Escape Academy Escape from the Past Walkthrough: Every Room Solved

Full Escape Academy Escape from the Past walkthrough: room-by-room solutions for Old Rivals, Yes Chef, Rocket Science, Heist Guy, and the finale.

Why This DLC Deserves a Proper Walkthrough

Escape Academy's Escape from the Past DLC takes the base game's formula and turns the difficulty dial up, stacking five rooms of layered puzzles that often hide a second, third, and fourth step behind the obvious one. This Escape Academy escape from the past walkthrough breaks down each room the way a good co-op partner would — explaining not just the answer, but the logic that gets you there.

That distinction matters. Codes are useless if you don't understand the deduction behind them, especially in rooms where developer Coin Crew Games leans hard on wordplay, puns, and "read it upside down" tricks. Below you'll find the full Escape Academy escape from the past walkthrough, organized by room, with tables you can scan in seconds.

Room Overview: Difficulty, Time Limits, and What You're Facing

The DLC splits into a prologue room, three main heist-style rooms you can tackle in any order, and a two-part finale. Difficulty is rated in "keys" out of five.

RoomDifficultyTime LimitCore Mechanic
Old Rivals3 / 5NonePlaying-card boards, chess placement, dice maze
No More Mister Heist Guy4 / 540 minutesStock math, pinball grid, wire-tracing, spotlights
It's Not Rocket Science3 / 5NoneGas math, record-player wiring, key cutting
Yes, Chef3 / 535 minutesSong codes, pantry lock, recipe ratios
Headmaster's Tower / A Trying Trial5 / 5NoneEvidence logic, Morse code, shape subtraction

Community reports consistently flag No More Mister Heist Guy as the longest room in the DLC, mostly because of the light-beam vault puzzle and the pinball grid. If you're short on patience, save it for last.

Old Rivals: The Stadium Room, Puzzle by Puzzle

Old Rivals front-loads a lot of reading. The four boards on the wall each carry a card suit, and the chests nearby hold hole-punched playing cards. Pin the correct card to the matching suit board and the punched holes reveal letters — which is where the puns begin. You're being told to ignore the diamond powder, a clue you'll use on the display of symbols later.

Here's the order most players find works cleanest:

StepWhat to DoResult
1Match hole-punched cards to suit boardsLetters decoded, clue text revealed
2Solve the team/color/mascot logic gridUnlocks a chess-piece placement puzzle
3Place all chess pieces so none are capturedDoor opens
4Tilt the dice board to drop a die into the holeYou receive dice
5Roll until you hit Snake Eyes (1 + 1)Next door unlocks
6Arrange the collected fragments into a star shapeSymbol lock opens

The Symbol Locks and the Wordle Door

Past the star puzzle you get four smaller locks, each keyed to a wavy line you match against a themed mini-puzzle. The notable ones:

  • The upside-down number lock: the word "hello" flips into 0 7 7 3 4.
  • The black-and-white bar lock: count the alternating segments in order — the walkthrough that inspired this guide reads black 4, white 6, black 3, white 4.
  • The compass grid: light the cells matching the standing figures' orientation.
  • The color-mixing lock: treat it as pigment subtraction (orange minus yellow leaves red, and so on).

Then comes the door that behaves like Wordle. You know the names Horatio and Windsor from earlier documents, so start there, then push toward the six-letter answer HARDEST. Collect every letter tile lying around before you commit — you'll need spare letters for the arithmetic puzzle that follows, where the tiles must satisfy the "+7" and "−5" operators. Player experience reports the final keypad entry as 7-7-2-3-6.

No More Mister Heist Guy: Slides, Stocks, and Spotlights

This is the room that eats time. Break it into four phases and it becomes manageable.

Phase one — the projector and pattern math. Slides are scattered around the office; load them into the projector. The board game on the wall pairs fabric patterns with number pairs, so note the differences: one pattern shifts 56 → 53, another 64 → 60, another drops 49 → 11. Those differences feed the coin-operated machine.

Phase two — Jefferson's portfolio. Read the stock ledger and reverse the math. This table shows how the numbers resolve:

StockMonthPrice per UnitUnitsTotal Invested
LOCK—$58$40
PUZZJune$154$60
KEYAugust$107$70
PAUSEJuly$105$50

Enter the four values into the filing cabinet. That unlocks Guy's heist plan, which is written in A/B/C/D directional shorthand: A B C A B A D B C translates to up, down, right, up, left, down — the door sequence.

Phase three — pinball and the grappling hook. Smash the vending machine for coins, then aim the pinball into the lit buckets. The grid you're filling mirrors the pattern of blank spaces you spotted elsewhere; the sequence 5-3-2-4 yields the grappling hook.

Phase four — footprints, crossword, pipes, spotlights. Follow the footprints and handprints along the walls to trigger wall panels. The newspaper crossword resolves with ATTIC, NOSES, CHEFS, and MOXIE. The pipe puzzle is a toggle chain — flip a symbol and its partner flips too, so kill the water line first. The vault spotlight puzzle closes the room: rotate the emitters until every beam is open along your path, then count the fingers on the golden hands to point each statue at the correct number of gold bars.

It's Not Rocket Science: The Garage and the Launch

Start with the fuel receipt. Six gallons cost $2.26 including a 40-cent service charge, so the per-gallon price is $0.31 — the pump wants 0-3-1. Grab the fan belt from the cutscene clue, install it, and the sound barrier gate goes up.

The record player is the patience test. Drag the wire segments toward the empty corners first so you have working room, then connect the contacts. Once the player spins, the "soul" lock appears — a five-letter answer, SOLVE.

The measuring station is where the DLC's best pun lives. The schematic reads "measure twice," and the letters printed around it spell TWIST. Measure those letters on the ruler:

LetterMeasurement
T7
W6
I2
S8
T3

That gives 7-6-2-8-3. The auto shop also hands you spark plugs, and the burn-mark diagram ranks durability from coolest to hottest: blue, red, light blue, green, yellow. Install them in that order. The trunk's license plate hides a classic combination lock — 20 left, 35 right, 5 left.

Finally, the spare key. The bumper sticker says the trunk was "sealed by an average Joe," so measure J, O, and E, then average each of the five column totals across three letters (6, 12, 9, 9, 12 ÷ 3). Cut the blank at 2-4-3-3-4, open the trunk, use the tow hook to straighten the rocket, and launch.

Yes, Chef: Song Codes, the Pantry, and the Burger Order

Yes, Chef is a puzzle room disguised as a diner shift, and it's the most fun stretch of this Escape Academy escape from the past walkthrough. Three symbols — star, heart, moon — each map to a painting in the room, and each painting maps to a song on the jukebox.

SymbolWhere It's FoundSongJukebox Code
StarSunrise-style painting"Sunset"D2
HeartFramed flowers"Buy the Flowers"E3
MoonDart off the board"Off Target"C4

The pie case is a subtraction puzzle: count the slices remaining (not eaten) in each of the six rows. The pantry lock spells out its own password family — butter, dairy, citrus, greens converts to 7-4-2-1.

Salad is a straight line-matching exercise: lettuce → chop setting 1, apples → 2, celery → 3, walnuts → 4.

Soup is ratios. Every number you need is printed on the posters: five carrots for the vitamin C target, two onions for fiber, four broth cans for sodium, plus garlic for protein.

Burgers depend on the slang sheet. "Not the hoof, not a hockey puck" means a medium patty. "Make 'em cry" means onions, "red and yellow paint" means ketchup and mustard, "through the garden" means lettuce, hold the tomato, and the secret ingredient is pickles.

For dessert, match the jelly-mold colors to the symbols and heights for 3-7-5. The antidote sits behind a cooking-hat-to-calendar puzzle — tall/medium/short hats convert to weekdays, and the order you input them follows the hats hanging in the room. Finish with the milk in the fridge.

The Headmaster's Tower and A Trying Trial

The finale has no timer, which is a mercy, because the first half is pure reading comprehension. Search every room, build your case, and confront the suspect with the budget memo — the rejected kitchen and student-safety line items are the pressure point.

The second argument is a rulebook contradiction. The nutrition rules define meat as including poultry, seafood, and shellfish, and separately forbid putting meat products in the compost tea. So the chum wasn't food headed for the kitchen; it was contraband headed for the compost.

Then the briefcase. Morse code is printed across the tools, and each kitchen implement converts to a dash/dot string:

ToolMorseSymbol
Wine bottle−−−−Dash group
Milkshake straw..Two dots
Cupcake whisk−..−Dash, dot, dot, dash
Pancake spatula·Dot
Screwdriver−.−Dash, dot, dash

The shape puzzle is subtraction logic: keep shapes that add (+), remove shapes that subtract (−), and you'll end with the correct outline. Finish with the ice bucket for the last step. If you want a second opinion on any room, God is a Geek's complete Escape from the Past walkthrough hub breaks each room into separate pages.

FAQ

How long does Escape from the Past take to finish? Most players need two to three hours for a blind run. A guided run with this Escape Academy escape from the past walkthrough cuts that to roughly 60–90 minutes.

Can I play the DLC rooms in any order? Yes. Old Rivals is the prologue, then No More Mister Heist Guy, It's Not Rocket Science, and Yes, Chef unlock together. The Headmaster's Tower and A Trying Trial close the story.

Which room is hardest in this Escape Academy escape from the past walkthrough? No More Mister Heist Guy. The spotlight vault and pinball grid account for most of the reported frustration, and the shift-arrow tubes require genuinely careful sequencing.

Do I need the base game to play it? Yes. Escape from the Past is DLC, so you'll need Escape Academy installed plus the expansion.

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