Escape Academy Combination Lock Guide: Solve the Student 00 Padlock Fast
Stuck on the Student 00 locker? This Escape Academy combination lock guide gives the exact dial sequence plus every Testing Sheet answer.
Why the Student 00 Lock Stops So Many Players
Few moments in Escape Academy feel as satisfying—or as maddening—as staring down the Student 00 padlock while the clock quietly ticks. The Escape Academy combination lock is the first real gate in the What Lies Below finale, and it catches players off guard because the code isn't printed on the lock itself. You have to earn it by exploring the room in the right order. Once you understand how the clue is hidden, this Escape Academy combination lock becomes one of the quickest solves in the entire exam. Below you'll find the exact dial sequence, where to find the clue, the mistakes that keep the shackle stuck, and the answers for every Testing Sheet room that follows.
What Lies Below at a Glance
This is the final escape room in Coin Crew Games' puzzle adventure, and it is designed to test everything you've learned. Here's the quick context before we touch the dial.
| Detail | Info |
|---|---|
| Room name | What Lies Below |
| Position in game | Final escape room |
| Suggested time | Around 50 minutes |
| Difficulty | 5/5 |
| Key items | Headmaster's Glasses, Testing Sheet, Headmaster's Pin |
| First obstacle | Student 00's padlocked locker |
If you're playing on PC and want to check the base game details, the Escape Academy Steam page has the official overview. Now, on to the lock.
The Exact Escape Academy Combination Lock Code
The Student 00 locker uses a four-step rotary dial. According to the walkthrough documentation from GodisaGeek, the sequence is: start at 0, turn clockwise to 10, turn counterclockwise to 25, then turn clockwise to 15. Input it slowly and let the dial settle on each number.
| Step | Direction | Number | What to Watch For |
|---|---|---|---|
| 1 | Start | 0 | Make sure the dial rests on zero before you begin |
| 2 | Clockwise | 10 | Stop cleanly on the 10 mark |
| 3 | Counterclockwise | 25 | Do not pass zero on the way around |
| 4 | Clockwise | 15 | The shackle should release after this stop |
The most common failure here is rushing. Spin too fast and you may overshoot a stop, forcing you to release the lock and restart from zero. Treat each number as its own mini-puzzle: turn, pause, confirm, and move on. Once the Escape Academy combination lock opens, you'll find two critical items inside—the Testing Sheet and the Headmaster's Pin. Grab both before you walk away, because the sheet is required for every room that follows.
How to Find the Clue Before You Spin the Dial
You cannot guess this code. The numbers are revealed by the room itself, but only after you've picked up a specific item. Here's the correct order of operations:
- Open every reachable locker on the right-hand wall. Most swing open freely. Student 00 is the one that won't budge.
- Turn around and inspect the busts. The middle bust depicts the Headmaster. Interacting with it gives you the Headmaster's Glasses.
- Equip the glasses automatically. They aren't a usable inventory item—they stay on, revealing hidden writing in purple paint.
- Return to the open lockers. With the glasses on, the combination for Student 00 becomes visible.
- Enter the code using the sequence in the table above.
The glasses are the linchpin. Community walkthroughs consistently note that players who skip the busts will circle the locker room for ten minutes convinced the game has bugged out. It hasn't. The clue was always there—you just needed the right lens. This same glasses mechanic reappears later in the room, so get comfortable checking walls and props for purple markings.
Inside the Locker: The Testing Sheet and First Answer
Opening the Escape Academy combination lock rewards you with the Testing Sheet and the Headmaster's Pin. The sheet is your answer key for the whole exam: each room hides a set of letters from A to E, and you'll mark the correct ones before feeding the sheet into a testing machine.
Your first answer comes from a screen near the lockers that reads "ONLY AN ACE MAY ENTER." The testing machine accepts the letters A, B, C, D, and E, and you can select more than one. The obvious reading of the clue gives you A, C, E. Enter those three letters to unlock the next section. It's a gentle warm-up before the exam gets mean.
Escape Academy Combination Lock Mistakes to Avoid
Even with the code in hand, small errors can cost you a run. Here's what to watch for, based on player experience and the room's design.
| Mistake | Why It Happens | Fix |
|---|---|---|
| Spinning the dial before getting the glasses | The code isn't visible yet | Inspect the middle bust first |
| Starting from the wrong position | The dial was left on a previous number | Release and reset to 0 |
| Turning counterclockwise too far | Overshooting past zero | Stop exactly on 25 and reverse direction |
| Leaving without the Testing Sheet | Excitement after the unlock | Check the locker interior twice |
| Assuming the lock is broken | No click on a partial turn | Slow down and let each stop register |
The Escape Academy combination lock isn't the only place where impatience hurts. The dance floor, power grid, and chemical rooms all punish rushed inputs. Build the habit now: read the clue, confirm the logic, then act.
Every Testing Sheet Answer After the Lock
Once you're through the locker, the exam unfolds across four puzzle rooms. Each one hides letters that must be marked on your Testing Sheet. Here's the full answer set so you can cross-check your deductions.
| Room | Correct Letters | How the Clue Works |
|---|---|---|
| Dance floor terminals | B, C, D | Smoking machines with filled circles under the letter |
| Electric tile grid | A, D, E | Letter tiles that glow green when powered |
| Morse code columns | B, D | Column lids flip open to reveal filled or empty marks |
| Chemical mixing | D | The only tank containing water |
Dance Floor: Follow the Colors
The dance floor asks you to trace color sequences across the grid to reach terminals labeled A through E. Each terminal emits smoke, and the circle beneath its letter is either filled or empty. The filled circles give you B, C, and D.
Power Grid: Test Every Route
This is a tile-connection puzzle in the spirit of a classic hacking minigame. You have limited tiles, so you'll route power through letter tiles one at a time. Tiles that glow green—A, D, and E—belong on the sheet. Before you leave, use the dead battery on the power node to the left of the stairs to charge it for later.
Morse Columns: Match the Blinks
Each movable column blinks a letter in Morse code. Short blinks are dots, long blinks are dashes. Match each column to its letter tile using this chart.
| Column Height | Letter Tile |
|---|---|
| Shortest | C |
| Short | B |
| Medium | A |
| Tall | E |
| Tallest | D |
When all five are placed, the lids open and reveal that B and D should be marked.
Chemical Mixing: Deduce the Tanks
Pick up all five canisters, then experiment at the mixing chamber. The reaction chart tells you what color gas each combination produces. By process of elimination, you can identify every tank.
| Tank | Contents | Clue |
|---|---|---|
| A | Bromine | Reacts red with itself |
| B | Fluoride | Produces green with cobalt oxide |
| C | Cobalt Oxide | Produces purple with bromine |
| D | Water | The target answer |
| E | Fluoride | Matches tank B's reaction |
Mark D to complete the Testing Sheet and finish QUANTY's exam. From there, the real rebellion begins: destroying three terminals, using the charged battery, copying your sheet onto a 5×5 grid to spell SELF DESTRUCT, and short-circuiting the final console with your water tank.
QUANTY's Final Word Puzzles Solved
After you stack the Morse columns into a staircase and reach the upper console room, QUANTY throws a series of word riddles at you. Each one uses a different trick—flipped letters, opposites, numbered ordering, and alphabet shifts.
| Riddle Trick | Answer |
|---|---|
| Flip the M 180 degrees | WIPE |
| Opposite of "start" | STOP |
| Follow the numbers in order | REFRESH |
| Shift letters by the given values | UNDO |
| Combined logic, then take the opposite | SHUT DOWN |
The final puzzle produces "OPEN UP" before the bracketed instruction flips it to SHUT DOWN. Enter that and you've beaten the game.
FAQ
What is the Escape Academy combination lock code for Student 00? Start at 0, turn clockwise to 10, counterclockwise to 25, then clockwise to 15. The locker opens after the final stop.
Do I need the Headmaster's Glasses to solve the Escape Academy combination lock? Yes. The numbers are only visible in purple paint after you inspect the middle bust and receive the glasses. Without them, the clue stays hidden.
Can I skip the Escape Academy combination lock puzzle? No. The locker holds the Testing Sheet and the Headmaster's Pin, both of which are required for the rest of What Lies Below and the endgame sequence.
How long does the final room take? The full What Lies Below exam runs roughly 50 minutes at a 5/5 difficulty rating, though the combination lock itself takes only a minute once you know the sequence.
By Escape Academy Wiki TeamUpdated
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