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Escape Academy Walkthrough: Every Room Solved

Amit YadavAmit Yadav···13 min read
Escape Academy key art: two students in silhouette walk into a glowing school gate shaped like a giant key

What Escape Academy is

Escape Academy is a first-person escape room game from Coin Crew Games, published by iam8bit Presents. It came out on July 13, 2022. You play a new student at a school that trains escape artists, and each lesson is a timed escape room.

You can play alone or with a friend in 2-player co-op, either online or in local split screen. The game is on Steam, the Epic Games Store, Xbox and PlayStation 4 and 5.

How grading works. Each escape gives you a letter grade at the end. Two things count: your finishing time and how many hints you asked for. Pausing the game stops the timer, so take a break any time you like.

How hints work. A teacher gives you hints over the radio when you ask. Hints help, but each one lowers your grade. For the Honor Roll achievement you need a B+ or better on 10 escapes, and Overachiever needs an A+ on 10 escapes.

TermEscapesCampus location
PrologueIntroductions, Entrance ExamTrain station, Headmaster's Office
Chapter One: Fall TermEscape Artist, Under Pressure, The BreakoutHall of Escapists, The Thresher, Headmaster's Office
Chapter Two: Winter TermTrial By Taste, Lab Rat, The Tea Kettle, The Rival RoomCafeteria, Computer Lab, Greenhouse, The Arena
Chapter Three: Spring TermWhere There's Smoke, Tea 'N Tea, The Confrontation, What Lies BelowLibrary, The Quad, Headmaster's Office, final level

Inside a term you can often pick which open room to do first, so your order may differ a little from this list.

Introductions

Goal: get out of the apartment and reach the train.

  1. Open the safe with the code FREE.
  2. Place the three business cards on the scanners, left to right: Jeb, Allie, Eel. The Key of Lies rises out.
  3. Use the Key of Lies on the toilet door.
  4. Go into the far-right stall. Take the stairs down to reach the train.

Achievement: Exchange Students. Hand 5 items to a co-op partner. This room is a quick place to do it.

Entrance Exam

Goal: find the way out of the Headmaster's Office.

  1. Press the three books on the shelf in this order: Egypt, Japan, Greece. A hidden room opens behind the bookcase.
  2. For the name puzzle, enter Sandra as the first name, Jacqueline as the middle name and Solange as the last name.

Escape Artist

Goal: get through the Hall of Escapists and paint the monument.

  1. Open the locker with 139.
  2. Set the colour door to Red, Purple, Yellow, Green.
  3. Enter the Art Lab door arrows: Right, Left, Right, Up, Down, Down.
  4. On the safe, press middle-left, middle-right and bottom-left.
  5. Set the face door: both eyebrows slant from bottom-left to top-right, both eyes look right, and the mouth is half open.
  6. Use keys 2 and 5 on gate 7. Turn the busts: Max left, Megan right, Belen left, Fergus right. You get keys 3, 4 and 7.
  7. Use keys 3 and 7 on gate 10. Smash the busts of Timmy, Michelle and Windsor. You get key 1.
  8. Use keys 1 and 4 on gate 5. Order the busts left to right: woman, man with glasses, woman with glasses, bald man, man with hat.
  9. Spray paint the Monument to finish.

Under Pressure (The Thresher)

Goal: climb the Thresher building and shut it down before the walls close in.

Each floor hides one word. Enter it on that floor's keypad. The five words are:

FloorWordKeypad groups
1FEARDEF, DEF, ABC, PQR
2WILLVWX, GHI, JKL, JKL
3SLOWSTU, JKL, MNO, VWX
4YOURYZ, MNO, STU, PQR
5MINDMNO, GHI, MNO, DEF

At the final terminal, type the full phrase FEAR WILL SLOW YOUR MIND.

Achievement: Thresher Rusher. Finish Under Pressure in under 3 minutes. On a replay, skip the floor puzzles and enter each word straight away from the table above.

The Breakout

Goal: guide the prisoner out using the radio, then disable the turrets.

  1. On the radio, call 10-4, then enter the serial number 160.
  2. Call 10-10. Deck 1 has no terminal.
  3. Enter 2.
  4. Find the ship again with the clock and the map. The ship's grid square depends on the clock time, so it changes between playthroughs.
  5. Call 10-4, then enter cell 503, then the key code 24213.
  6. Flip the clue switches lit under UV light to spell CHARGE.
  7. Enter the turret serial 713 and shoot the three turrets.

Trial By Taste (Cafeteria)

Goal: cook the antidote before the poison takes hold.

  1. Set the microwave to 3:35, the time listed for the "unidentified meat".
  2. Use the fire extinguisher to get the third fork. Match each fork's prongs to its lock.
  3. Open the freezer with the shape code: square, ring, broken ring, square.
  4. Put the ice cube with the key inside into the hot pan. It melts and gives you the Small Key for the kitchen door.
  5. Set the "Today's Specials" board to Top, Right, Top, Bottom.
  6. Use the dumbwaiter to get the key to the staff drinks cabinet.
  7. Mix the antidote: 1 Belladonna, 3 Calabar, then mineral water. Shake it once.

Lab Rat (Computer Lab)

Goal: help Turmeric the rat power up the lab, then fix the servers.

  1. Buy item C4 from the vending machine. It is a donut.
  2. Use the donut to catch Turmeric the rat and put him on the wheel.
  3. Place the 3 power tubes in the pipe.
  4. On the PC, enter the shape code: square, circle, square, triangle, circle.
  5. The laser system password is SAFER.
  6. The virus code is 1101, which is 13 in binary.
  7. Solve the dance floor puzzle.
  8. Pull the server levers in this order: E, B, D, H, F, G, C, A.

Achievement: Groovin', Baby! Do the dance floor with a co-op partner.

The Tea Kettle (Greenhouse)

Goal: get the giant kettle working to brew the tea.

  1. Open the shed lock with ABKZ.
  2. Hang the tools in this order: spanner, brush, brush, wrench, wrench, brush, brush, spanner. You get The Beast chainsaw.
  3. Swap the flower tiles to match the picture clue.
  4. Set the butterflies to the colour pattern shown in the greenhouse. The first and fourth butterflies share a colour (pink or purple, guides name it differently), followed by green, blue, then yellow twice.
  5. Enter GTT-TAG for the Sereni-Tea code.
  6. Spray Bee-B-Gone to clear the bees, then turn the valve.
  7. Put the propane under the kettle, add the leaves and open the water valve.

The Rival Room (The Arena)

Goal: win three medals and beat your rival. TrueAchievements notes a 35-minute limit on this room.

  1. Raise the statues for MAX, WYATT and TIMMY.
  2. Load the see-saw blocks. Red = 1, Blue = 2, Green = 3, Orange = 4, White = 5. The targets are 7, 9 and 14, and each slot multiplies the block's weight. More than one mix works, so do the sums for your layout.
  3. Set the clock card suits: King of Hearts, 7 of Spades, Queen of Diamonds, 3 of Clubs. You get the Silver medal and the word BANE.
  4. Ring the bells in the order G, E, A, E, D for the Bronze medal.
  5. Open the padlock with BANE to get the marbles.
  6. Lay the marbles in the pattern X, X, Orange, X, Orange, Orange, where X is the other marble colour (green or yellow, guides name it differently).
  7. Put all medals on the podium.

Achievement: Spin Specialist. Solve the rotating chambers in under 8 moves. All guides agree on the start: turn Purple clockwise, turn Green clockwise, then press circle, spade and club.

Where There's Smoke (Library)

Goal: collect four Strange Tiles and open the exit gate.

  1. Combine the arrow tablets for the chest: Right, Right, Up, Left, Down, Up, Left, Left. You get a Crank Handle and an Hourglass.
  2. "Think twice" plus Cogito Ergo Sum gives the chest code 2257. You get the first Strange Tile.
  3. Put the Crank Handle in the clock wall. Turn the middle crank (large clock to 6), then the right crank (medium clock to 2), then the left crank (small clock to 10).
  4. In the upside-down room, slide the gold and silver ladders onto their floor marks. Pull the switch on the silver ladder, then climb the gold one for the second tile.
  5. The skull chest code is 6989 read the right way up. Because the room is upside down, it shows as 6869 on the lock. You get the third tile.
  6. Put the Hourglass in the door slot and match the hourglasses to the stained-glass window above.
  7. The globe room uses an A-to-B letter shift. Pick Red = Sun, Blue = Air, Yellow = Fire on the device for the fourth tile.
  8. Place the tiles on the gate: Anvil (forges their own destiny), Lion (takes pride in their work), Bird (goes above and beyond), Scales (weighs the options).

Tea 'N Tea (The Quad)

Goal: defuse the bomb.

  1. Use the police and flower keychains to open the bomb case.
  2. On the left switch panel, put A, E and F up and B, C and D down.
  3. Mark the yellow cube grid at A4, B6 and Д2.
  4. Cut the yellow wire on the left and the green wire on the right.
  5. Press disarm.

The Confrontation

Goal: find Eel in the Headmaster's Office.

  1. Go right to where the bookcase moved in the Entrance Exam. Solve the "Fill to line" bottle puzzle: get exactly 4 units in the middle bottle.
▸Show the bottle solution

Start: left 5 (full), middle 0, right 3 (full).

  1. Right into middle (5, 3, 0)
  2. Left into right (2, 3, 3)
  3. Right into middle (2, 6, 0)
  4. Left into right (0, 6, 2)
  5. Middle into left (5, 1, 2)
  6. Left into right (4, 1, 3)
  7. Right into middle (4, 4, 0)
  1. Follow Eel's cable to the wall and unplug it.
  2. Take the Strange Keycard from Eel's hand.
  3. Use it on the device left of the fireplace to open the hidden lift.

Achievement: Dead-Volt. Solve the battery lock in under 10 moves: left to middle, right to left, middle to right, right to left, left to middle, right to left, middle to right.

What Lies Below (final level)

Goal: pass Quanty's exam, then shut Quanty down.

  1. Open the Student 00 locker: clockwise to 10, anticlockwise to 25, clockwise to 15. You get the Testing Sheet and the Headmaster's Pin.
  2. Mark the Testing Sheet for each room: A C E, then B C D, then A D E, then B D.
  3. Pick up the dead battery near the dance floor and charge it on the power node near the electric tile puzzle.
  4. In the chemical room, mixing shows that tank D holds water. Mark D as the last answer.
  5. Stack the Morse columns like stairs, tallest first, to reach the high vent.
  6. Use the Headmaster's Pin on the vents and press the big red button.
  7. Destroy the three terminals: put the charged battery in the 5V terminal, copy your Testing Sheet marks onto the grid to spell SELF DESTRUCT, and use tank D on the "No Water" console.
  8. Solve the final word screens: WIPE, STOP, REFRESH and UNDO.
  9. Type SHUT DOWN on Quanty's screen to finish the game.

DLC rooms

Escape Academy has two paid DLC packs, each with 5 rooms. Both come in the Season Pass. There is also a free update, The Tournament of Puzzles, which adds head-to-head arenas (Tomb of the First Escapist, Hackannery and The Showman's Studio) rather than story rooms.

DLCReleasedRooms
Escape From Anti-Escape IslandNovember 10, 2022Take to the Skies, A Juicy Discovery, Ventilation Infiltration, The Experiment, Into the Capture Dimension
Escape From the PastJune 19, 2023Old Rivals, It's Not Rocket Science, No More Mister Heist Guy, Yes Chef, A Trying Trial

We could confirm full DLC solutions in only one detailed guide, so this page does not list them yet. We will add each room once a second source matches.

Escape Academy 2: Back 2 School

The sequel, Escape Academy 2: Back 2 School, comes out on November 5, 2026. Coin Crew Games announced the date in its official Discord on October 13, 2026, the same day the PlayStation Blog confirmed a PS5 version. A free demo is on Steam, and the October 16 demo update brought its performance close to the release build. We will add a walkthrough for the sequel after launch.

General achievement tips

  • Extra, Extra! Read 10 of the 13 Escapist Times newspapers around campus.
  • Chatterbox. Have 8 side conversations. Guides call it the only missable achievement, so talk to everyone between rooms.
  • Killer Cardio. Sprint a total of 400 meters.
  • Study Buddies. Finish 3 escapes with a partner. A second controller and local split screen works.
  • Lock Buster and Key to the Campus. Open 10 and 30 locks. These come with normal play.

FAQs

How many rooms are in Escape Academy?

The base game has 13 escapes across a prologue and three terms. The two DLC packs add 5 rooms each, for 23 in total.

What is the final level of Escape Academy?

What Lies Below is the last base game escape. You take Quanty's exam, then destroy its terminals and type SHUT DOWN.

What is the code for The Thresher?

Under Pressure takes place in The Thresher. Enter FEAR, WILL, SLOW, YOUR and MIND on each floor, then FEAR WILL SLOW YOUR MIND at the end.

Does using hints hurt your grade?

Yes. Your grade depends on time and hint count. Each hint lowers it, but pausing stops the timer.

Can you play Escape Academy in co-op?

Yes. It supports 2 players online or in local split screen, and some achievements need a partner.

How long is Escape Academy?

TrueAchievements estimates 7 to 10 hours for all 40 achievements, including the base game rooms.

For more brain teasers on your phone, see our list of the best puzzle games for Android.

AYAmit Yadav

Amit Yadav

Contributor

Amit loves new tech and apps that make life easier, he writes about apps, games and useful websites on TheTechBasket.

828 articles writtenView all posts by Amit →

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