil
  • Top Right: Lion
  • Bottom Left: Bird
  • Bottom Right: Scales

This will open the gate Stop, Drop, and Solve!. Head to The Cafeteria to chat to Jeb again.

By this stage you may have unlocked these achievements, depending on the grades you have been receiving:

  • Earn B+ or better on 10 escapes Honor Roll
  • Earn A+ on 10 escapes Overachiever

Tea 'N Tea

Now go to The Quad, where Professor Bonilla will ask you to defuse a bomb. Starting outside, walk around the edge of the area, and take the police keychain from in the front of the police van, and the flowers keychain from in the front of the florist van. Now enter the central orange tent and use both keys to open the briefcase containing the bomb.

Take the Tea Recipe. Look at the bottom left part of the bomb, which has 6 levers and a message about 900 AM. Go back to the Florist van and tune the radio inside to 900 AM, listening to the message. Go back to the bomb and set the 6 switches as follows:

  • Switch A: Up
  • Switch B: Down
  • Switch C: Down
  • Switch D: Down
  • Switch E: Up
  • Switch F: Up

Press the button at the bottom to reveal a series of 3 wires. Leave here for now and enter the blue police tent. Look at the notice board on the left and take the campus police keycard. Just outside the police tent you will find a locked blue toolbox with NaNO on the board behind it. Go to the police van and open the back of it with your keycard, then look inside. Take the solvent cannister from the right side. Examine the period table to find some specific elements (Na=11, N=7, O=8). Go back to the blue toolbox and open it with the code 1178. Take out the Russian-English dictionary and Bonilla's Bouquets keycard. Go to the florist van and open the back of it with your new keycard, then look inside. Take the RDX cannister and map.

Return to the blue police tent and look at the locked briefcase on the table to the left. The note next to it mentions one cup of tea, and your recipe is for three. Divide each part of the recipe by 3, then enter the code 143 to open the briefcase. Take out the Door Buster recipe and the plasticizer cannister.

Go to the back of the police van again, and insert your 3 cannisters into the machine here. Now following the details on the Door Buster recipe, set the values as follows:

  • RDX: 60%
  • Solvent: 10%
  • Plasticizer: 30%

Press the red button, then take the Door Buster bomb. Use this on the back of the big white truck, then get inside. Read the newspaper (11/10) here, then change the schematic on the screen to match one that you can go and see in the blue police tent. Note the pattern of black and white lights, then go back to the bomb. Set the lights in the bottom right of the bomb to match this pattern:

Press the button at the bottom to reveal a series of 3 wires. Go out to the yellow box behind the florist van. Using your Russian-English dictionary, the writing on this reads 3 red bouquets. Go to each of the ? locations on the map you are holding to find out which 3 locations correspond with red bouquets, then come back and press those buttons on the yellow box:

Take out the VHS tape and clippers. Go the blue police tent and use the VHS tape in the projector. Using your Russian-English dictionary, you will see the following words:

  • Red: No
  • Blue: No
  • Yellow: Yes
  • Green: Yes

Go to the bomb and use your clippers to cut the yellow and green wires, then press the red button Detonation Denied. Go to The Greenhouse to chat to Professor Bonilla again.

The Confrontation

Go to The Headmaster's Office and talk to Gillian to start the mission. Look in the trash can next to the desk to find the newspaper (12/10). Turn right and go to the green panel on the wall. You need to move charge between the batteries so that you end up with 4 units in the middle battery. This is an efficient method of solving the puzzle:

  1. Move from right to middle (5, 3, 0)
  2. Move from left to right (2, 3, 3)
  3. Move from right to middle (2, 6, 0)
  4. Move from left to right (0, 6, 2)
  5. Move from middle to left (5, 1, 2)
  6. Move from left to right (4, 1, 3)
  7. Move from right to middle (4, 4, 0)

There is an achievement for doing this with less than 10 moves Dead-Volt. Enter the room to see Eel's true form. Unplug the cable from the wall, then take the strange keycard from Eel's hand. Insert this to the left of the fireplace School Sleuth.

What Lies Below

Go to The Headmaster's Office and talk to Gillian, then use the elevator doors to descend. Go to The Headmaster and talk to her and Quanty. Head up the stairs behind The Headmaster, and the timer will commence.

Look through the lockers on the left to find the last newspaper (13/10). Look through the lockers on the right, but one of them is locked. Turn left and take The Headmaster's glasses from her bust, then look back in the lockers. Go to the locked one and open it with these steps:

  • Start from 0
  • Turn right to 10
  • Turn left to 25
  • Turn right to 15

Pick up the testing sheet and Headmaster's pin. Go over to the closed door and read the sign to the left, which says "Only an ace may enter". Insert the testing sheet into the machine and enter ACE, then press the button. Retrieve the testing sheet and go through door 01.

Go up the stairs to find a colored dance floor. The big screen shows you the colors you need to step on, in the correct order. At the end of each sequence, you need to press the button on the machine you are standing next to, and the screen will update with the next pattern. These are the buttons to press in order from 1 to 5:

4
5
1
3
2

Before leaving the dance floor, look at which buttons have been pressed, and which circles beneath them are filled in (B, C, D). Now you can leave the dance floor. Grab the 12V battery from the first set of shelving, then approach the exit door. Insert the testing sheet into the machine and enter BCD, then press the button. Retrieve the testing sheet and go through the door 02.

Head up the stairs to an electricity panel. Here you need to complete the circuit from right to left. When you deliberately include one of the labeled tiles, it will either glow green or white. Note which ones glow green (A, D, E). Go back down the stairs and charge your 12V battery using the charing pillar. Now go towards the exit door. Insert the testing sheet into the machine and enter ADE, then press the button. Retrieve the testing sheet and go through to a large green room. Keep going through door 03.

In this room, there are 5 movable pillars which have flashing lights. Along the wall you can see the Morse code for the letters A-E. You need to move the pillars which have flashes corresponding to the letters A-E onto the matching spaces. Now look at the top of each pillar to see which letters are associated with filled circles (B, D). Head towards the exit door. Insert the testing sheet into the machine and enter BD, then press the button. Retrieve the testing sheet and go through door 04.

Pick up the 5 chemical tanks on the left. Go up the stairs to the right. Here you can mix the contents of pairs of chemical tanks to work out what they contain. Through trying combinations you can work out they contain the following:

  • Chemical Tank A: Bromine
  • Chemical Tank B: Fluoride
  • Chemical Tank C: Cobalt Oxide
  • Chemical Tank D: Water
  • Chemical Tank E: Fluoride

The sign on the wall says you must identify which tank(s) contain water. Go towards the exit door. Insert the testing sheet into the machine and enter D, then press the button. Retrieve the testing sheet and go through the door.

Make your way back to the large green room between testing areas 02 and 03. Use the Headmaster's pin on the vent on the wall, then crawl through to a new area. Examine the first terminal to the right and attach your 12V battery to destroy it. Continue to the next terminal to the right and press the same letters as you have entered on your testing sheet to spell out the words SELF DESTRUCT:

S
E
L
F
D
E
S
T
R
U
C
T

Go around to the third terminal and open the cover, then use chemical tank D on it. Crawl back through the vent, then continue to room 03. There is another vent high on the wall here - you need to arrange the pillars like a staircase to reach this. Use the Headmaster's pin on this vent, then crawl through to another new area. Go to the end and press the red button. Go back a little and you will find a ladder that you can push and climb down to reach the previous terminal area.

There are 4 red screens in the middle of this area, each posing a word puzzle to solve. Examine each and enter the correct word:

  • PARAM180°OUNT IS STUDENT COMPLIANCE
    Rotate the M through 180 degrees, then add IPE to get the solution of "WIPE"

  • TOTAL CONTROL IS JUST THE STARTOPPOSITE
    The solution is the opposite of the word start, which is "STOP"

  • F3RIENDSH7IP IS6 A WASTE OF RE2,5SOUR1,4CES
    The subscript numbers indicate the order of the letters, giving the word "REFRESH"

  • FUN IS+2 A FORM+1 OF-2 INEFFICIEN+1CY
    The superscript numbers tell you to move forward or back in the alphabet, giving the answer of "UNDO"

Now examine the final screen for one last puzzle:

  • (CREATE3 THE BEST+15 ESCAP2,6ISTS, N4O MATTER THE CO1ST.) OPPOSITE
    Using all of the rules you have learned, this is the opposite of OPEN UP, which is "SHUT DOWN"

This will destroy Quanty for good You've Escaped!.

Anti-Escape Island

Take to the Skies

Go to The Escape Jet and talk to Gillian and Jeb, then approach the door to start the mission.

Turn around and enter the bathroom on the left, picking up the Skypher magazine from the toilet. Solve the letter substitution puzzles to read that the fun tip is to "check the red chairs". Leave the bathroom and pick up the luggage infographic from the trolley here. Now close the window shades next to the red chairs in the main cabin. Read the letters on them from front to back to see the word AIRHEAD. Enter this as the code on the door to the cockpit, then head inside.

Wake up Jeb, who will t ell you to put out the engine fires. Go back to the main cabin and look out the windows to see the names written on each of the 4 engines. Return to the cockpit and look at the panel to the right of the co-pilot's seat. You must flip the 4 switches in engine order from left to right: Lima, Oscar, Charlie, Kilo.

Next you must rearrange the luggage in the main cabin to balance the plane. Based on the information from the luggage infographic, you need to move the following pieces of luggage:

  • Move a suitcase with an orange tag from left to right
  • Move a suitcase with a blue tag from right to left
  • Move a suitcase with a yellow tag from left to right

Once it is correct, the overhead compartments will all close. Return to the cockpit and press the red autopilot button. Follow Jeb to the Ejector Zone and sit in a chair, then press the button - your seat won't eject. You need to examine the luggage beneath the seats that have already ejected. Start with a dark brown case with 5 stickers on it. Notice the shapes of the stickers from oldest to newest, and enter this as the code to open the case: Rectangle, Hexagon, Triangle, Octagon, Oval. Pick up the small key from inside.

Next examine the case just to the right, which has a white front. You need to get the 4 luggage tags aligned. No matter your starting point, the following series of movements will work:

  1. Pull the 3rd tag, then turn the handle
  2. Pull the 4th tag, then turn the handle
  3. Pull the 1st tag, then turn the handle
  4. Pull the 2nd tag

Pick up another small key from inside. Next look at the grey case just to the left. The handle can be moved up and down to the numbers 1-5. If you look at the symbols just beneath the handle, you will find the correct order: 1, 4, 2, 5, 3. Pick up the last small key. Use all 3 keys on the remaining case, then take out the ID card. Run to the back of the plane and use the ID card on the scanner. Go through to the cargo bay and open the door. You need to move the cases around so you can slide the one with the rocket symbol to the very bottom. Take out the ejector fuel.

Return to the Ejector Zone and use this on the chairs, then sit down and press the button. After you reach the island, go to the Crash Site to chat to Jeb.

A Juicy Discovery

Head to The Juice Lounge for the next challenge. Look at the 4 large totems and work out the missing colors on their foreheads, indicated by the black dotted lines. Change the flames in their mouths to match these missing colors. From left to right they should be: Red, Yellow, Green, Blue. Now the doors will open and you can head inside.

Go over and use the jukebox on the right and remember the tune. Now cross the room to the steel drums and play them in this order to recreate the tune: Red, Orange, Blue, Yellow. Grab the arcade tokens. Next head to the bar, where there are 6 bar stools. Look at the poster to the left (or the right) and notice the 6 people - in particular, notice their eyes and their mouths. Examine each stool and set them as follows from left to right:

  • Eyes open, mouth closed
  • Eyes closed, mouth closed
  • Eyes open, mouth open
  • Eyes closed, mouth open
  • Eyes open, mouth closed
  • Eyes open, mouth open

Turn right and play the arcade game by inserting your tokens. The goal is to rotate each part of the puzzle to make a complete picture. Once you are done, notice the only other name in the high scores is SAM. Now head around behind the bar and look at the keypad outside the Manager's Office. There is a note mentioning "name", so enter the code SAM. If you look at the shelves on the left here, you will see there is a Bighead jug missing. Return to the bar and look at the Bighead poster to see the ingredients required. Go around and collect these items:

  • Pineapple: On the bar near the barstools
  • Banana: Behind the bar near the juice machines
  • Milk: In the fridge behind the bar
  • Cherries: On one of the round tables

Put all of these into the blender beneath the poster, then pick up The Bighead. Go to the Manager's Office and place this on the shelf with the others. Notice the plaque beneath the jugs, which has a hare on the left and a tortoise on the right. The jugs all have flashing eyes - sort them so the fastest is to the left and the slowest is to the right. Once correct, you can take the large key.

While you are here, examine the large fish tank. Count the various types of fish here, noting their color and their number of stripes. You need to sort by the number of stripes, then enter the information on the controls beneath the tank:

2
6
5
4

Take another large key. Go to the locked door at the other end of the bar and use both large keys to get inside. Grab the radio log from the bench, and look at the whiteboard to the left. These are the details you need:

  • Time: 14:36
  • Frequency: 450
  • Code: Grey, Green, Blue, Red

Now cross the room and look at the pin board. Start from the middle symbol and follow the green, blue and red strings in order, noting that you will get the letters A, E, D. Go to the radio now and set the following:

  • Frequency: 450
  • Letters: A, E, D

Press the call button. Once you have fallen down, read the message on the wall that mentions "50-50-50". Turn left and move the loose panel to see the mechanism behind it. You now need to swap numbers so the large ones all equal 50. The fastest solution is:

  1. Swap 5 and 9
  2. Swap 5 and 17

Go to the vent on the other side of the room and remove the cover using your arcade tokens. Now you can crawl inside to escape. Go back to The Juice Lounge to chat to the anti-escape scientists.

Ventilation Infiltration

Next head to the Anti-Escape Complex and crawl into the vent. After the introduction, enter the vent again. Notice the number of each colored wire (5 red, 4 blue, 7 yellow). Follow the yellow wires until you see a lantern on your left. Look down this passage to find a locked toolbox. The code for this corresponds to the number of each type of wire, so enter the code 547. Take out the screwdriver.

Continue following the yellow wires to the end. Use your screwdriver on the panel here, then press the red button and drop into the new area. Go to the far right of the room and take the Quad Code Key from the bench. Use this while you examine the table showing these same patterns in the middle of the room. If you start at the arrow at the top, you should be able to read the word CONTROLS. Go to the terminal in the corner of the room and enter this code, then take the Elevator Schematic.

Return to the yellow wires, then follow them back to the blue wires. Follow the blue wires to the end. Use your screwdriver on the panel here, then press the red button and drop into the new area. Read the following 3 notes scattered around the room:

  • The second digit is three times the first digit
  • The third digit is one less than the second digit
  • The first digit is three less than the third digit

Go to the chest in the corner and open it with the code 265, then take out the janitor's keyring. Return to the blue wires, then follow them back to the red wires. Follow the red wires to the end. Use your screwdriver on the panel here, then press the red button and drop into the new area. Use the janitor's keyring to unlock the power cabinet on the wall here, revealing a set of 9 switches. Based on the Elevator Schematic, you know you have to just have switch 6 activated. The symbols above each switch indicate the other switches affected by using the switch. The fastest way to achieve this is by just using the middle-left and middle switches. Now use the call button. Enter the elevator and go to level 1.

Go to the first cubicle on the left and take the Office Memo. Go to the second cubicle on the right and pick up the Hypno Musak CD. Go to the far left corner and insert the CD into Violette's computer. After she falls asleep, take Violette's key card. Go to the far right cubicle to see that Yusuf likes football and the number 18. Return to the elevator and go to level 2.

Examine the Foosball table on the right. Move the players as follows to get a score of 18:

+1
+7
+2
+2
+3
+3

Now you can take Yusuf's key card. Turn around and head towards the elevator, stopping at the "Employee of the Month" display. Click on the pictures to put them back on the wall, then arrange them so the numbers on the pictures match the numbers on the plaques:

  • Top Row: 4725, 6753, 6953, 4913, 4712
  • Bottom Row: 4953, 6712, 4713, 4912, 6912

Now read the Office Memo in your inventory to realize these 3 people are important:

  • Yusuf
  • Violette
  • Hachiro

Use the elevator to return to level 1. Go straight ahead to Hachiro's cubicle and take Hachiro's key card. Return up to level 2. Go to the massive laundry door and insert your 3 key cards. Go inside and put on a scientist costume. Use the elevator to get up to level 3. Go to the doors at the end and use your scientist costume. Go through and talk to the scientist.

The Experiment

Go to Doctor Nemeth's Lab to start the next mission. Use the lift straight in front of you to go down. Examine the 02 terminal, but it doesn't have any power. Go to the console on the left to see a riddle involving a word that starts with 2 followed by a series of 5 arrows. If you look for a number 2 nearby and follow the arrows you will end up spelling 2NIGHT. Enter the word TONIGHT into the console. Repeat this with the console on the right, spelling 4GIVE, then entering the code word FORGIVE.

Go back to the 02 terminal and try to use it to shoot, but it will malfunction. Pick up the Troubleshooting Manual. Go over to a box near the left console and open it, taking the maintenance key 02 from inside. Use this on the box on the side of the laser, then look inside. Using the Troubleshooting Manual, you need to realign the widgets as follows:

  • Top Gear: Put 7 next to x6, and 3 next to x2
  • Middle Gear: Put 5 next to x3, and 1 next to x4
  • Bottom Gear: Put 6 next to x4

Use the 02 terminal again and shoot the machine. Go back up in the lift, then head right. There is a locked door with 6 small images - if you look at the console to the left you will see the same 6 images, some lit up and some dark. Click on the images on the door so the same ones are lit up:

Pull the switch beneath and the door will open. Continue forward, then go down in the next lift. The 03 terminal here has no power. Go to the left to see 3 colored dials, then turn around to see a satellite dish with similar colors. You need to turn the dials to match the locations of the colors within the 3 different concentric circles:

  • Red Dial: Right (inner circle)
  • Green Dial: Down-Left (middle circle)
  • Blue Dial: Up-Left (outer circle)

Go back to the 02 terminal and try to use it to shoot, but it will malfunction. Pick up the Troubleshooting Manual. Look on a small satchel to the right to find the maintenance key 03, and use this to open the box on the side of the laser. Using the Troubleshooting Manual, you need to recalibrate the gizmos as follows:

  • Top Row: Triangle, Half Circle, Two Rectangles
  • Middle Row: Two Dots, Cross, Two Triangles
  • Bottom Row: U Shape

Use the 03 terminal again and shoot the machine. Go back up in the lift, then head left. Keep going until you find another locked door with 6 small images and solve it as before using the console on the right:

Pull the switch and go through the door, then down in the next lift. The 03 terminal here has no power. Go to the left to see a console with a puzzle involving 9 dots. You need to change their positions so the dots match the background colors. Go back to the 01 terminal and try to use it to shoot, but it will malfunction. Pick up the Troubleshooting Manual. Look inside a blue toolbox to the right to get maintenance key 01, and use this to open the box on the side of the laser. Using the Troubleshooting Manual, you need to reboot the doodads. Go to the table on the left to play with the doodad analyzer - if you connect it to pairs of doodads you will reveal different colors. Go back to the box on the laser activate the 3 memory doodads:

Use the 01 terminal again and shoot the machine.

Into the Capture Dimension

Go to Doctor Nemeth's Lab once more and use the portal to start the final mission.

Go through the laser door to the right. Over on the right you can see a machine with 3 lights: Green, Blue, Yellow. Now find 3 floating blocks that are being cut in half by lasers, showing the numbers 2, 6 and 4. Enter the code 132 to access the machine. Now you need to move the mirrors so the laser hits the target on the right:

Go around to the other side of the machine, which also has 3 lights: Yellow, Blue, Red. Since the red block is intact, the code for this side is 237. Now you will find another laser mirror problem to solve:

Go around the outside of the level to reach Jeb. Slide the two targets next to him so they are destroyed by the lasers.

Back in the central hub, go through the door with the large purple vats. Find 3 small containers that you can open to get blue, green and pink science juice (one of these is up a ladder). Climb up the other ladder and pour all 3 science liquids into the container to make the 4 balls rise. Undo the lock here with the code 2647, then turn the large valve. Climb back down and approach the 3 large vats opposite. You need to get all the pink liquid to the right. The fastest solution is as follows:

  1. Move liquid from right to left
  2. Move liquid from left to middle
  3. Move liquid from right to left
  4. Move liquid from middle to right

Now you can collect the duckling key. Climb up to the highest platform and use this on the padlock, then spin the last valve.

Back in the central hub again, go through the door surrounded by mines. Look at the flashing lights, as well as the decoder in the central area, then enter the word BLAST into the panel. Climb down the ladder to be with Jeb. Cross to the exit by avoiding the mines, which have the following layout:

Climb down the ladder and go to beneath where Jeb is standing. Examine the under-surface of this bomb and set the numbers correctly:

1
2
1
2
2
2
3
2
1
1
0

Back in the central hub, go through the last door. Open a series of crates to end up with 5 numbered cards. Go to the console with 4 arrows and a button, and use your numbered cards with the arrows to issue these commands:

  • First Crate: Up 2, right 2, press the button
  • Second Crate: Up 7, right 5, down 6, press the button
  • Third Crate: Up 6, right 5, down 2, left 2, press the button

Now grab the logic wheels from each of the crates that have been dropped next to you. Climb to the very top and attach your 3 logic wheels to the next console. Rotate them as follows:

Pull the lever. Back in the central hub, break Jeb free.

The Past

Old Rivals

Go to the Stadium and talk to chef and the professors, then go through the arch to start the challenge. Once it begins, open the 4 boxes on the left and take out the 4 oversized cards. Look at the 4 boards to the side, which each have a phrase and a card suit. Just place the cards with matching suits on the boards. From left to right, they should be:

  • Jack of Hearts
  • Queen of Spaces
  • King of Diamonds
  • Ace of Clubs

Now look across the cards to see the message "ignore the odds". Examine the cannon and select the even options for the 4 numbers, entering the code 2848. After the bridge lowers, go forward over this and look at the 4 boards on the right. for a series of clues. Now you need to dress the 4 mannequins as follows, by using the appropriate items from the shelves:

  • George: Yellow jersey, bear mask, volleyball
  • Sarah: Red jersey, herring mask, baseball
  • Esteban: Green jersey, eagle mask, basketball
  • Magnolia: Blue jersey, tiger mask, soccer ball

Go through the opened door and up the ladder. The sign on the far wall says "Place every piece so none are captured". You need to move the large pieces around the chess board to achieve this. One solution is as follows:

Q
B
N
B
K
N

Look at the wall to the right to see HO?ATIO WINDSO? written on either side of a closed wooden door. Now go through the new opened door and up another ladder. Approach the large gears on the far wall. There are two puzzles here, where you need to rotate the gears to the left or right to get a die to fall down so you can grab it. Start with these moves on the left puzzle:

  1. Counterclockwise 3 times
  2. Clockwise 7 times
  3. Counterclockwise 2 times

Pick up the six sided die. Now go over and make these moves on the right puzzle:

  1. Counterclockwise 4 times
  2. Clockwise 5 times
  3. Counterclockwise 1 time
  4. Clockwise 2 times
  5. Counterclockwise 1 time
  6. Clockwise 2 times
  7. Counterclockwise 2 times
  8. Clockwise 2 times
  9. Counterclockwise 1 time

Pick up the second six sided die. Now go to the table in the middle of the area and use the dice until each one shows 1 dot. Go through the next opened door. Run forward and up the ramp to find a large safe surrounded by puzzles.

First look at the very top, where you must spin the five compasses to form the shape of a star. Take out the E key and notice the word hELLO written vertically - if you flip these characters upside down they will give you the code 07734. Enter this code in the panel to the left of the safe. Take out the A key and notice the 4 black/white shapes. Go to the bottom right panel and press the buttons here based on the number of sides in each shape:

  • Black 4 times
  • White 6 times
  • Black 3 times
  • White 4 times

Take out the D key and note the 4 compass directions here. Go to the panel directly above this one and press on these compass directions in the same order:

  1. South
  2. Northeast
  3. West
  4. North

Take out the R key and look at the picture of a house with some lights on. Go to the panel at the top left with the light switches and turn on the ones that showed lights in the windows of the house:

Press the doorbell button. Take out the S key and a color graphic. Examine this, then go to the top right panel. You need to rotate the colors to solve the riddles on the color graphic:

  • Orange - Yellow = Red
  • Green - Blue = Yellow
  • Red + Red = Red
  • Blue + Yellow = Green

Take out the T key and a magnet. Go to the bottom left square and use the magnet to guide the ball through the maze to the red cross. Take the H key. Put all of your letters in the safe itself to spell the word HARDEST. After the accident, take the R key being held by Eel (through the opened safe door), and take the other R key from your side of the safe. Go back down to the wooden door you saw earlier and insert your 2 R keys to spell HORATIO WINDSOR.

Go through the door and pick up a series of 8 scorecards from the platform. Come back to the green scoreboard where you entered and put your scorecards up to solve the equations:

  • 1 + 7 = 8
  • 5 - 4 = 1

Turn around and enter the code on the lever based on these colored equations: 1854. Go over to the second green scoreboard and solve these equations:

  • 7 - 5 = 2
  • 3 + 3 = 6

Turn around and enter the code on the second lever based on these colored equations: 7236. Cross the bridge and climb the ladder to save Horatio.

It's Not Rocket Science

Head to the workshop and look at the tools on the desk to start the challenge.

Leave the truck and turn left, heading over to the gas pump. Based on the numbers shown, you can work out that a gallon of gas costs 31 cents. Go through the double doors just to the right and head inside. There are some lockers along the right wall - open the second locker from the left and take the purse from inside to get some coins. Turn around and approach the left door to the Auto Shop. The sign on the door asks for 1 gallon of gas, so place three 10 cent coins and one 1 cent coin into the four slots and the door will open.

Enter this room and grab the spark plugs from the red bench on the right; take note of the poster on the wall above them. Go over and look at the license plate on the car: 20L35R5L. Examine the combination lock on the hood of the car and open it based on the license plate:

  • Turn to the left until you reach 20
  • Turn to the right until you reach 35
  • Turn to the left until you reach 5

Insert the spark plugs, then look at them more closely - you need to put the strongest spark plugs near the biggest scorch marks, so insert them in this order:

Turn around and open the roller door. Get into the car and start the engine to move it outside. Go back to where the car used to be and pick up the engine grease. Go outside and climb up the ladder next to the rocket. Use the engine grease on the smoking gears.

Return to the lockers and open the one on the far right. Pick up Charlie's favorite record; note there is also a locked bag here, but you don't know the combination yet. Go over to the table beneath the music posters on the wall and examine the record player. Put the record on it, but nothing will happen. Press the button on the front to open up the record player. Now you need to move the circuit boards around so all the pins line up:

Now click on the record to start playing a song called "A Tall Glass of Water". Find the corresponding poster on the wall, by a band called The SOLVE. Go and enter SOLVE into the locked bag in the far right locker. Take out the measuring tape and cryptic schematic. Go over to the closed door to the Metal Shop, where there is a message to "Measure TWICE". Look at your cryptic schematic and find the letters for this word. Now examine the diagram next to the message and use your measuring tape to measure the appropriate lengths:

  • T: 7
  • W: 6
  • I: 2
  • C: 8
  • E: 3

Enter the code 76283 into the combination lock, then enter the Metal Shop. Pick up the welding kit from the desk. Go back outside to the rock and look at the loose panel on the front. Use the welding kit on it, then run it around the edge of the loose panel to weld it in place.

Go into the workshop again and turn immediately right. Pick up the unfinished fin from the floor beneath the window. Now go to the furthest workbench in this room and look at the safety goggles to see a series of arrows - you need to remember the reverse of this pattern (as if you were actually wearing the goggles). Look beneath the workbench closest to wear you picked up the unfinished fin, and flip the switches here to match what you just saw: down, down, up, down, up, down, up. Now flip the large red switch on the left to activate the buzz saw. Use the unfinished fin here, then pick up the rocket fin. Head out to the rocket and attach this to the back.

Return into the truck where you started and press the big red button, but the launch platform collapses. Climb up the fallen ladder and enter the office at the top. Collect the key J, key O, key E and key blanks from around the room. Also notice a blackboard that mentions the "Average JOE lock". Climb back down the ladder and go through the workshop to the Metal Shop. Use each of your three keys on the measuring station and record their measurements:

  • Key J: 35332
  • Key O: 24235
  • Key E: 13435

Now you need to make your Average JOE key, so use a key blank on the other machine, then create a key with these measurements: 24334. Use this key to open the boot of the car outside, then take out the tow hook. Use this on the bottom of the collapsed platform, and you will attach the other end to the car. Get into the key and start the ignition. Enter the truck once more and press the big red button.

No More Mister Heist Guy

Go to the Academy Archives and examine the desk to start the mission.

Look to the left and take the financial statement from the nearest desk. Search all of the tables in both rooms to find a series of 4 projector slides. Now go to the projector and insert all 4 of these slides. Now you need to look at the financial statement and use the information on the various slides to fill in the gaps. Go over to the Jeberson drawer in the middle of the left wall, and insert this missing information:

  • CLU
  • $40
  • 4
  • AUG
  • 5

Once the drawer is open, take out the lesson plan. Go down to the lower room and look at the blue game on the table. Also examine the locked black box to the side, where there are 3 patterns you need to remember. Find these patterns on the game, and note the values they go between, then note the difference in these values:

  • Pattern 1: 56 down to 53 (3)
  • Pattern 2: 64 down to 60 (4)
  • Pattern 3: 49 down to 11 (38)

Go to the locked box and open it with the code 3438. Open the game box inside to see the message "Guy says A-B-C-A-D-B-C". Look at the lesson plan to see that this corresponds to a series of directions. Go to the far end of the main room and look to the right to see a door that says "Guys Only". Press the buttons on this door in the following order: Up, Down, Right, Up, Left, Down, Right.

Go through the door and along the walkway, taking the path to the left. Open the double doors and go through. Head to the desk at the far end of the room and smash the piggy bank, then take the spare change from inside. Go back to the pinball machine near the door and use the spare change on it. You need to use the machine to land balls in each of the 10 lanes, and you can adjust the strength of your shot each time. The fastest way to solve this is to shoot balls with these strengths: 5, 5, 4, 4, 3, 3, 2, 2, 1, 1. Now look at the lights at the top of the machine. Cross the room and enter this code on the front of the large glass case:

Once the case opens, pick up the grappling hook. Now go back to the first room with the blue game. Look at the machine to the right and insert the spare change, then take the green visor - you will automatically put this on and your vision will change. Go out to the main room. You now need to follow the footsteps and press each of the drawers they lead to in order - once you press the last one, look inside it and take out the Escapist Times. Now follow the footsteps all the way to the other room. Move the statue on the corner of the desk and press the button to reveal a large hatch in the floor. You cannot lift this yet.

Look at a small coffee table against the wall here, and swap the letters around to match the answers to the puzzle from the Escapist Times:

A
D
M
I
N
T
O
O
T
A
X
E
S
I
I
E
C
H
E
F
S

After solving this, take the crowbar. Use this to lift up the hatch in the floor. Use the grappling hook to lower yourself through the hatch. Now you need to gradually work your way down, adjusting the switches to close all of the grates so the water level lowers. You will eventually reach the bottom of the sewer. Look around at the 8 numbered stones on the wall, looking for the positions of the black marks on the stones. Now go over to the ladder and climb it. You need to press the buttons at the top in the order of the stones:

7
8
4
6
1
2
3
5

Now you can climb up into the vault lobby. There is a small control panel with 3 colored discs. Adjusting these and the white and black discs behind them, you can affect the spotlights on the floor ahead. One solution to allow you to cross the floor is as follows:

  • Red Disc: Rotate so II is to the outside
  • Purple Disc: Rotate so I is to the outside
  • Blue Disc: Rotate so III is to the outside
  • Thin White Segments: Lined up with the purple and blue discs

Now cross the floor and approach the vault itself. There are two wheels here - the small silver one changes which two pillars are being adjusted, and the large red one adjusts the pillars. You need to gradually move the pillars in and out so all of them are retracted and the vault door can open. Go through and pick up the Deed to Escape Academy from the desk.

Leave the vault and go straight across to the elevator, then press the button inside. Now the room will start to flood. Look at the glass case in front of the elevator, which has the message "May all you touch turn to gold". You need to rotate the 4 hands inside the case to point at the gold bars around the room. Importantly, the hand with 1 finger should point at 1 gold bar, the hand with 2 fingers should point at 2 gold bars, etc. Click on each hand and rotate it.

Once done, you can take the golden screwdriver from between the hands. Go to the far right corner of the room and use the golden screwdriver to retrieve the diamond axe. Go to the far left corner of the room and use this to break the glass. Now pull the switch inside and climb the ladder.

Yes, Chef

Go to the diner and talk to the chef.

Look at the Kitche-Tron 3000 box on the table - this has a combination lock with the hints of Star, Heart and Moon symbols. Find these symbols on the walls around the two available rooms. Now go to the jukebox, which has the same symbols on the front, and find songs which match the spots where you found the symbols on the walls, noting the codes for the songs:

  • Star: On a sunset painting on the right wall - "Right Past Sunset" (D2)
  • Heart: On a flowers painting in the other room - "By the Flowers" (E3)
  • Moon: Next to the dartboard in the other room - "Just Off Target" (C4)

Come back to the Kitche-Tron 3000 and open the box with the code D2E3C4. Now you can take out the Kitche-Tron 3000. Next look at the pie fridge to the left of the kitchen counter and count the number of slices in each pie from top to bottom. Using this information, you can open the lock on the door to the right by entering the code 536241. Use the Kitche-Tron 3000 on the lock to get into the kitchen.

Look at the padlocked book on the central island - it says "O.P.E.N. Sesame". Next look at the spice rack on the wall to the left and press these drawers in order:

  1. O: Oregano
  2. P: Pepper
  3. E: Elderflower
  4. N: Nutmeg
  5. Sesame

Take out the small key from the Sesame drawer, then use this on the padlock. Look at the yellow note on the front of the book to see a pantry code, comprising different foods. Head over to the pantry door on the left, and notice the poster just to the right of it. You must find each of the foods in the poster and note the matching food groups:

  • Butter (7)
  • Diary (4)
  • Citrus (2)
  • Greens (1)

Now open the pantry door lock with the code 7421. Use the Kitche-Tron 3000 on the lock to get into the pantry. Search the shelves in here to find a box of salad ingredients and a box of soup ingredients. Return to the kitchen and turn the page on the cookbook to see a salad recipe - pay attention to the ingredients and the matching chop settings. Go to the far end of this island bench and use your salad ingredients on the salad preparation area. Use your Kitche-Tron 3000 on the chopper, then change the chop setting and use the ingredients as follows:

  • Lettuce: Chop Setting 1
  • Apples: Chop Setting 2
  • Celery: Chop Setting 3
  • Walnuts: Chop Setting 4

Now you can pick up the delicious salad and retrieve the Kitche-Tron 3000. Use the delicious salad on the delivery train to serve it. Go back to the cookbook and turn the page again to see a soup recipe - this time pay attention to the nutritional details. Return to the pantry and look at the posters to get more information on each of the ingredients. Go to the large pot on the stove and use the soup ingredients here, then add the correct amount of each ingredient:

  • Carrots: 5 carrots
  • Onion: 2 onions
  • Garlic: 4 cloves
  • Broth: 4 cups

Use the Kitche-Tron 3000 to blend the soup. Now you can pick up the delicious soup and retrieve the Kitche-Tron 3000. Use the delicious soup on the delivery train to serve it. Go back to the cookbook and turn the page again to see a burger recipe, which mentions MEAT. Head through the pantry to the freezer and look at the small icebox. If you turn the left gear on the top to each of the letters in MEAT you will see numbers. Now look at the yellow handle and move it to these numbers in order: 30, 15, 90, 45. Once the box opens, take out the burger ingredients. Also pick up the slang dictionary while you are here.

Return to the kitchen and look at the cookbook again, using the slang dictionary to help understand the burger recipe. Go over to the grill and use the burger ingredients here. Now follow these steps:

  1. Put the meat on the grill, then remove it when it is cooked medium
  2. Add onions
  3. Add ketchup and mustard
  4. Add lettuce (not tomato)
  5. Add pickles
  6. Finish by adding the top of the buns

Now you can pick up the delicious burgers. Go and use them on the delivery train to serve them. After everyone is poisoned, go back to the cookbook and turn the page to see the dessert. Note the 3 circular patterns here, as you will need them shortly. Leave the kitchen and head into the lower room with the fireplace, then look left to see a jelly station. You need to recreate the 3 circular patterns here so you can turn the handles. Keep turning until you see three numbers in the jellies: 3, 7, 5.

Go out through the entrance door of the cafeteria. Continue left and down the stairs to the Chef's office. Examine the lock here and enter the code 375. Use the Kitche-Tron 3000 on the lock to get into the office. Look at the coffee table on the right and grab the wind-up key from the glass jar. Now go to the cat on the side wall and use the wind-up key on it - watch the directions its eyes move, and the hats that it appears to be looking at. Go to the calendar on the opposite wall and look at the days of the week corresponding to these hats:

  1. Flat white hat (Thursday)
  2. Large white hat (Friday)
  3. Tall white hat (Monday)
  4. Tall brown hat (Saturday)
  5. Large brown hat (Wednesday)

Examine the lock on the large red fridge and enter this code: Thu, Fri, Mon, Sat, Wed. Open the fridge, then read the note and take the instant antidote. Go back into the cafeteria and around to the jelly station. Use the drinks machine just to the right and press the Milk button. Add your instant antidote, then pick up the antidote float. Go and give this to the poisoned staff members.

A Trying Trial

Go to The Headmaster's Tower and examine the blackboard. Take a photo of each suspect, then go to the blackboard and attach one of the photos. The next section depends on which suspect you select.

Accuse Chef Callion

Open the bag on the desk and pick up everything you can. Use the School Budget on the blackboard. Examine the evidence held by Headmaster Windsor, then 3 statements will appear on the blackboard. Contradict the statement about the chum, using the Kitchen Rules. Now contradict the statement about fish not being considered meat, using the Nutrition Rules.

Inspect the briefcase on the table. The numerical code refers to the recipe cards you are holding. You need to identify which recipe card based on the dotted pattern, then look for an ingredient that involves the associated number. The ingredients are Broccoli, Rice, Anchovies, Ice Cream and Noodles. Open the briefcase with this code: BRAIN. Take out the Shark Food Recipe, then use this on the blackboard. Look at the document held by Chef Callion, and point at the Student Safety item.

Accuse Professor Gisborne

Open the bag on the desk and pick up everything you can. Use the Succession Plan on the blackboard. Examine the evidence held by Headmaster Windsor, then 3 statements will appear on the blackboard. Contradict the statement about the birthday bash, using the Personnel File. Now contradict the statement about returning from England, using the Operation Duchess document.

Inspect the briefcase on the table. You need to work out the "Order of Operations" so look through the Operation documents you are holding and put them in date order. Now look at the map and work out the directions from Guy's Safehouse to the locations of the operations. Open the briefcase with this code: Left, Right, Left, Up. Take out the new documents, then use Operation Ratio on the blackboard. Notice the sunflower photo held to the Operation Ratio document, then examine the similar painting on the wall over the piano, and click on the safe behind it. Go back and use the Financial Statement on the blackboard.

Professor Monstrong

Open the bag on the desk and pick up everything you can. Use the Rejection Letter on the blackboard. Examine the evidence held by Headmaster Windsor, then 3 statements will appear on the blackboard. Contradict the statement about one or two bolts, using the Inventory Sheet. Now contradict the statement about the water fountain, using the Fountain Schematic.

Inspect the toolbox on the table. You need to look at the award stickers on the schematics you are holding, as well as those on the toolbox, and put them in numerical order. Open the toolbox with this code: Rectangle, Hexagon, Triangle, Circle, Octagon. Take out the Car Schematic, then use this on the blackboard. Look at the photo held by Professor Monstrong, and point at the opened cabinets on the right.

Talk to the group and you will now have to defend yourself. Leave The Headmaster's Tower and start traveling around the campus. First go to Chef Callion's Office and pick up the corn-based bio-fuel from the chest freezer. Next go to Prof Monstrong's Office. Head over to the engine on the bench to the left and use the bio-fuel here. Now change the gears and watch the symbols that appear:

  1. Tortoise
  2. Shark
  3. Lion
  4. Horse
  5. Cheetah

Go over to the door with the combination lock and notice the license plates on the wall to the right. These each correspond with one of the symbols you just saw. If you rearrange the gear symbols in the order of the license plates, you will get the code for the lock: 51324. Go through the doors and examine the car on the right, picking up the industrial drill.

Leave here and go to Prof Gisborne's Office. Go over to a wooden desk on the right and pick up the mysterious ring. Also take the city skyline picture from the wall above the desk. Cross the room and remove the large cloth from the glass cabinet, then insert the mysterious ring into the lock. You now need to turn the ring to recreate the shape of the city skyline from left to right:

  • Square
  • Dome
  • Square
  • Inverted triangle
  • Triangle
  • Dome
  • Triangle
  • Inverted triangle

Grab the radiation detector, then return to Chef Callion's Office. Open the top of the red refrigerator, then open the false panel in the back. Use your industrial drill on the safe, then take the incriminating evidence. Go back to The Headmaster's Office and use your incriminating evidence.

Go to the desk and "fix" the Kitche-Tron 3000. Turn the dial on the right 3 times, then take out the screwdriver. Flip the Kitche-Tron 3000 over using the handle, then use your screwdriver on the back panel to remove it. Look more closely, then slide each of the dials around to their matching numbers. Take the nuclear codes that are printed out and look at them to see a list of objects. Flip the Kitche-Tron 3000 over again and turn the dial to see implements that match the nuclear codes list. Also take note of the dots and dashes on the dial for each of these implements:

  1. Wine: Corkscrew (dash, dash)
  2. Milkshake: Straw (dot, dot)
  3. Cupcake: Whisk (dash, dot, dot, dash)
  4. Pancake: Spatula (dot)
  5. Kitchen Cabinet: Screwdriver (dot, dash, dot)

Putting this together spells the word MIXER. Flip over the Kitche-Tron 3000 again and look at the orange buttons. You need to press these to transmit the entire string of Morse code. Once done, another panel will open on the device. Pick up Chef Callion's knife from the left side of the desk. Now examine the new opened compartment to see a series of wires. Following the hint just to the right, you need to cut wires that are associated with a shape being removed from another shape. Cut these ones:

  • Wire 1 (circle cut from circle)
  • Wire 4 (triangle cut from circle)
  • Wire 5 (circle cut from square)

Take out the overheating nuclear reactor. Back out and turn left to see an ice bucket on the floor. Go and put the overheating nuclear reactor in the ice bucket.

Tournament of Puzzles

Talk to Coach Yoach to get instructions on how to play. Go over to the far wall to select the game options, then start a game. Each room contains a variety of randomized puzzles, so a direct walkthrough is not possible. There are 3 different arenas to play in, 3 different game modes, and multiple different tracks (room layouts). The following section outline the various game modes, common puzzles, and associated achievements.

Just for Playing

There are 3 achievements just for playing certain numbers of matches of the Tournament of Puzzles:

  • Play 10 matches Junior Varsity Puzzlete
  • Play 25 matches Varsity Puzzlete
  • Play 50 matches Senior Varsity Puzzlete

Arenas

There are 3 different arenas in which you can play your matches. These change the style of the rooms as well as the types of puzzles you will face. There are 3 achievements for completing a match in each arena (typically the easiest way is by playing a competitive Tic-Tac-Toe match:

  • Complete a match in Tomb of the First Escapist within 10 minutes Tomb Wader
  • Complete a match in Hackannery within 10 minutes Hack n' Splash
  • Complete a match in The Showman's Studio within 10 minutes Makin' Magic

Game Modes

There are 3 different game modes, each with different rules and different possible achievements:

  • Escape Race can be played as a solo or competitive match. Within each room there are color-coded puzzles (either blue or red). You must solve the puzzles to get keys, then use these keys in locks to progress to the next room. Grab the trophy first to win. There is an achievement for winning 10 matches of Escape Race Occam's Racer.

  • Tic-Tac-Toe must be played as a competitive match. Again you must solve color-coded puzzles, but this time you will receive a gem for completing the puzzle. Place the gem on the Tic-Tac-Toe board and be the first to create a line of 3 in a row. There is an achievement for winning 10 matches of Tic-Tac-Toe Tic-Tac-Whoa. There is also a special achievement for filling the entire board (in which case the winner is the one who has placed more gems) All A-Board.

  • Scavenger Hunt must be played as a competitive match. This time solving the puzzles gives you access to a chamber where you can collect a trophy. The winner is the player who collects the most trophies. There is an achievement for winning 10 matches of Scavenger Hunt Big Game Hunter.

Power-Ups

Pull the lever to activate the countdown clock on power-up boxes, then be the first to grab the power-up inside to be able to use it. There is an achievement for activating the power-up box 50 times Power Hungry. There are several different power-ups available:

  • The Master Key is a special key that can be used on any door.

  • The Running Shoes allow you to run faster for a short period of time. Make sure you used them fully once activated, as there is an achievement for running a total of 2000 meters in Running Shoes Sneakerhead.

  • The Horse Mask, Glue Gun and Humiliating Hat are all items that you use to distract your opponent. There is an achievement for using the Horse Mask Neigh-Sayer.