All Escape Academy 2 Back 2 School guides
Most of the 41 achievements come from playing the story, and the collectible ones (Red Herrings, Quanty, ziplines, Extra Credits) are easy to finish if you pick things up chapter by chapter. The ones that need a plan are Star Student, because No Ticket can’t be replayed, and the handful of odd jobs like dialing 911 or jumping into lava.
How to Get All 41 Achievements in Escape Academy 2 Back 2 School
Before You Start
- Playthroughs: one, if you play on Classic and get A+ in No Ticket.
- Missable: Star Student, because of No Ticket. Quanty Superposition may be too, since Professor Quanty might not be findable after the story. Everything else can be finished after the credits.
Important:
- Start on Classic. Casual has no timer or grades, so Star Student is impossible on a Casual save.
- No Ticket is the only escape room you can’t replay from your dorm laptop. Miss A+ there and you need a new game.
- Turn in Red Herrings at exactly 50. There are 52, and Cod Stewart takes every fish you’re carrying.
- Professor Quanty only appears during the story in Chapter 6. Talk to him then.
- Clear the orange dots over people’s heads in each area as you go and the 300-conversation achievement takes care of itself.
Story Achievements
Spare Some Change?
Collect your first Escape Buck.
Pick up the first Escape Buck in No Ticket. There’s one next to the telephone booth by the ticket booth. See the Chapter 1 walkthrough.
Back 2 School
Complete “No Ticket”
Finish No Ticket, the opening escape room. Play it on Classic and aim for an A+, since it’s the only room you can’t replay. Solutions are in the Chapter 1 walkthrough.
A Clued Awakening
Complete “A Clued Awakening”
Finish the classroom escape room. Solutions are in the Chapter 1 walkthrough.
Locked In
Complete your first assignment.
Open your locker (3517) during orientation in the Headmaster’s Tower. See the Chapter 1 walkthrough.
Don’t Look Down
Navigate to the tallest point on the map.
Reach the top of the Headmaster’s Tower stairwell. The lock at the top takes STAY AWAY. See the Chapter 1 walkthrough.
That Rings a Bell
Complete “That Rings a Bell”
Finish the clock tower escape room. Solutions are in the Chapter 1 walkthrough.
Scientific Breakthrough
Unlock the Science Campus.
Unlock the Science Campus door from the Quad in Chapter 2. See the Chapter 2 walkthrough.
Science, Dude!
Synthesize your own batch of memory gas.
Synthesize CH₅NO₃ on the Chemistry Lab computer. See the Chapter 2 walkthrough for the full lab.
Lightbulb Moment
Complete “Lightbulb Moment”
Finish Von Bellini’s Puzzle Factory escape room. Solutions are in the Chapter 2 walkthrough.
Oh, The Humanity
Unlock the Humanities Campus.
Open the door in the northwest of the Headmaster’s Tower area in Chapter 3. See the Chapter 3 walkthrough.
The Gate Outdoors
Unlock the Campus Gardens
Jump down into the Campus Gardens from the Humanities Campus. See the Chapter 3 walkthrough.
Think Inside the Box
Complete “Think Inside the Box”
Finish the museum escape room. Solutions are in the Chapter 3 walkthrough.
Eyes on the Prize
Complete “Eyes on the Prize”
Finish the library safe room in the Headmaster’s Office. Solutions are in the Chapter 4 walkthrough.
Pay Close Detention
Complete “Pay Close Detention”
Break out of the Detention Dungeon. Solutions are in the Chapter 4 walkthrough.
Liars!
Uncover a dark secret.
Pull the lever in the hidden sewer chamber after filling in the plaque. See the Chapter 4 walkthrough.
Acting Out
Unlock the Arts Campus.
Follow the tunnel from the Headmaster’s Tower to the Arts Campus in Chapter 5. See the Chapter 5 walkthrough.
Chortkoff’s Gun
Complete “Chortkoff’s Gun”
Solve the Death of an Artist play. Every dialogue answer is in the Chapter 5 walkthrough.
A Monumental Discovery
Complete “The First Chamber”
Complete The First Chamber under the Upper Arts Campus. Solutions are in the Chapter 5 walkthrough.
Von Boyage
Complete “Von Boyage”
Finish the ship escape room on the beach. Solutions are in the Chapter 6 walkthrough.
Dark Tidings
Complete “The Second Chamber”
Complete The Second Chamber on the beach. Solutions are in the Chapter 6 walkthrough.
Von But Not Forgotten
Complete “Von But Not Forgotten”
Gather the song, portrait and wreath for Von Bellini’s memorial. See the Chapter 7 walkthrough.
A Well-Kept Secret
Complete “The Third Chamber”
Complete The Third Chamber under the Humanities Campus fountain. Solutions are in the Chapter 7 walkthrough.
Off The Rails
Complete “Off the Rails”
Finish the mine cart escape room in the Crypt. Solutions are in the Chapter 7 walkthrough.
Eye of the Brain Storm
Complete “Eye of the Brain Storm”
Finish the island escape room. Solutions are in the Chapter 8 walkthrough.
Mind Your Elders
Complete “Mind Your Elders”
Finish the final escape room inside Alistair Bell’s mind. Solutions are in the Chapter 8 walkthrough.
Escape the Academy
Survive your second year at Escape Academy.
Talk to Headmaster Solange in the Upper Arts Campus after Mind Your Elders. See the Chapter 8 walkthrough.
Optional Achievements
Don’t Call In Case of an Emergency
Attempt to contact the campus police.
In A Clued Awakening, dial 911 on the phone on the teacher’s desk before you call the real number. See the Chapter 1 walkthrough.
Tis But a Scratch
Get sent to the infirmary.
Get electrocuted, fall from a great height, fall into deep water or jump into lava. Any one of them sends you to the infirmary. Jumping into the river behind the Museum in Chapter 3 is the easy way.
Snap, Crackle, Pop!
Fall from a great height, jump into lava, and get electrocuted.
You need all three injuries on one save:
- Fall from a great height: ride the zipline up from the Headmaster’s Tower rooftop, climb the roof and drop to the ground below.
- Get electrocuted: on the Arts Campus, get onto the roof above the Theater Workshop and run into the electricity pole by the fence. You have to hit it from the roof.
- Jump into lava: go to the Furnace on the Lower Science Campus, behind the 45-puzzle-piece fence.
The lava opens up in Chapter 6, so that’s when this unlocks.
B- B- B- B- Busted!
Get caught trespassing 5 times.
Walk into an area you’re not allowed in yet until you’re escorted to the Detention Dungeon, five times. The pipe on the Science Campus roof in Chapter 2 leads straight to one. After the story, you can jump off the Campus Lookout instead.
Extrovert Extraordinaire
Have over 300 conversations with people around campus.
Talk to people as you go. Anyone with something new to say has an orange dot over their head, so clear the dots in every area before you move on and this comes on its own.
No Paint, No Gain
Complete all painting challenges around campus.
Finish the Cliff Notes Extra Credit, which you get from the students in the tunnel between the Headmaster’s Tower and the Arts Campus. There are five spots to paint:
- Factory smokestacks: Science Campus. Climb the pipes by the lighthouse to the roof and paint the pipe marked “Paint Me!”.
- Rainbow by the waterfall: Campus Gardens, ahead of the archers. Climb the waterfall from the right side.

- Mural on the dam: Arts Campus. Climb the benches beside the Costume Shop and jump toward the dam.

- Theater marquee sign: Arts Campus. From the zipline (or up two flights of stairs and across the outdoor unit), drop to the ledge with two couples, climb the crates over the roof and take the stairs down.

- Dock crane mural: Beach. Ride the crane over from the Science Campus and climb the crates. This one only opens in Chapter 6.

Hand the quest in for 15 Escape Bucks.
Just Here For the Ziplines
Unlock every zipline on campus.
Talk to the students on the Quad first. After that, anyone with a blue sign over their head will set up a zipline for $9. There are ten:
- The Quad, near the gazebo
- Headmaster’s Tower entrance
- Upper Science Campus, near the Chemistry Lab
- Campus Gardens, near the stage
- Humanities Campus, near the Museum
- Arts Campus, ground floor
- Upper Arts Campus, near the statue
- Lower Science Campus, near the Furnace
- Beach, near the crane
- Humanities Campus, between the Cipher Center and the Greenhouse
The zipline locations guide has a picture of each one.
Quanty Superposition
Meet all 11 versions of Quanty across campus.
Talk to all eleven Quantys. Every one is shown with a screenshot in the Quanty locations guide. In short:
- Warden: Headmaster’s Tower, Detention Dungeon
- Nurse: Headmaster’s Tower, Infirmary
- Librarian: Humanities Campus, Library
- Groundskeeper: Campus Gardens, at the Hedge Maze entrance
- Cashier: Headmaster’s Tower, Bookstore
- Dance Instructor: Arts Campus, Dance Studio (during the story)
- Curator: Upper Arts Campus, monkey door
- Professor / Senior Science Professor: Science Campus (during the story)
- Big Professor: Lower Science Campus, Computer Lab (during the story)
- Lifeguard: Beach
- Janitor: Humanities Campus, The Escapist Times
Professor Quanty only shows up during the story, and the source guide’s author couldn’t find him after the credits, so don’t skip him.
Herring Is Caring
Turn in all 50 Red Herrings to Cod Stewart.
Collect 50 Red Herrings and turn them in to Cod Stewart at the Fishing Club on the Quad (the Hook, Line, and Thinker Extra Credit). There are 52 in the game, and the turn-in takes everything you’re carrying, so hand them in as soon as you reach 50. Every location is in the Red Herring locations guide, and each chapter walkthrough marks them as you go.
Do You Mind?
Jump on Alistair Bell’s head in “Mind Your Elders”
In Mind Your Elders, at the cube with six white marks, ride the zipline onto the roof. Build up speed and jump onto Alistair’s head. See the Chapter 8 walkthrough.
Star Student
Get an A+ in every escape room.
Get A+ in every escape room. You can replay any of them from the laptop in your dorm except No Ticket. If you missed A+ there, or started on Casual (no timer or grade), you need a new save. Every puzzle has a fixed solution, so a second run with the walkthrough open goes quickly.
The Big RevEEL
Make contact with an old friend of the Academy.
After the story, open the 80-puzzle-piece door in the Upper Arts Campus. Climb up, ride the zipline and go around the back of the lighthouse to a machine. Buy A Long Distance Call for $50 and look at its symbol. The same symbol is on the monkey door in the Upper Arts Campus.

The code is 4213.
Extra Credit Achievements
A Little Something Extra
Complete your first Extra Credit quest.
Finish your first Extra Credit. Shelf Destruction in the Headmaster’s Tower Lobby is usually first. See the Chapter 1 walkthrough.
This Should Help my Grades
Complete 10 Extra Credit quests.
Finish ten Extra Credits. Following the walkthrough, the tenth is When Life Gives You Limes… outside the Lecture Hall in Chapter 3.
Escape-a-holic
Complete all Extra Credit quests.
Finish all 24 Extra Credits:
| Extra Credit | Where | Solution |
|---|---|---|
| Shelf Destruction | Headmaster’s Tower Lobby, past the infirmary stairs | Chapter 1 |
| Fizzness as Usual | Headmaster’s Tower Courtyard, upper floor | Chapter 1 |
| Got Milk? | Courtyard lower floor, by the Lobby door | Chapter 1 |
| Don’t Be a Chore | Stairs past your dorm toward the Infirmary | Chapter 2 |
| Hook, Line, and Thinker | Fishing Club on the Quad (turn in at Chapter 7) | Chapter 2 |
| Send in the Clues | Clown Club on the Quad | Chapter 2 |
| A Riddle Bit Closer | Quad stairs, Campus Gardens hill, Museum mailbox | Chapter 2 |
| Chipping In | Upper Science Campus, by the Chemistry Lab | Chapter 2 |
| Scoping Things Out | Lower Science Campus, under the shutter | Chapter 2 |
| Cliff Notes | Tunnel between the Headmaster’s Tower and the Arts Campus | Chapter 3 |
| Cluepid’s Arrow | Campus Gardens, by the river | Chapter 3 |
| A-maze-ing Beasts | Campus Gardens, Hedge Maze entrance | Chapter 3 |
| When Life Gives You Limes… | Outside the Lecture Hall | Chapter 3 |
| A Cryptic Picnic | Gazebo in front of the Museum | Chapter 3 |
| A Real Headspinner | Arts Campus, near the door to the Headmaster’s Tower | Chapter 5 |
| Say Cheese | Arts Campus, three flights up | Chapter 5 |
| Clues and Cubes | Arts Campus, the man with the big cube | Chapter 5 |
| Accordion to Plan | Upper Arts Campus, above the Arts Classroom | Chapter 5 |
| Once More With Eeling | Upper Arts Campus, behind the monkey door | Chapter 5 |
| Piping Mad | Lower Science Campus, near the Weather Tower | Chapter 6 |
| Feel the Burn | Lower Science Campus, the Furnace | Chapter 6 |
| Throwing Shade | Beach, by the lifeguard tower | Chapter 6 |
| Breaking Clues! | The Escapist Times | Chapter 7 |
| Montecluema’s Revenge | Cipher Center, second floor | Chapter 7 |
The painting differences for Once More With Eeling:

Full puzzle solutions for every chapter are in the Escape Academy 2 Back 2 School walkthrough.
Based on the original walkthrough by aquatorrent.








































