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Choose an Extra Credit Task by Campus Area

Find Extra Credit starts in Escape Academy 2: Back 2 School by campus area, learn how to track each task, and see which rewards help your progress.

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01

Find Extra Credit During Campus Exploration

Extra Credit becomes available during early campus exploration in Escape Academy 2: Back 2 School. Look for students with quest icons, then use the quest tracker to follow their side puzzles and earn Escape Bucks.

These side puzzles have no timer, making them useful breaks between story escapes. Their Escape Bucks help pay for required quest items, including your books. Choose nearby tasks as you explore so you have money ready when the story calls for a purchase.

02

Choose an Area You Can Already Reach

Start with the main tower and Quad while exploring the opening campus. Shelf Destruction, Fizziness as Usual, Don't Be a Chore, Got Milk?, Hook, Line, and Thinker, and Send in the Clues have starting points around those areas. Use the landmarks below to choose a task along your current route.

The Science Campus enters the story route in Chapter 2, Humanities in Chapter 3, and Arts in Chapter 5. Check the relevant area when you can reach the listed student or landmark. An area's appearance in the story is a useful planning milestone; use your current access to decide which task to pursue.

The Campus Gardens gate requires 17 credits and can also be approached from the Arts Campus side. Story-room credits open gated areas, while Extra Credit puzzles provide Escape Bucks for purchases. Keep those uses in mind when deciding whether to continue the story or stop for a student task.

03

Extra Credit Starting Points by Area

Pick a starting point close to your current objective. These landmarks let you find a task before revealing its puzzle answer. Once you arrive, inspect the nearby clues before trying an exact input.

Area and taskStarting point
Main tower — Shelf DestructionTalk to the student beside the third-floor trophy cabinet.
Main tower — Fizziness as UsualTalk to the sleepy student on the dorm floor.
Main tower — Don't Be a ChoreInspect the roommate board to begin the task.
Courtyard — Got Milk?Find the cat in the courtyard to start its task.
Courtyard — Hook, Line, and ThinkerVisit Cod Stewart at the fishing club in the courtyard.
Quad — Send in the CluesTalk to the clown to begin the puzzle.
Science — Chipping InTalk to the student outside the chemistry lab.
Science — Feel the BurnFind the furnace near the route toward the beach.
Science — Scoping Things OutLook beneath the shutter in the factory area.
Science — Piping MadFind the leaking pipes to locate the task.
Humanities — A Cryptic PicnicTalk to the student in the bandstand.
Humanities — A Riddle Bit CloserInspect the three riddle boxes associated with the task.
Humanities — When Life Gives You LimesVisit the stall behind the library.
Arts — A Real HeadspinnerTalk to the dancer to start the task.
Arts — Say CheeseTalk to the student on the upper stairs.
Arts — Clues and CubesInspect the cube near the Box Office.
Arts — Accordion to PlanFind the task on the Arts Classroom roof.
Gardens — Cluepid's ArrowTalk to the archer by the waterfall.
Gardens — A-maze-ing BeastsFind the distressed student by the hedge maze.
Beach area — Throwing ShadeLook for the task near the beach.
04

Start a Task and Track Its Progress

  1. Find a student with a quest icon to identify an available side task.
  2. Speak to the quest-giving student to begin their Extra Credit puzzle.
  3. Use the quest tracker to follow the task's progress while you investigate its clues.
  4. Complete the side puzzle to earn Escape Bucks for campus purchases.
  5. Check the Extra Credit section at the bottom of the Journal to review your completion progress.
05

Try Shelf Destruction for Early Shopping Money

Shelf Destruction starts beside the trophy cabinet on the main building's third floor. Before using the placements below, read the newspaper clippings and banners beside the cabinet: they explain which trophies belong under its year labels. Completing the arrangement earns money for your shopping.

Cabinet labelTrophy
’73Bronze TOP trophy
’79Silver beehive trophy
’83Gold TOP trophy
’84Puzzle trophy
’95Grenade trophy
06

Rewards and Completion Milestones

Save some Escape Bucks for required books and quest items as you progress. Completing every Extra Credit quest is optional for the story, so you can choose which tasks to tackle. The achievements provide separate goals if you enjoy clearing the campus side content.

Completion goalAchievement
Complete your first Extra Credit quest.A Little Something Extra
Complete 10 Extra Credit quests.This Should Help My Grades
Complete all 24 Extra Credit quests.Escape-a-holic

For a completion sweep, also check your Extra Credit entries for Breaking Clues, Montecluema's Revenge, Once More with Eeling, and Cliff Notes. Review your overall progress in the Extra Credit section at the bottom of the Journal before choosing your next task.

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