Escape Academy 2 Chapter 1 Walkthrough: Every Escape Shack Puzzle Solved

Full Escape Academy 2 chapter 1 walkthrough: solve the Escape Shack station dials, the classroom PATH code, the dorm 346 lock, and the rooftop bells.

Chapter 1 of Escape Academy 2: Back 2 School is a deceptively dense opening act: a tram station, a classroom, a dormitory, and a rooftop bell tower, all stuffed with codes that never explain themselves. This Escape Academy 2 chapter 1 walkthrough breaks every puzzle down in the order you'll actually hit them, so you can stop brute-forcing dials and get back to the story. Keep this Escape Academy 2 chapter 1 walkthrough open in a second tab — the chapter loves sending you back across rooms you've already cleared, and a quick reference saves a lot of walking.

Below you'll find confirmed solutions for every lock in the chapter, plus the money locations you need to afford the tram ticket and the required books. Codes were verified against a full published walkthrough and cross-checked with player experience from community playthroughs.

Chapter 1 at a Glance: Every Code in Order

If you're stuck on one specific lock, this table is your shortcut. Every answer below appears again in the detailed sections, so you can jump straight to the puzzle that's blocking you.

PuzzleLocationSolution
Three-symbol dialMachine near ticket kioskTriangle, cog, square
Destination codeTicket kiosk9625
Tram door lockPlatformSTEAM
Backpack padlockClassroomPATH
Emergency phone numberClassroom desk phone772
Dorm door padlockDorm hallway346
Roof door passwordTop stairwellSTAY AWAY
Constellation lockBell towerCAMEL
Clock chestBell towerLUNAR
Escalator lockBell towerECLIPSE
Bell tuneBell towerACAEDGA

Expect roughly 20 to 30 minutes for a first run, most of which is spent on the rooftop bell tower — the chapter's longest and most layered room.

Escape Shack Station: Dials, Dollars, and the 9625 Code

You start on a platform with no ticket and no money. Two things stand between you and the tram: $3 and the destination code for Escape Academy.

Step 1: Solve the three-symbol dial

The machine beside the ticket kiosk has three rotating dials. Each dial is ringed by two colored lines — red and yellow, blue and red, and blue and yellow. On the wall to your left is a tram stops map, and each stop is marked with a symbol.

Cross-reference the two: find where each color pair intersects on the map, and note the symbol sitting at that stop. Our solution was triangle, cog, and square, and that ordering matches community reports across playthroughs.

Step 2: Find $3 without wandering

Money is scattered across the platform in three specific spots. Miss one and you'll be circling the benches for ten minutes.

CashWhere to find itHow to grab it
$1Phone boxOpen the door and take it
$1VentCrawl through the open vent
$1Top of the phone boxClimb the luggage stacked beside it

Step 3: Buy the ticket and open the tram

Head back to the kiosk and click the yellow slot to insert your $3. Type 9625 as the destination code, confirm with the tick, and collect the ticket from the green slot. Use the ticket on the gate slot, then walk up to the tram doors.

The doors are held by a combination lock. Input STEAM — a fitting answer for a transit-themed room — and climb aboard. Pull the lever inside to close out the first room of this Escape Academy 2 chapter 1 walkthrough.

A Clued Awakening: Cracking the Classroom PATH Code

The classroom is a coordinate puzzle disguised as a seating chart. Every desk carries an XY number, and the backpack at the back of the room has a padlock with the clue "Start at X2 Y2."

StepDeskLetterNext clue
1X2 Y2PX+1
2X3 Y2AY+2
3X3 Y4TX-2
4X1 Y4H—

Read the letters in order and you get PATH. Enter that on the backpack padlock to pull out the first projector still.

The safe, the phone, and the stolen key

Behind the same area you'll find a schedule board with activities pinned to times — coffee at 8 AM, karaoke at 11 AM, a jigsaw at 1 PM, a workshop at 3 PM, and hide-and-seek at 9 PM. Match each activity's icon to its hour on the safe dial and the safe opens.

Look through the peephole inside to spot an "In trouble: Call 772" sign. Use the phone on the front desk, dial 772, and the center of the desk rotates to reveal a second projector still.

For the third still, examine the poster with a key printed on it — the key is removable. Use it on the chest at the back of the classroom. Now run all three stills through the projector, memorize the founders' faces and names, then match them to the photo on the back wall and enter the names on the device to the left.

Locker'd and Loaded and Dorm Sweet Dorm

Talk to Headmaster Solange to receive a locker key and an orientation checklist. Walk left down the corridor to the portrait wall and find your own portrait — your student number is printed on it. If you've already forgotten what your character looks like, the restroom mirror solves that problem instantly. Our number was 3517, but yours may differ by save file.

Open the matching locker and take the $3 inside. You'll want it, because the bookstore charges for books later.

Solving the 346 dorm door

The dorm door padlock shows three suit symbols: spade, heart, and club. Three founder portraits are hung around the building, one per floor, and each portrait is loaded with symbols.

PortraitSuitSymbols to count
First floorSpades3
Second floorHearts4
Third floorClubs6

Enter 346 and head through to the door matching your student number. That's your dorm — and the end of the chapter's gentlest stretch.

Better Book It! and the Roof Password

Three books must be purchased from the shop on the first floor, past the courtyard. Each sits behind glass with its own puzzle and each costs $3.

BookLock clueSolution
Ciphers from B to AFVSFLBEUREKA
Hiding and SeekingEye colors on the coverGreen/square, brown/diamond, blue/triangle, yellow/circle

The cipher book is a simple one-step shift: move every letter back by one in the alphabet. The eye puzzle asks you to trace which shape each colored eye is looking at, then enter the matching symbols on the lock.

Once your shopping is done, head to the headmaster's office on the third floor and answer the ringing phone. That pushes you toward the roof door, which demands a password. Turn around and walk all the way back down the stairwell to collect four clues:

  • The second word contains a U — double it, giving you a W.
  • The secret phrase starts strong: "ST."
  • The phrase contains three As.
  • Both words end with the same letter.

The answer is STAY AWAY. Enter it, climb to the roof, and prepare for the chapter's finale.

That Rings a Bell: Rooftop Bell Tower Solutions

This room chains roughly eight puzzles together, and several solutions live in other parts of the tower. Here's the full sequence.

LockClue sourceCode
Rope wheelColored stars and their pointsMatch point counts to each color
Wall lockTelescope constellationCAMEL
Clock chestCipher table on the boxesLUNAR
EscalatorMoonlight-revealed lettersECLIPSE
Bells"Ring the bells 9795639" (9 = A, 3 = G)ACAEDGA

Start with the colored combination lock on the rope wheel: each colored star around the room has a different number of points, so dial in each color's point total to free the rope. Then thread the rope through the four handles that match the printed symbols on the wall, and look through the telescope. The resulting constellation matches the CAMEL, which unlocks the lever and drops a ladder.

Up top, collect the small, medium, and large cogs, mount them on the wall, and rotate them until the arrows align in this order: right, down, up, left, right, down. Punch that sequence into the crank cog to extend another ladder.

The telescope above shows stacked shapes — pentagon, triangle, circle, hexagon, square — which tells you how to order the planet model from right to left. Grab the shears, climb the boxes for the cipher table, then solve the clock chest with LUNAR and take the moonlight.

The moonlight reveals hidden letters near each purple moon symbol. Order them from new moon to full moon to spell ECLIPSE, then enter it on the escalator lock. Use the shears on the pendulum rope, ride the lift back down, and climb the ladder attached to the pendulum. Above you, a note reads "Ring the bells 9795639," and the mapping (9 = A, 3 = G) converts it to ACAEDGA. Ring the tune, ring the lowered bell, and you're out.

Common Mistakes and Speed Tips

  • Do the founder portrait count before leaving the dorm. None of the three portraits are in the dorms themselves, and backtracking upstairs is the chapter's biggest time sink.
  • Grab the locker cash immediately. Skipping the $3 in your locker leaves you short at the bookstore with no obvious explanation.
  • Cut the pendulum rope first. Climbing the pendulum before using the shears means a moving ladder and a lot of missed jumps.
  • Write down the arrow order. The cog sequence is only visible while the cogs are aligned, and it's easy to lose track after a rotation.
  • Don't skip the cipher table. It's the only way to reach LUNAR, and it's hidden up on the boxes where the camera doesn't naturally point.

If you want a second opinion on any solution, GameSpew's full Escape Academy 2 walkthrough covers every chapter, and the Escape Academy series on Steam is the best place to check patch notes if a lock ever stops accepting a known code.

FAQ

How long does this Escape Academy 2 chapter 1 walkthrough take to complete? Most players finish Chapter 1 in about 20 to 30 minutes, with the rooftop bell tower eating up half of that. Speedrunners who already know the codes can clear it in under ten.

Do I need money for anything besides the tram ticket? Yes. You'll need $3 for the tram, then $3 per required book at the bookstore. The locker cash and the station's three hidden dollars cover the ticket; book money comes from the locker and from optional puzzles around campus.

Are the founder symbol counts always 3, 4, and 6? Community reports consistently show 346 as the dorm code, but the portraits you're asked to count depend on which floors you visit. If your count doesn't match, recount the third-floor portrait — the clubs are the easiest to miscount.

Is "Piggy Escape Academy Book 2" the same game as Escape Academy 2? No. Roblox's Piggy: Escape Academy is a separate fan-favorite experience with its own "Book 2, Chapter 1: The Alleys" map. Player experience from that community references key spawns and decoys, not the tram codes and telescope puzzles covered in this Escape Academy 2 chapter 1 walkthrough.

With every code in hand, Chapter 1 should take one clean pass. From there, Chapter 2 heads to the science campus — and the difficulty curve climbs with it.

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