Overview:
- Estimated achievement difficulty: 2/10 [with guide], 4-5/10 [without guide] [Achievement Difficulty Rating]
- Offline: 27 [1000gs.png] [24 for 935gs.png if you choose to do co-op online]
- Online: 0 [3 for 65gs.png if you choose to do co-op online]
- Approximate amount of time to 1000gs.png: 1.5-2 hours [with guide], 5-7+ hours [without guide] [Estimated Time to 100%]
- Minimum number of playthroughs needed: 1 plus replay if necessary
- Missable achievements: 1 [Chatterbox (30G)]
- Does difficulty affect achievements: No
- Unobtainable/glitched achievements: No
- Extra equipment needed: A second controller for Groovin', Baby! (25G), Study Buddies (30G), and Exchange Students (10G) [if you choose to do co-op locally]
- Achievement tracking: No
 
For questions, comments or feedback, please visit the Achievements and Guide Discussion thread.

Introduction:
“You've just arrived at Escape Academy, a school where promising students train to become the ultimate Escape Room Master. Play over a dozen masterfully hand crafted rooms, designed by experienced experts in the field of REAL LIFE escape rooms.

Experience the entirety of Escape Academy alone in single player OR through two player co-operative play, available in local or online split-screen. Explore the campus of Escape Academy and get to know the faculty, a colorful cast of characters, each an expert in the art of Escape. And some with secrets yet to be uncovered…” - xbox.com

Escape Academy is an escape room video game where you play as a new student who wants to learn about the art of escape rooms. You are given a generous amount of time to complete each room, with clues and hints at your disposal, but as you progress, you discover a sinister plot that threatens the very existence of the academy itself.

The game offers solo and co-op play (a local or online partner is needed for three achievements). The game offers intriguing and detailed puzzles that will challenge the sharpest of minds, but if you are following the guide, nothing needs to be figured out. Each of the story-related escape room solutions below details the bare minimum of what needs to be done to complete it without using any hints. You are free to explore as much as you want, but make sure you don’t run out of time or use a hint, otherwise you will not get an A+ rating. Pausing the game stops the clock so you can use that to your advantage if you get stuck.

Abbreviated Walkthrough:
Of the 27 achievements in the game, 13 of them are story-related. Along the way, you should naturally unlock at least two more (Lock Buster (25G) and Key to the Campus (50G)) as there is much more than 30 locks in the game.

Play through each escape room, either on your own or by following this guide. For four of them, there are room-specific achievements that, if missed the first time, can be attempted again by replaying the escape room.
 For Honor Roll (75G) and Overachiever (100G), you need to complete 10 escape rooms in the allotted time and without using any hints. Since there are 13 escape rooms, there is some leeway in case you use a hint, but if you are following this guide, you shouldn’t be using any so these two achievements should unlock with no issues. Note that an A+ rating can only be earned on your first playthrough of each escape room; you cannot replay escape rooms and expect to unlock these achievements. More information is detailed in Overachiever (100G).

As you are playing each escape room, be sure to press and hold analog-left.png to sprint as often as possible to unlock Killer Cardio (25G). Chances are that this won’t unlock through normal gameplay, but there are at least two locations in two different escape rooms that allow enough room to sprint around without being impeded. Refer to that achievement for more information.

There is one collectible achievement, Extra, Extra! (30G), and that is for reading ten different editions of the ‘Escapist Times’ campus newspaper. Luckily, there are 15 editions all around the campus, with one in each of the escape rooms. If you are following the walkthroughs below, this should naturally unlock. Refer to that achievement for a list of locations.

The only true missable achievement in the game is Chatterbox (30G), and that is for initiating a side conversation with 8 characters. If you don’t earn this achievement by the time you’ve completed the game, you will need to start a new game, so talk to characters as they become available. Refer to that achievement for more information.

Co-op Partner Achievements:
There are three achievements related to playing with a partner, whether it’s local or online. Two of them, Groovin', Baby! (25G) (solve Quanty's Disco Fever with a partner) and Study Buddies (30G) (complete three escapes with a partner), only require a second player to be present in the game. If you are playing with a second controller, you can just idle it as the second player doesn’t need to do anything to assist you in solving each escape room.

The third one, Exchange Students (10G), requires the first player to give five items to the second player. Refer to that achievement below for more information.

Note that only Xbox Live friends can play together (not randoms), so if you need help finding someone, post in the Official XBA Friend and Co-op Finder thread.

Conclusion:
Congratulations! Escape Academy is a fun game if playing without a guide. You will need some thought and puzzle-solving skills if you choose not use this guide, but all-in-all it isn’t really too difficult. If you really want to challenge yourself and test your mind, try playing “blind” without solutions to see how far you get. Of course, if you do choose to use this guide, it will be a relatively quick 1000gs.png.
 
[XBA would like to thank bLaKgRaVy for this Roadmap]

Escape Academy Achievement Guide

Printable Guide
Show completed achievements
Show secret achievements

There are 27 achievements with a total of 1000 points

  • Escape "Introductions."

    This is story related and cannot be missed.

    After selecting a save file, the prologue will begin. Press button-a.png to sign the waiver and you are automatically placed in the first escape room. You are given 10 minutes to escape.

    Once you have control of your character, walk over to the safe and enter the combination ‘FREE’. This will open the safe to reveal a key. Pick up the key, walk over to the door then unlock the door to escape.

    In the lobby, walk over to the bulletin board and take the Jeb, Allie and Eel postcards. Next, enter the door next to the bulletin board (says ‘Restricted’) and place the postcards on the scanners in the following order: 1 - Jeb, 2 - Allie, 3 - Eel.

    The fish will open above the scanners to reveal another key, so pick it up. Exit the room and walk across the lobby to the right and enter the toilets by using the key. Walk over to the right-most stall that says ‘Out of Order’ and open it then proceed to descend the stairs. When you get to the tram platform, look to the left and read your first newspaper [1/10]. Finally, speak to the woman then board the tram to unlock this achievement.

    Refer to You've Escaped! (100G) for a 100% walkthrough video.
  • Open 10 locks.

    Refer to Key to the Campus (50G) for more information.
  • Open 30 locks.

    Locks refer to anything you need to open, whether it’s an actual lock (door or combination), completing a puzzle, or a code for something. This will unlock naturally well before you’ve completed all the escape rooms.
  • Earn a B+ or better on 10 Escapes.

    Refer to Overachiever (100G) for more information.
  • Earn an A+ on 10 Escapes.

    To earn an A+ rating on an escape room, you must complete it in the allotted time and not use any hints. If you are earning an A+ rating on all the escape rooms, this achievement and Honor Roll (75G) should unlock after you complete ‘Where There’s Smoke’ or ‘Tea ‘N Tea’ (depending on which one you play first).

    Note that this has the possibility of unlocking early; it unlocked for me after completing only 8 escape rooms with an A+ rating (after completing ‘Lab Rat’ and before starting ‘The Rival Room’).

    If you accidentally press button-x.png to use a hint, do not complete the escape room. You need to quit the level and try again.

    Note: Your score only counts from your first attempt at solving the escape room. If you replay an escape room via your dorm because you didn’t earn an A+ rating the first time, this will not count. However, this does carry over to additional saves. For example, if you earn an A+ rating on 6 of the 13 escape rooms, you can start a new game on a new save and get four more A+ ratings on that second save for the achievement.
  • Sprint for over 400 meters.

    You sprint by holding down analog-left.png. While you are in an escape room, sprint at every opportunity. Some rooms are not ideal as they don’t give you enough space, so here are a couple of locations to farm this.
     
    • The Quad: ‘Tea ‘N Tea’ - When you gain control of your character and are standing in front of the tent, just keep sprinting around the tent.
    • The Headmaster’s Office: ‘What Lies Below’ - When you gain control of your character, sprint forward to the hexagon path surrounding trapped The Headmaster in the middle and keep sprinting around the hexagon.
    Both of these locations are wide enough so you can consistently sprint without interference.
  • Have 8 side conversations with characters on campus.

    *MISSABLE*

    There are 16 side conversations you can initiate in the game. On the map, after completing escape rooms, there might be a stick figure at a location which represents someone you can speak to. Enter that location, hover over the character and press button-a.png to speak to them. Once you start the conversation, you can press button-menu.png to skip and it will count. This should unlock naturally if you are purposely talking to everyone.

    Note: Characters disappear after completing some escape rooms so make sure to speak to them as soon as they appear.
     
    1. The Headmaster’s Office (before completing ‘The Entrance Exam’) - In the lobby, in the pink jacket looking at the statue (???)
    2. The Headmaster’s Office (after completing ‘The Entrance Exam’) - In the lobby, standing on the balcony behind the statue (The Headmaster)
    3. The Quad (after completing ‘The Entrance Exam’) - Inside the tent (two characters here count as one) (Professor Bonilla & Quanty)
    4. The Hall of Escapists (after completing ‘Escape Artist’) - Sitting on the bench (Professor Slip)
    5. The Thresher (after completing ‘Under Pressure’) - Sitting on the floor (Jeb)
    6. The Headmaster’s Office (after completing ‘The Breakout’) - In the lobby, standing on the balcony behind the statue (two characters here count as one) (The Headmaster & Eel)
    7. The Quad (after completing ‘The Breakout’) - Inside the tent (Gillian)
    8. The Library (after completing ‘The Breakout’) - Sitting at a table reading a magazine (Professor Slip)
    9. The Cafeteria (after completing ‘Trial By Taste’) - Standing behind the table (Jeb)
    10. The Greenhouse (after completing ‘The Tea Kettle’) - Standing in front of the tree (Professor Bonilla)
    11. The Computer Lab (after completing ‘Lab Rat’) - The monitor with a face on the left (Quanty)
    12. The Thresher (after completing ‘The Rival Room’) - Standing on the left (Eel)
    13. The Computer Lab (after completing ‘The Rival Room’) - The monitor with a face on the right (Quanty)
    14. The Hall of Escapists (after completing ‘The Rival Room’) - Standing on the left (Professor Slip)
    15. The Greenhouse (after completing ‘The Quad’) - Standing to the left of the tree (Professor Bonilla)
    16. The Cafeteria (after completing ‘The Library’) - Standing behind the table (Jeb)
  • Read 10 different editions of "The Escapist Times."

    There are 15 different newspaper editions in the game, one in each of the 13 escape rooms and 2 in other locations. For this achievement, you only need to read 10 by hovering over them and pressing button-a.png. This should unlock naturally while you are solving the escape rooms if you are purposely looking for them.

    Newspaper locations are identified in each of the escape room solutions.

    Note: If you happen to miss one while solving an escape room, just reload the room you missed the newspaper in via the bulletin board in your dorm room and play until you find and read it.
     
    1. Prologue: ‘Introductions’ - To the right of the phones on the left when you enter the tram station
    2. The Headmaster’s Office: ‘The Entrance Exam’ - While facing the desk, it is on the floor on the left below the pirate ship on the white shelves
    3. The Hall of Escapists: ‘Escape Artist” - Gain access to the office (four colors/shapes) and it is on the desk (spray paints are in the lockers)
    4. The Thresher: ‘Under Pressure’ - In the first room on the shelf on the left
    5. The Headmaster’s Office: ‘The Breakout’ - In the first room on the counter on the left
    6. The Cafeteria: ‘Trial by Taste’ - In the second part of this escape, after gaining access to the dining area, walk to the tables on the right and it is on a table to the left after you walk down the steps
    7. The Greenhouse: ‘The Tea Kettle’ - From the start, walk forward and it is on the left-hand bench
    8. The Computer Lab: ‘Lab Rat’ - In the room with the TV, to the right of the TV
    9. The Arena: ‘The Rival Room’ - At the start, in the orange crate on the floor
    10. The Library: ‘Where There’s Smoke’ - At the start, in the back right-hand corner on a desk
    11. The Quad: ‘Tea ‘N Tea’ - After blowing open the rear door of the white panel truck, it is on the table at the front
    12. The Headmaster’s Office: ‘The Confrontation’ - Looking at the desk, it is in the trash can on the right
    13. The Headmaster’s Office: ‘What Lies Below’ - At the start, move forward and walk up the stairs to start the timer. Enter the doors and open the left-most locker to the immediate left
  • Solve Eel's Rotating Chambers in under 8 moves.

    Refer to Apex First Year (50G) for more information.
  • Solve Eel's Battery Lock in under 10 moves.

    Refer to School Sleuth (25G) for more information.
  • Solve Quanty's Disco Fever with a partner.

    *This can be done locally or online*

    This is unlocked during the ‘Lab Rat’ escape room. Before starting this escape room, activate a second controller or invite a friend to play with you, then while playing this level in co-op, follow the walkthrough solution in Machine Learning (25G). Note that either player can perform all the actions.
  • Complete three Escapes with a partner.

    *This can be done locally or online*

    This can be done from the very start of the game or by replaying the same escape room three times. If you are playing co-op from the beginning of the game, either locally or online, this will unlock upon completing the third escape room, ‘Escape Artist’ or ‘Under Pressure’ (depending on which one you play first).

    If replaying escape rooms, ‘The Entrance Exam’ is probably the quickest to complete multiple times as the only thing required is to input someone’s name into a machine.
     
    • Second Controller - Once you have completed through ‘The Entrance Exam’, quit to the main menu, select ‘Play’ then ‘Local Multiplayer’. Select your save then press a button on each controller.
    • Online - Once you have completed through ‘The Entrance Exam’, quit to the main menu, select ‘Play’ then ‘Online’. You can either host or join a friend’s game. If hosting, select your save then select a friend to give a code to then wait for them to join. If joining someone, wait to receive a code from the host then enter the code.
    The game will start by displaying the map, so click on ‘My Dorm’ then interact with the bulletin board on the left. Select the second picture at the top-left (the black and white one) to replay ‘The Entrance Exam’. When the escape room starts, the screen will be split vertically. Using either player, walk over to the machine to the left of the door and enter this name: First - Sandra, Middle - Jacqueline, Last - Solange. The door will open and this will count as one escape with a partner. Repeat twice more for the achievement to unlock.

    While you are doing this, remember to give five items to your partner for Exchange Students (10G).
  • Give at least 5 items to your partner.

    *This can be done locally or online*

    While playing any escape room in co-op, pick up any item and keep exchanging it with your partner until this unlocks. The item doesn’t matter and it can be the same item back and forth.

    If you are replaying escape rooms for Study Buddies (30G), this can be done quickly on ‘The Entrance Exam’. When the escape room starts, have either character walk over to the table next to the grandfather clock to the left of the desk and pick up the floppy disk. Then walk over to your partner, face them, then press button-a.png to give them the disk. While facing each other, keep pressing button-a.png on each controller until the achievement unlocks.
  • Find a way to play "Mary Had A Little Lamb."

    Once you are playing ‘The Entrance Exam’, walk over to the bookcase and inspect the books, then interact with them in this order: 1 - Egypt, 2 - Japan, 3 - Greece. If done correctly, the bookcase will open to reveal a secret room.

    In this secret room is a piano. Interact with it and play the melody ‘Mary Had A Little Lamb’ using these keys:

    EDCD EEE DDD EGG EDCD EEEE DDEDC

    The achievement will unlock immediately.

    If this is missed in your initial playthrough, you can replay this escape room via your dorm room’s bulletin board.

    Refer to [3:55] in the walkthrough video for a visual guide.

    Note: This can also be done later in the game in ‘The Rival Room’. Towards the end of the escape room, after completing the spin puzzle, you walk up to a wall of puzzles. There are bells on the left side. If you ring the bells in the same sequence as above, the achievement will unlock here.
  • Escape "Under Pressure" in under three minutes.

    Refer to Ticket to Breathin' Town (25G) for more information.
 

Secret achievements

  • Escape "The Entrance Exam."

    This is story related and cannot be missed.

    This is your second escape room. In the upper-middle (12 o’clock) position of the map, click on ‘The Headmaster’s Office’. You have 15 minutes to complete this escape room.

    When you are in the lobby, talk to the character standing in front of the statue (for “Chatterbox” [1/8]). Next, inspect the door at the top of the stairs to enter the office/escape room.

    When you have control of your character, walk to your left and you will see a pirate ship model on some white shelves. Below the shelves is a newspaper to read [2/10]. Turn back around and walk to the door and you will see a panel to its left. Interact with it and enter this name: First - Sandra, Middle - Jacqueline, Last - Solange. The door will open and the achievement will unlock.

    Note: Before you leave the room, you can earn Musical Prodigy (25G) by interacting with three books on the bookcase to reveal a secret room and playing ‘Mary Had A Little Lamb’ on the piano. Refer to that achievement for more information.

    Refer to You've Escaped! (100G) for a 100% walkthrough video.
  • Escape "Escape Artist."

    This is story related and cannot be missed.

    This escape room unlocks once you have completed ‘The Entrance Exam’. In the upper-left (10 o’clock) position of the map, click on ‘The Hall of Escapists’. You have 30 minutes to complete this escape room.

    From the start, walk forward and enter the building on the left. On the left is a door with an arrow keypad. Enter Right, Left, Right, Up, Down, Down to open it. Walk to the safe in the far left corner and press the buttons in this order: middle left, middle right, bottom left (if the buttons were numbered left to right: top row 1-3, middle row 4-6, bottom row 7-9, the code would be 4, 6, 7). Pick up the strange sculpture and return to the previous room.

    Facing the same direction as the arrow keypad is a door with four vertical colors. To open the door, from top to bottom, select: Red Triangle, Purple Diamond, Yellow Pentagon, Green Circle. Walk into the office and on the desk is the next newspaper [3/10]. Turn right and open the locker and take the spray paint then return to the previous room and exit the building.

    Walk up to the door to the building across the path and inspect the door. You will need to place the strange sculpture on the face (it’s the nose). When that’s done, position the eyebrows, eyes and mouth like in the image below then use the nose to knock on the door.
     

    On the pedestals in front of you, pick up both keys (#2 and #5). Turn right and use both keys to open the gate. In front of you are four sculptures. Position the heads so they are facing Left, Right, Left, Right. The door behind the statues will open to reveal three more keys (#3, #4, #7).

    After taking the keys, exit the room and walk up to the gate on your right. Use the #3 and #7 keys to open the gate. There will be six statues in this room. Smash the first one (Timmy), the third one (Michelle) and the fifth one (Windsor). The door behind the statues will open to reveal one key (#1).

    Take the key and exit this room. On your right is the final gate. Use the #1 and #4 keys to open the gate. There are five statues in front of you. The way this puzzle works is you select one statue then a second and they swap positions. Position the statues in the order shown in the image below.
     

    When the door opens, walk up the stairs and follow the path to the wall of names. Inspect the wall then tag it with the spray paint to unlock the achievement.

    Refer to You've Escaped! (100G) for a 100% walkthrough video.
  • Escape "Under Pressure."

    This is story related and cannot be missed.

    This escape room unlocks once you have completed ‘The Entrance Exam’. In the left (9 o’clock) position of the map, click on ‘The Thresher’. Once you interact with the first lock, you have 5 minutes to complete this escape room.
     
    • From the start, turn to the left and read the newspaper that is sitting on the shelf [4/10]
    • Turn around and walk to the door with the bars and code pad and enter the word ‘FEAR’. Walk through the door and climb the ladder to the next level
    • At the top of the ladder, turn around and walk to the opposite corner and face the code door. Enter ‘WILL’ then climb up the ladder
    • When you reach the top, turn around and once again walk to the opposite corner and face the code door. Enter ‘SLOW’ then climb the ladder
    • At the top, again, turn around and walk to the opposite corner and enter ‘YOUR’ as the code. Climb the ladder to the next level
    • For the next level, walk around the room and the code door is facing the same direction in which you climbed up. Enter the code ‘MIND’ then climb the final ladder
    Walk along the catwalk and interact with the panel on the right. There are three lines with asterisks. Using the left and right arrows, select ‘FEAR’ on the left and ‘WILL’ on the right for the top line. On the second line, select ‘SLOW’ for the left word and ‘YOUR’ for the right. Then, for the one word on the bottom, select ‘MIND’. Click the padlock at the bottom right and the exit door will open, unlocking this achievement.

    If you manage to complete the escape room in less than three minutes, you will also unlock Thresher Rusher (50G). If not, you can retry this room from your dorm room bulletin board.

    Refer to You've Escaped! (100G) for a 100% walkthrough video.
  • Escape "The Breakout."

    This is story related and cannot be missed.

    This escape room unlocks once you have completed ‘Escape Artist’ and ‘Under Pressure’. In the upper-middle (12 o’clock) position of the map, click on ‘The Headmaster’s Office’. You have 25 minutes to complete this escape room.
     
    • From the starting position, turn to the left and read the newspaper on the shelf [5/10]
    • While you are reading the newspaper, the Headmaster will ask, ‘Academy, do you read me?’, so walk over to the radio (to the right of the bigger monitor) and press button-a.png to interact with it. Enter ‘104’ then press the yellow button
    • When the Headmaster says, ‘I just need the serial number’, interact with the radio, enter ‘160’ then press the yellow button
    • When the Headmaster asks, ‘Is there a computer terminal on the first deck?’, interact with the radio, enter ‘1010’ then press the yellow button
    • When the Headmaster asks, ‘Okay, so which deck is the computer terminal on?’, interact with the radio, enter ‘2’ then press the yellow button
    • When all four monitors have no signal, turn right and interact with the terminal that says ‘Signal Lost’ on the screen. The cursor will appear in the middle of a land mass, so move it over one square and up one square so it is off the tip of the land mass (as shown in the image below) then press button-a.png
    • After restoring the connection, the Headmaster will ask, ‘Academy, did I lose you?’. Interact with the radio, enter ‘104’ then press the yellow button
    • After the Headmaster says, ‘There is… a lot of information here’ then ‘I’m faxing it over’, walk to the back left of the room (next to the newspaper) and pick up the three pieces of paper that were faxed to you
    • After picking up the papers, the Headmaster will say, ‘Radio me as soon as you find it’. Interact with the radio, enter ‘503’ then press the yellow button
    After the cutscene, the alarm will sound and the walls will lower.
     
    • When the Headmaster says, ‘I can generate a key… but only if you can analyze the lock’, interact with the radio, enter ‘24213’ then press the yellow button
    • A second alarm will trigger, so walk to the right corner of the room to a panel on the wall and flip the switches so it spells out ‘CHARGE’ (order of switches: left, right, right, left, right, right, as shown in the image below)
    • Walk back over to the radio, and when the Headmaster says, ‘Academy, we need to take out these turrets!’, interact with the radio, enter ‘713’ then press the yellow button
    • Turn right and press button-a.png on the monitor so you gain control of the turret. Move it around and use it to destroy three other turrets by pressing button-a.png to fire
    Destroying all three will trigger a cutscene and unlock the achievement.

    Refer to You've Escaped! (100G) for a 100% walkthrough video.
  • Escape "Trial By Taste."

    This is story related and cannot be missed.

    This escape room unlocks once you have completed ‘The Breakout’. In the lower-left (7 o’clock) position of the map, click on ‘The Cafeteria’. You have 10 minutes to complete the first part and 15 minutes to complete the second part of this escape room.

    Part 1:
    At the start, you need to collect three forks, so turn around and you will see a conveyor belt. The third plate to appear will have the first fork on it. For the second fork, walk across the room to the glass case and on the left is a tray of dishes including a fork. Before acquiring the third fork, turn to the left and pick up the fire extinguisher. Next, walk over to the microwave (next to where Jeb is standing) and enter the code ‘335’. When the door opens, use the fire extinguisher to put out the flame then pick up the final fork.

    Now that you have all three forks, return to where you picked up the second fork and interact with the domed dish with the three padlocks. Each fork fits a specific lock (look at its shape). Once it is unlocked, remove the dome and drink the milkshake.

    Part 2:
    Now that you’ve been poisoned, you must find the antidote. First, walk over to the freezer (next to the microwave) and unlock it. The solution is: square, ring (not circle), broken ring (U shape), square. Walk into the freezer and on the left shelf is an ice cube tray. Pick up an ice cube (which has a key in it), walk out of the freezer and on the left, put the ice cube into the pan with boiling sauce on the stove. This will melt the ice so you can pick up the Small Key. Walk over to the door (next to the glass case where you picked up the second fork) and use the key to unlock it.

    Once in the dining area, turn right and walk into the recessed room and on your left is a newspaper sitting on a table [6/10]. Next, walk over to the far wall (the one to your left as you entered the dining area) and interact with the ‘Today’s Specials’ poster (it is noticeable because it is crooked). The poster will move so interact with the pyramid. Click the buttons in this order: top, right, top, bottom. A wall will open so crawl into the dumbwaiter then interact with the switch. At the bottom of the shaft, pick up the Staff Key then interact with the switch again to go back up.

    Crawl out of the dumbwaiter and walk over to the glass cabinet on the left. Use the Staff Key to unlock it then interact with the bottles at the lower right. You need the following liquids and how much of each: Belladonna Syrup (x1), Mineral Water (x1), Calabar Extract (x3). Once you have poured the liquids into the glass, click on the shaker to the left of the glass to mix the drink then click on the glass to drink it. Once the cutscene starts, the achievement will unlock.

    Refer to You've Escaped! (100G) for a 100% walkthrough video.
  • Escape "The Tea Kettle."

    This is story related and cannot be missed.

    This escape room unlocks once you have completed ‘The Breakout’. In the lower-right (4 o’clock) position of the map, click on ‘The Greenhouse’. You have 25 minutes to complete this escape room.
     
    • From the start, walk forward and a newspaper is sitting on the left bench [7/10]
    • Turn around and walk over to the green shed on the left. The code to unlock this door is ABKZ. Inside the shed, pick up the four Strange Tiles sitting in a box
    • Turn to the right and rearrange the tools in the following order: small grey wrench, brush, brush, large blue wrench, large blue wrench, brush, brush, small grey wrench. The wall will move so pick up The Beast (chainsaw)
    • Walk out of the shed and interact with the vines on the left. Use the chainsaw to cut the vines
    • When the doors open, walk over to the Sereni-Tea machine on the left and enter the code ‘GTT-TAG’ then pick up the Tea Leaves
    Now that we are done with this area, walk over to the right-side area on the other side of the tree and benches.
     
    • On the right is a locked cabinet. Use the four Strange Tiles you picked up in the green shed and place them in sequence shown in the image below (the tiles highlighted in yellow)
    • When the cabinet opens, pick up the red gas can on the right then select to refuel the chainsaw, and then pick up a white Propane Tank at the bottom
    • Turn left and walk over to the vines and use the chainsaw to cut them
    • When the doors open walk in and on the right is another puzzle lock. Press the butterfly buttons in the following order: pink, green, blue, pink, yellow, yellow. When the cabinet opens, pick up the Bee-B-Gone on the right
    • Walk out of the greenhouse and turn right to see bees swarming around a valve wheel. Use the Bee-B-Gone then spin the valve wheel
    Walk back to the center where the tree is and interact with the table.
     
    • Under the kettle, place the Propane Tank on the shelf below
    • Interact with the kettle and place the Tea Leaves in it
    • Turn the water on above the kettle
    Once the cutscene starts, the achievement will unlock.

    Refer to You've Escaped! (100G) for a 100% walkthrough video.
  • Escape "Lab Rat."

    This is story related and cannot be missed.

    Note: Before entering this escape room, plug in a second controller or invite a friend so you can unlock Groovin', Baby! (25G).

    This escape room unlocks once you have completed ‘The Breakout’. In the lower-left (8 o’clock) position of the map, click on ‘The Computer Lab’. You have 25 minutes to complete this escape room.

    At the start, head to the lounge area. Pick up the Power Tube [1/3] off the sofa on the left. Next, pick up the Spare Change on the coffee table in the center of the room, then turn right and walk up to the vending machine. Interact with it, insert the Spare Change, press ‘C’ and ‘4’, then pick up the Donut that dispenses.

    Walk over to the left corner of the room (to the left of the TV) and interact with the plate on the floor. Place the Donut on the plate, and when Turmeric the Rat appears, pick it up. Also, in the right corner of this room (to the right of the TV) is a newspaper rack [8/10].

    Walk into the main room, and at the workbench in the corner, pick up the Power Tube [2/3] that is hanging up. Move along the side wall and there is the final Power Tube [3/3] sitting on the sofa. Then walk across the room and interact with the blue cage and put Turmeric the Rat inside. To the right, interact with the missing pipe and place one Power Tube. To the immediate right of that is another missing pipe, so place a second Power Tube. Lastly, turn right and on the wall is a third missing pipe, so place the last Power Tube.

    Turn around and approach the bank of computers sitting on the desk. Approach one of them and interact with it. Input the passcode: square, circle, square, triangle, circle and click ‘Submit’. When the screen comes up, click on the ‘Viruses’ icon then input the code ‘1101’ then click ‘Create’. Pick up the floppy disk (Virus #13) that ejects from the computer then walk over to the panel on the left just next to the yellow lasers. Interact with the panel and input the passcode ‘SAFER’ to turn off the lasers. To the right is another panel labeled ‘Persona’. Interact with it and insert the floppy disk into it. This will turn on the disco floor in the center of the room.

    For this next puzzle, you need to step on certain squares in order to solve it. This is the section where in order to unlock Groovin', Baby! (25G), you need a co-op partner. That specific achievement can be unlocked either the first time solving this escape room or by retrying it from your dorm room bulletin board.

    Look at the screens on the wall in front of you. Each screen corresponds to a square on the floor. You need to step on the squares that don’t have a red skull icon on their screens. After the second reposition, Quanty tries to trick you by rotating the screens 180 degrees so you need to step on the squares in the opposite direction for two more repositionings (forward is backward, left is right, etc.). After you solve the floor puzzle, the door in the right corner of the room will open. Refer to the images below for the correct path to take. If you need further assistance with this, the puzzle solution is at [26:35] in Bonds Box’s walkthrough video.
     

    Walk through the open door and across the catwalk to the server room. There are 8 servers in this room; A through D on the right and E through H on the left. You need to turn off the servers in a certain order, and that order is: E, B, D, H, F, G, C, A. Once the cutscene starts, the achievement will unlock.

    Refer to You've Escaped! (100G) for a 100% walkthrough video.
  • Escape "The Rival Room."

    This is story related and cannot be missed.

    This escape room unlocks once you have completed ‘Trial By Taste’, ‘The Tea Kettle’ and ‘Lab Rat’. In the upper-right (2 o’clock) position of the map, click on ‘The Arena’. You have 35 minutes to complete this escape room.

    Event #1:
     
    • Walk forward and open the orange crate sitting on the floor in front of you for a newspaper [9/10]
    • Open the brown crate above the orange crate and pick up the Medium Gear
    • Turn around and open the orange crate next to the tan cabinet and pick up the Large Gear
    • Open the tan cabinet and pick up the Small Gear
    • Inspect the wall of gears and you will see five pegs. Place the gears on the pegs as shown in the image below then turn the crank on the left-hand gear to lower the bridge

    Event #2:
     
    • Slide the statues ‘Max’, ‘Timmy’ and “Wyatt’ onto the three red pressure plates at the back of the room. It doesn’t matter which order they are in
    Event #3:
     
    • When you get to the top of the ladder, walk to the left and pick up the five weights on the pedestals (white, green, red, blue, orange)
    • Turn right and inspect the sign with the five colors. Change the weight (kg) using the up/down arrows to as follows: red = 1kg, blue = 2kg, orange = 4kg, green = 3kg, white = 5kg
    • On the 7kg beam, place the red weight on ‘x1’ and the blue weight on ‘x3
    • On the 9kg beam, place the green weight on ‘x3
    • On the 14kg beam, place the orange weight on ‘x1’ and the white weight on ‘x2
    Event #4 (Eel’s rotating chamber):
    Walk up to the control board (purple/green/orange). Here, you need to press specific arrow buttons in order to rotate the chamber correctly then press buttons on the correct tables inside the chamber.

    Solving this puzzle in under 8 moves (7 or less) will unlock Spin Specialist (50G). The moves required for this achievement only refer to the arrow buttons pressed on the control board, not the ones on the tables. If you make a mistake, you can press the ‘Reset’ button next to the board or retry this room from your dorm room bulletin board.
     
    1. On the control board, press the right purple button (clockwise)
    2. On the control board, press the right green button (clockwise)
      1. When the gates rise, press the buttons on the circle, spade, and club tables
    3. On the control board, press the right purple button (clockwise)
    4. On the control board, press the right green button (clockwise)
      1. When the gates rise, press the buttons on the triangle table
    5. On the control board, press the left green button (counter-clockwise)
      1. When the gates rise, press the buttons on the square and diamond tables
    6. On the control board, press the right green button (clockwise)
      1. When the gates rise, press the buttons on the heart table
    If done correctly, you should have completed this puzzle in 6 moves.

    Event #5:
    For this final event, there are five (5) puzzles you need to solve.

    1 - Clock (lower left)
    • Press the Heart button (upper left) so the Heart hand is in line with the ‘K’
    • Press the Spade button (upper right) so the Spade hand is in line with the ‘7’
    • Press the Diamond button (lower left) so the Heart hand is in line with the ‘Q’
    • Press the Club button (lower right) so the Heart hand is in line with the ‘3’
    • When the door opens, pick up the Silver Medal
    2 - Bells (middle left)
    • Ring the bells in this order: G E A E D
    • When the door opens, pick up the Bronze Medal
    3 - 4-letter Wheel (upper middle right)
    • From top to bottom, spell out the word ‘BANE
    • When the door opens, pick up the Marbles
    4 - Pachinko Machine (lower right)
    • Click on one of the funnels at the top to place the Marbles
    • Click the colored buttons in this order: green, green, orange, green, orange, orange
    • When the door opens, pick up the Gold Medal
    5 - Safe (center)
    • Interact with the safe and place the three medals in the corresponding colored circles
    When the safe opens, the achievement will unlock.

    Refer to You've Escaped! (100G) for a 100% walkthrough video.
  • Escape "Where There's Smoke."

    This is story related and cannot be missed.

    This escape room unlocks once you have completed ‘The Rival Room’. In the lower-middle (6 o’clock) position of the map, click on ‘The Library’. You have 20 minutes to complete this escape room.

    From your starting position, walk forward and to the right and sitting on the desk in the corner is a newspaper [10/10]. Return to your starting position and to the left of Jeb is a door. Enter the door, walk down the steps and on the table is a lockbox. The combination is: right, right, up, left, down, up, left, left. When it opens, pick up the Hourglass and Crank Handle. In the next room, interact with the chest on the table and enter the combination ‘2257’. Inside, pick up the first Strange Tile (scales). Return to the main room.

    Across the room is a door with three hourglasses on it with a space for a fourth. Interact with the door and place the Hourglass you picked up in the basement. Next, we need to turn each hourglass as shown in the image below.
     

    When the sands settle, the door will open. In the next room, interact with the sphere with the rings in the middle of the room and cycle through the images so they match the following: red ring = sun, blue ring = wind, yellow ring = fire. When the globe opens, pick up the second Strange Tile (anvil). Return to the main room.
     

    When you enter the main room, turn right and approach the door with the clock above it. Interact with the door and place the Crank Handle in the center space. First, spin the center crank so ‘VI’ (it will be upside down) on the middle big clock is at the bottom. Next, spin the right crank so ‘XII’ on the right clock is at the top. Lastly, spin the left crank so ‘XII’ on the left clock is at the top. Press the button in the center to open the door.
     

    In this room, you will see two ladders. Walk to the back of the room and there is an upside down chest. The combination, left to right, is ‘9896’, but remember to invert the 6 and 9 because they are upside down (the combination will look like ‘6869’). When the chest opens, pick up the third Strange Tile (lion head). Next, interact with the closest ladder (silver) and move it along the tracks until it is in place against the wall (look at the pattern before moving the ladder). Once it is in place, climb the ladder and pull the lever which will open a door for the next ladder.

    Climb down the ladder and interact with the second (gold) ladder. Move it along the tracks until it is in place (again, look at the pattern before moving it) then climb the ladder. At the top, pick up the fourth and final Strange Tile (bird). Return to the main room.

    Immediately exiting the ladder room, turn left and interact with the sign that says ‘Wisdom Through Effort’ (this is to the left of the newspaper). Flip all the letters in the word ‘Through’ and the wall will lower. Next, you need to place the Strange Tiles on the four plaques in a specific order: top left = anvil, top right = lion head, bottom left = bird, bottom right = scales. When the cutscene starts, the achievement will unlock.

    Refer to You've Escaped! (100G) for a 100% walkthrough video.
  • Escape "Tea 'N Tea."

    This is story related and cannot be missed.

    This escape room unlocks once you have completed ‘The Rival Room’. In the middle of the map, click on ‘The Quad’. You have 25 minutes to complete this escape room.

    From the start, turn left and walk into the blue tent. Interact with the briefcase on the table on the left (the one with the teapot image on it) and enter the combination ‘143’. Pick up the Door Buster Recipe and the Plasticizer, then turn right and pick up the Campus Police Keycard off the bulletin board.

    Exit the tent, turn left and inspect the workbench (with the blue toolbox). Inspect the toolbox and enter the combination ‘1178’. Pick up the Russian/English Dictionary and Bonilla’s Bouquets Keycard. Turn right and walk over to the blue flower van and use Bonilla’s Bouquet Keycard on the rear door. On the back wall of the van, pick up the RDX.

    Next, walk to where you started the escape room (in front of the center tent) and interact with the rear door of the blue police van; use the Campus Police Keycard to open it. Inside, pick up the Solvent on the right-hand shelf then inspect the ‘Chemicals Missing’ machine at the back. Here you can insert three chemicals, so insert the RDX on the left, Solvent in the middle and Plasticizer on the right. Then click on each of the percentage displays and set them as follows: RDX at 60%, Solvent at 10%, Plasticizer at 30%. Pick up the Door Buster Bomb from the bottom of the machine.

    Exit the van and walk over to the panel truck on the left. Place the Door Buster Bomb on the rear door and it will explode in about three seconds. Enter the panel truck and a newspaper (#11) is on the desk on the left (in case you still need it).

    Exit the panel truck and enter the driver’s seat of the blue police van. Inspect the steering wheel and pick up the Police Keychain. Walk back to the blue flower van and enter the driver’s seat. Again, inspect the steering wheel and pick up the Flowers Keychain. Then at the rear of the blue flower van is a cart with a box on it. Interact with it and press the three buttons that are shown in the image below.
     

    Inside the box, pick up the VHS Tape and the Clippers. Turn around and enter the center tent and interact with the bomb briefcase on the table. Use the Flowers Keychain on the left and the Police Keychain on the right to open the briefcase. On the left, flip the switches A, E, F then press the check button. A small panel will open so use the Clippers to cut the yellow wire. On the right side, press both buttons in the first row, the right button in the second row and both buttons in the bottom row (do not press any button in the third row) then press the check button. A small panel will open so use the Clippers to cut the green wire.

    Finally, press the Disarm button and once the cutscene starts, the achievement will unlock.

    Refer to You've Escaped! (100G) for a 100% walkthrough video.
  • Escape "The Confrontation."

    This is story related and cannot be missed.

    This escape room unlocks once you have completed ‘Where There’s Smoke’ and ‘Tea ‘N Tea’. In the upper-middle (12 o’clock) position of the map, click on ‘The Headmaster’s Office’. There is no time limit for this escape room.

    When you start, you are facing the desk. For reference, there is a newspaper (#12) in the waste basket to the right of the desk in case you still need it.

    Turn right and walk towards the green glowing wall. This is the Eel’s battery lock. To unlock Dead-Volt (50G), you need to solve it in under 10 moves (9 or less). Below is an image with what buttons need to be pressed. I’ve assigned each button a number, so press them in the 7-digit sequence at the bottom of the image to unlock the door and the achievement.
     

    After the short cutscene, turn around and unplug the cable connected to the wall. Next, walk over to Eel and pick up the Strange Keycard from his left hand. Turn around and you will see a panel on the wall to the left of the fireplace. Insert the keycard into the slot and the fireplace will open, unlocking this achievement.

    Refer to You've Escaped! (100G) for a 100% walkthrough video.
  • Escape "What Lies Below."

    This is story related and cannot be missed.

    This final escape room unlocks once you have completed ‘The Confrontation’. In the upper-middle (12 o’clock) position of the map, click on ‘The Headmaster’s Office’. Once you start walking up the stairs, you have 45 minutes to complete this escape room.

    Once you walk up the steps and through the open doors, for reference, turn left and open the left-most locker for a newspaper (#13).

    With the screens in front of you, turn right and interact with the left-most locker (the one with a dial combination). To open the locker, the combination is: right to 10, left to 25, right to 15. Pick up the Testing Sheet and Headmaster’s Pin. Turn right and walk over to the far wall and next to the screen that says “Only An Ace May Enter” is a fax machine. Use the Testing Sheet on the fax machine and select A, C, E then press the orange button. Pick up the Testing Sheet and walk through the now-open door.

    In Room 01, walk along the path and on the shelves on the right, pick up the 12V Battery (Dead) then walk over to the fax machine. Insert the Testing Sheet and select B, C, D then press the orange button. Pick up the Testing Sheet and walk into Room 02.

    In Room 02, use the Battery (Dead) on one of the electrical poles on the left to charge it then continue along the walkway to the fax machine. Insert the Testing Sheet and select A, D, E then press the orange button. Pick up the Testing Sheet and walk into Room 02.

    In Room 03, walk along the catwalk on the right and enter the door that says ‘03’ at the end. In this room, you need to slide each pillar in height order along the tracks to make a set of steps (we will return to these later). Insert the Testing Sheet and select B, D then press the orange button. Pick up the Testing Sheet and walk into Room 04.
     

    In Room 04, pick up Chemical Tank “D” off the shelf and return to Room 03. Climb the steps and use the Headmaster’s Pin on the gold vent. Crawl through the vent and after standing up in the next area, click the red button on the machine. Turn around and start walking back to the vent, pushing the ladder about halfway back.

    Descend the ladder and interact with the first machine that says “Max Load: 5V”. Use the Battery (Charged) on this machine then walk to the machine on the left that says “No Water (Or Other Liquids)”. Use Chemical Tank “D” on this machine then walk left to the final machine that says “Do Not…”. For this machine, spell out the word ‘SELFDESTRUCT’ on the keypad.

    Next, you need to interact with the four screens that have appeared and can be done in any order. On the screen that says “Total control is just the start opposite”, the answer is ‘STOP’. On the screen that says “Fun is a form of inefficiency”, the answer is ‘UNDO’. On the screen that says “Friendship is a waste of resources”, the answer is ‘REFRESH’. On the screen that says “Paramount is student compliance”, the answer is ‘WIPE’.

    Finally, click on the screen of Quanty’s face and press the Prime Directive button. Here, the answer is ‘SHUT DOWN’. Wait for the cutscene to begin and the achievement will unlock.

    Thanks to Bonds Box for the 100% walkthrough video:

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