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Escape Academy 2: Back 2 School Walkthrough: Story Route
Follow Escape Academy 2: Back 2 School in chapter order, find your next required task and learn which campus puzzles and collectibles you can leave for later.
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Follow the Required Story Route
The released campaign runs through eight chapters, beginning at Escape Shack Station and ending with Escape the Academy. Follow the chapter tasks below, earn enough Escape Bucks for required purchases, and leave most campus collectibles and Extra Credit cleanup until later.
Read only as far as your current chapter to keep later room names out of view. Start with the visible landmarks and quest names before using an exact answer. When you lose the route between rooms, compare your current quest with the next unfinished task below.
Chapter 1: Arrival and the Clocktower
Start at the tram station, then follow the classroom escape and orientation checklist toward the rooftop. At the station, the telephone box, open vent and luggage beside the telephone box are the useful landmarks for your fare. On campus, your portrait identifies the student number to use for your locker and dorm room.
- Complete No Ticket at Escape Shack Station to begin the tram journey; its final action is pulling the departure lever inside.
- Escape A Clued Awakening by matching the founders at the classroom exit, which brings you to campus orientation.
- Open the locker matching your portrait's student number to collect money for the required books.
- Enter your assigned dorm room after opening the dormitory entrance; counting the portrait suits gives the entrance code 346.
- Buy the three required books for Better Book It! from the bookshop reached through the courtyard.
- Answer the telephone in the Headmaster's Office for Head to Head to move the route toward the rooftop.
- Open the rooftop door in A Surprising Start with STAY AWAY to reach the tower escape.
- Ring the large bell at the end of That Rings a Bell to finish the chapter.
Chapter 2: Science Coursework
Scientific Method starts the Science route, which culminates in Lightbulb Moment. Follow the green arch and garden toward the Science Campus. Keep money available for the parts purchase between your coursework and the escape room.
- Talk to Von Bellini for Scientific Method to begin your Science Campus coursework.
- Complete Coop de Grace in the biology classroom to help Nugget lay an egg.
- Synthesize the memory gas during Memory Leak to complete the chemistry experiment.
- Buy the parts for Overengineering Class, setting aside 17 Escape Bucks for the purchase.
- Complete Lightbulb Moment to reach the end of the Science chapter.
Chapter 3: Humanities Coursework
Historic Beginnings opens the Humanities chapter, and Think Inside the Box closes it. Work through the library, quiz and museum assignments in between. For Unlock and Load, keep the permit and crowbar purchase in mind before tackling the exhibits.
- Talk to Professor Jeberson for Historic Beginnings to start the Humanities route.
- Recover the books in Banned Together to work through the library assignment.
- Complete Quiz Pro Quo to finish the quiz assignment.
- Buy the crowbar for 10 Escape Bucks after showing the permit during Unlock and Load.
- Place all eight exhibits for Unlock and Load to finish the museum arrangement.
- Complete Think Inside the Box, ending at the golden chest, to finish the chapter.
Chapter 4: The Office and Detention
Solvers Keepers begins this chapter's route through the office, detention and Through the Looking Grate. These are required story milestones. Follow the active quest through this sequence before returning to optional campus exploration.
- Guide Gillian through Solvers Keepers using schematic A to complete the navigation task.
- Complete Eyes on the Prize to advance through the office escape.
- Complete Pay Close Detention to escape detention and continue the chapter.
- Take the map from the crate in Through the Looking Grate to finish that part of the route.
Chapter 5: Arts and the First Chamber
A Strong St-Art begins the Arts chapter, which ends in The First Chamber. The theatre, costume and dance assignments belong to the required route. Keep enough Escape Bucks for the ticket when the production reaches Chortkoff's Gun.
- Talk to Professor Chortkoff for A Strong St-Art to begin the Arts assignments.
- Finish the casting task in Casting a Wide Net to complete the audition assignment.
- Patch the cape in Suit Yourself to finish the costume task.
- Finish the final dance in Pop Un-lock and Drop It to complete the dance assignment.
- Buy the ticket for 20 Escape Bucks during Chortkoff's Gun to continue the production route.
- Solve Death of an Artist to advance the production's mystery.
- Solve the statue puzzle in A Monumental Discovery to continue toward The First Chamber.
- Complete The First Chamber to finish the chapter.
Chapter 6: Return to Science
Second Round Science starts the return to Science Campus, and The Second Chamber is the chapter's endpoint. Von Bellini is near the store room at the start. Quanty's repair task takes you farther along the campus from the Weather Tower to his old lab.
- Find Von Bellini near the store room for Second Round Science to begin the chapter's coursework.
- Complete A Storm Approaches to work through the weather assignment.
- Repair Quanty during Quanty: Rebooted by reaching the Personality Driver inside the garage.
- Complete Von Boyage to finish the ship escape.
- Solve Dark Tidings to continue toward The Second Chamber.
- Complete The Second Chamber to reach the chapter's endpoint.
Chapter 7: Days Von By
- Begin Days Von By to resume the story after The Second Chamber.
- Progress through the Third Chamber as the next chamber milestone.
- Complete Off The Rails to finish this chapter's route.
Chapter 8: The Final Story Sequence
Rewriting History opens the final chapter. The dock departure is the point to stop and handle outstanding side activities before continuing to the final island sequence. Clear the campus tasks you still want to finish before taking that next story step.
- Begin Rewriting History to start the final chapter.
- Finish outstanding campus side tasks before the dock departure to complete your cleanup before advancing.
- Complete Eye of the Brain Storm to advance through the final story sequence.
- Complete Mind Your Elders to reach the remaining escape objective.
- Finish Escape the Academy to complete the campaign.
What You Can Leave for Later
Most Extra Credit quests and campus collectibles can wait, but mandatory purchases still need Escape Bucks. Earn money from student tasks and collect loose cash while traveling between objectives. Completing every Extra Credit quest is optional for the story, so choose available tasks that keep your required shopping funded.


