Gameplay
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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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.
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.
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 task | Starting point |
|---|---|
| Main tower — Shelf Destruction | Talk to the student beside the third-floor trophy cabinet. |
| Main tower — Fizziness as Usual | Talk to the sleepy student on the dorm floor. |
| Main tower — Don't Be a Chore | Inspect the roommate board to begin the task. |
| Courtyard — Got Milk? | Find the cat in the courtyard to start its task. |
| Courtyard — Hook, Line, and Thinker | Visit Cod Stewart at the fishing club in the courtyard. |
| Quad — Send in the Clues | Talk to the clown to begin the puzzle. |
| Science — Chipping In | Talk to the student outside the chemistry lab. |
| Science — Feel the Burn | Find the furnace near the route toward the beach. |
| Science — Scoping Things Out | Look beneath the shutter in the factory area. |
| Science — Piping Mad | Find the leaking pipes to locate the task. |
| Humanities — A Cryptic Picnic | Talk to the student in the bandstand. |
| Humanities — A Riddle Bit Closer | Inspect the three riddle boxes associated with the task. |
| Humanities — When Life Gives You Limes | Visit the stall behind the library. |
| Arts — A Real Headspinner | Talk to the dancer to start the task. |
| Arts — Say Cheese | Talk to the student on the upper stairs. |
| Arts — Clues and Cubes | Inspect the cube near the Box Office. |
| Arts — Accordion to Plan | Find the task on the Arts Classroom roof. |
| Gardens — Cluepid's Arrow | Talk to the archer by the waterfall. |
| Gardens — A-maze-ing Beasts | Find the distressed student by the hedge maze. |
| Beach area — Throwing Shade | Look for the task near the beach. |
Start a Task and Track Its Progress
- Find a student with a quest icon to identify an available side task.
- Speak to the quest-giving student to begin their Extra Credit puzzle.
- Use the quest tracker to follow the task's progress while you investigate its clues.
- Complete the side puzzle to earn Escape Bucks for campus purchases.
- Check the Extra Credit section at the bottom of the Journal to review your completion progress.
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 label | Trophy |
|---|---|
| ’73 | Bronze TOP trophy |
| ’79 | Silver beehive trophy |
| ’83 | Gold TOP trophy |
| ’84 | Puzzle trophy |
| ’95 | Grenade trophy |
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 goal | Achievement |
|---|---|
| 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.


