Escape Academy Trophy Roadmap
- Estimated trophy difficulty: 1/10 (with solutions)
- Approximate amount of time to platinum: 1 hour (with solutions), 6+ hours (blind run is skill-dependent)
- Offline Trophies: 28 (1, 5, 12, 10)
- Online Trophies: 0, all Co-op trophies can be earned locally, but require a second controller
- Number of missable trophies: 0
- Glitched trophies: 2, Honor Roll and Overachiever can glitch out. Start a new file and replay all levels and they will eventually unlock.
- Does difficulty affect trophies?: No difficulty settings available. Difficulty is the same for everyone.
- Minimum Playthroughs: 1 + some escape level replays
- PS4/PS5 Autopop & Save Transfer: No auto pop or save transfer
- PS4/PS5 Crossbuy: Yes
- Free-Roam / Level Select after Story?: Yes, escape levels can be replayed as many times as you like
- Release Date: July 14, 2022
Welcome to the Escape Academy Trophy Guide! Escape Academy is an escape room game where you need to complete puzzles within a specific time limit. The entire game can be played either solo or with a coop partner, either locally or online. All trophies, with the exception of only a few, can be earned while playing solo, but you would still require a partner or second controller to unlock the Platinum. In order to complete each level with the highest rank possible, A+, you need to finish them in as little time as possible while minimizing the number of game overs. You can pause the game at any time and this won’t count towards your total completion time and if you run out of time, you will continue from exactly when the time was up. However, this will affect your final rank and completion time. To complete each escape level as quickly as possible, feel free to check our walkthroughs under the corresponding trophy descriptions. With the exception of some collectible-related trophies, all other miscellaneous trophies will unlock almost certainly as you play through the escape levels. The escape levels can be replayed at any time during the game by accessing the Dorm’s noticeboard from the main map.
Step 1: Play Levels for A+ Ranks and Level-Specific Trophies, Talk to As Many Side Characters As Possible and Grab 10 Different Newspapers
You can follow the trophy solutions below for each level to score an A+ rank within minutes. During this playthrough, you also want to interact with as many side characters as possible and grab 10 different newspapers. While you will almost certainly unlock Chatterbox naturally, you might want to check out the Newspapers’ Locations under Extra, Extra! If possible, we encourage players to play the game in English. In any other language, the solutions will be different, thus creating confusion.
Alternatively, you could do a blind playthrough first without using the solution walkthroughs. This will obviously take longer to earn platinum but can be more fun, especially if you’d like to play the game co-op with a friend.
Escape Academy Trophy Guide
Unlock every other trophy.
|Earn all other trophies in Escape Academy to unlock Platinum (no DLC needed!)|
|Next Stop: Escape Academy
|“Introductions” functions as the overview of what this game is about, i.e. escaping rooms within a certain time limit. When you’re able to control your character, go to the safe on your left and enter the combination FREE to unlock it and grab the key inside. Unlock the door with the “Escape!” sign to enter a new room.
In here, approach the noticeboard and pick up the pamphlets with the words Jeb, Allie, and Eel. Now go through the room with the “Keep Out” sign and place “Jeb” on scanner 1, Allie on scanner 2, and Eel on scanner 3 and pick up the key that gets revealed behind the fish above.
Go back to the previous room and unlock the toilet. Then, open the door with the “Out of Order” sign on it and keep going until you find and can talk to the Academy’s Headmaster. Then, board the gondola to finish this escape level. If you have followed this guide and used no hints, you will have scored A+.
Escape “The Entrance Exam.”
|“The Entrance Exam” is the second escape level of the game. Simply input Sandra Jacqueline Solange in the machine next to the door to finish this escape level. If you have followed this guide and used no hints, you will have scored A+.|
|Paint Outside the Box
Escape “Escape Artist.”
|“Escape Artist” is the third escape level of the game. First off, enter the painting room on your left and enter the code Right Left Right Up Down Down on the keypad found on the glass sliding door. Now enter the new room and enter the code 467 to unlock the safe and grab the nose. Additionally, take reference of the vase shape and the faces. Leave the room and go back to the painting room and interact with the color switches next to the wooden see-through door and enter the code Red, Purple, Yellow, Green from top to bottom. Enter the office and grab the spray paint from the middle cabinet. Leave the painting room, go back outside and interact with the big face door. Place the nose in first and then rearrange the mouth on halfway height, the eyebrows must be crooked and the eyes must point down and to the right. Then use the handle to knock and enter.
Enter the new area and grab the keys from the middle of the room and with them unlock the gate with the yellow number 7. Now rotate the busts so that Max looks to your left, Megan looks to your right, Belen looks to your left, and Fergus looks to your right. Then, grab the three keys from the back of the room and open the gate with the yellow number 10 by using the keys 7 and 3. In here you have to drop Timmy’s, Michelle’s and Windsor’s heads by interacting with their related busts and then you can grab the keys from the back of the room allowing you to unlock the final gate with the yellow number 5. To unlock the final gate you just need to use the two remaining keys in your inventory. Now you need to place the busts according to the height of the people shown on the paintings before the gate.
Then, simply head back outside using the door you’ve just unlocked and use the spray paints on the hall of fame to end this escape level. If you have followed this guide and used no hints, you will have scored A+.
|Ticket to Breathin’ Town
Escape “Under Pressure.”
|“Under Pressure” is the fourth escape level of the game. In this escape level, you need to avoid drowning by entering specific door codes and reach higher floors. The solutions for each floor are: FEAR, WILL, SLOW, YOUR, MIND.
Once you reach the top enter FEAR WILL SLOW YOUR MIND to complete your escape. If you have followed this guide and used no hints, you will have scored A+.
Escape “The Breakout.”
|“The Breakout” is the fifth escape level of the game.
First off, grab the newspaper by the desk below the paintings in the corner. Next, interact with the radio and wait for the Headmaster to ask if you can hear her and then enter code 104 and send it (yellow button). After that, she will tell you that a turret is firing at her and she wants you to give her turret’s serial number which is 160. Enter 160 on the radio and send it again (yellow button). Next, she will ask you if the computer terminal is on deck 1. Reply by saying negative (enter 10-10 and send). Now we need to figure out on which deck the computer terminal is. Enter 02 and send.
You will now be asked to determine the correct position of a ship using the map on the wall. Although you don’t see it, the ship is constantly moving and is synced with the clock found on the desk below the map on the right. The clock itself shows how much time has elapsed since you’ve started this escape level. Now you need to use that as reference to determine the exact location of the ship on the map. This means that if you reach this part of the escape level in, say, under 2 minutes, you can expect the ship to be fairly close to its departure point. Once you’ve figured out the ship’s coordinates, use the joystick next to the PC to mark the exact location. Again, the coordinates may differ depending on how quickly you reached this part of the escape puzzle.
Now you need to acknowledge your presence to the Headmaster again, so approach the radio and enter 104 when she asks you if you copy. The Headmaster will forward you a fax for you to pick up, which is a collection of clues that you need to use to determine the exact location of the prisoner called Eel Barnes. The correct location is room 503, so enter this number on the radio keypad and send it (yellow button).
After the alarm is triggered, approach the panel with the different levers and lower or raise them so that the line matches with the numbers needed to proceed. The correct solution is 24213. Now enter and send this code over the radio.
After a second alarm is triggered, approach the purple panel and pull the levers so that the word is CHARGE. Next, approach the radio keypad and enter 713 and send it. Now you have hacked the turret and you can use it by approaching the corresponding monitor and pressing . Use the hacked turret to shoot down the others and complete this escape level. If you have followed this guide and used no hints, you will have scored A+.
|Don’t Cry Over Spilled Milkshake
Escape “Trial By Taste.”
|“Trial By Taste” is the sixth escape level of the game. In this level you’re stuck in Eel’s kitchen and you have to find your way out. Start by collecting three different funky forks around the kitchen. One fork is inside the microwave. Enter the code 335 to warm up the piece of steak. However, the steak will go on fire and to douse it you will need a fire extinguisher which you can find opposite the microwave, on the other side of the room. A second fork can be found on one of the plates that are on the conveyer belt. The third fork is inside the tray with the crockery that needs washing, by the cloche. Once you have all three forks in your inventory, approach the cloche with the three locks to unlock it and grab the milkshake and whoever drank it will now be poisoned.
Now you can interact with the lock on the freezer door. The code to unlock the door and access the freezer is square, hollow circle, U and square. Now approach the second shelf on the left and grab the ice cube with the key from the ice cube crate and go place it inside the boiling pan in the kitchen to melt the cube and obtain Small Key. Now use the key on the kitchen door to access the dining room.
In the dining room, approach the panel with the pink eye on the opposite side of the dining room and enter the code Up, Right, Up, Down. Enter the dumbwaiter and pull the switch to go down and grab the Staff Key. Interact with the switch again to go back up and use the Staff Key on the cupboard to unlock it. Now you can concoct the antidote for the poisoned. You need to click on Belladonna once, three times on Calabar, once on Mineral Water, and then Shake. The antidote must now be drunk by whomever has been poisoned before if you play this level in coop. Once the antidote is drunk, this will end this escape level. If you have followed this guide and used no hints, you will have scored A+.
|Tea Hot to Handle
Escape “The Tea Kettle.”
|“The Tea Kettle” is the seventh escape level of the game. Enter the code ABKZ on the lock on the pink door. Inside the house, pick up the 4 Strange Tiles from the cardboard box found on the small table. Now you need to rearrange the tools in the house’s workbench according to the following order from left to write: small wrench, paintbrush, paintbrush, large wrench, large wrench, paintbrush, paintbrush, small wrench. Now pick up The Beast (chainsaw).
Go outside and use it on the vines to unlock a new area of the greenhouse. Before proceeding, go back to the cabinet that you will have seen earlier on when you dug up those items with the shovel and recreate the correct pattern using the 4 tiles that we found in the pink house. Now interact with the propane tank that will refuel The Beast once selected and also grab the gas tank that we will need later on. Now use The Beast to cut down the vines and open up a new area of the greenhouse.
In this new area approach the butterfly cabinet and enter the combination Pink, Green, Blue, Pink, Yellow, Yellow. This will open the cabinet and you will obtain the item Bee-B-Gone.
Now exit this section of the greenhouse and use the item we’ve just collected on the bees outside. Now use the valve to activate the water pressure. This will allow us to extract water from the pipe above the kettle in the middle of the greenhouse later on.
Now enter the other side of the greenhouse (the section by the pink house that we opened up earlier). Interact with the Sereni-Tea machine and enter the code GTT-TAG. You will now obtain Tea Leaves.
Now go back to the middle section of the greenhouse and interact with the pipe to release water into the kettle. Now add the leaves and use the gas tank from you picked earlier from the cabinet. Use it on the kettle to turn on the stove and this will complete this escape level. If you have followed this guide and used no hints, you will have scored A+.
Escape “Lab Rat.”
|“Lab Rat” is the eighth escape level of the game. In this level you need to hack Quanty in order to escape. Start by grabbing the newspaper next to the TV. Now collect the spare change on the small table in front of the TV and use it on the vending machine to retrieve the donut (C4 button). Now use the donut on the pile of rubbish found next to the rat hole which is opposite the vending machine. The rat will come out to grab the donut and you will be able to pick up Turmeric the Rat. Now, place the rat inside the coil hamster wheel. Now pick up the piece of pipe from the couch next to where the rat hole is and place it, the one on the couch opposite the coiled hamster wheel and the final one from the workbench next to the monitors. Now place the pipe pieces in their corresponding places and doing so will activate the yellow lasers in the middle of the room.
Now interact with the monitor next to the masters and enter the password SAFER. Now interact with any of the five monitors and enter Square, Circle, Square, Triangle, Circle, then submit. Now choose Viruses and input the binary code 1101, press Create and pick up Virus Disc #13 and use it on the Persona monitor.
Now you have to solve a puzzle on the disco light grid in the middle of the room. In order to successfully complete it, you need to identify while tile you can step on (footprint icons) by looking at the big screen in front of you and avoid the red skull tiles. Additionally, sometimes the screen mirrors the position of the tiles. If you solve this part of the escape level with a partner, you will also earn Groovin’, Baby!.
Solving the grid unlocks the server room. Access the server room until you can see a series of letter-coded switches with several color-coded buttons with small black shapes underneath. Here you need to press E-B-D-H-F-G-C-A. Entering the letters will end this escape room level. If you have followed this guide and used no hints, you will have scored A+.
|Apex First Year
Escape “The Rival Room.”
|“The Rival Room” is the ninth escape level of the game and it’s a sequence of 5 different puzzle stages. Turn around and grab the gear from the large orange crate, another gear from the white locker and a third gear from the brown crate atop the box near the smaller orange crate. Inside this smaller orange crate is a Newspaper. Now place the gears on the red panel and spin them to activate the ballista. Interacting with the ballista will unlock a new puzzle room with different busts.
In this room you have to place the Timmy, Wyatt and Max busts on the red switches. Now enter the door that just opened up and climb up the ladder.
In this new room you have to set the correct weight on the big green board. Set Red to 1Kg, Blue to 2Kg, Orange to 4Kg, Green to 3Kg and White to 5Kg. Now you have to match the weight shown on the monitors above the blue seesaws using the colored weights found near the scales. For the 7kg seesaw place the blue weight on X2 and the red weight on X3. For the 9Kg seesaw, place the green weight on X3. For the 14Kg seesaw, place the orange weight on X1 and the white weight on X2. This will open up the door and ladder to the next puzzle.
In this new area you have to solve the rotation room in less than 10 moves. The correct solution to solve the puzzle in 8 moves or less, which is needed for Spin Specialist, is: turn green clockwise once, turn purple clockwise once, push blue button once, push yellow button once, push red button once, turn purple clockwise once, turn green clockwise once, push blue button once, turn purple counterclockwise once, push blue button once, turn purple clockwise once, push red button once, push yellow button once. Proceed now to the next and final puzzle.
In the next and final room you have to solve 9 mini puzzles in order to open up the safe. Start by interacting with the puzzle with the word “Start” and from bottom left to bottom right alternate black and white tiles. This will reveal a key that you can use on the keyhole puzzle. This will, in turn, reveal a message “Ring the Bells My Dear Friend”. The underlined letters give you the solution on which bells to play which is GEAED. Once you’ve hit the correct bells, you will receive a bronze medal which needs to be placed in the bronze slot of the safe. Now draw a flying pig by turning the wheel in the yellow animal puzzle and this will reveal an arrow combination: Up, Right, Up Left, Down. Enter this combination in the arrow puzzle on the left to obtain 1 Cent Coins, 5 Cent Coins and 10 Cent Coins. Use these coins in the coin slot puzzle on the right. Numbering the slots 1 to 6 from top left to bottom right, the solution is: 1 Cent Coin, 5 Cent Coin, 10 Cent Coin, 1 Cent Coin, 10 Cent Coin, 1 Cent Coin. This will reveal Playing Cards. Pin the playing cards to determine the clock puzzle combination: Heart is King, Spades is 7, Clubs is 3, Diamonds is Queen. You will now obtain the silver medal which needs to be placed in the silver slot of the safe. You can now crack the code for the letter wheel puzzle. The solution is BANE. Pick up the marbles and use them in the small level puzzle in the bottom left-hand corner. Release the marbles and enter the following button combination: green, green, orange, green, orange, orange. This will reveal the final medal which can be placed in the safe to open it and finish this escape level. If you have followed this guide and used no hints, you will have scored A+.
|Stop, Drop, and Solve!
Escape “Where There’s Smoke.”
|“Where There’s Smoke” is the tenth escape level of the game and it’s a sequence of 5 different puzzle rooms.
Start by entering the library basement using the ajar door and go to the back of it and enter 2257 on the chest lock to obtain the first Strange Tile. Now go back to the entrance of the basement and enter the following code on the jewelry box: Right, Right, Up, Left, Down, Up Left, Left. You will obtain Hourglass and Crank Handle.
Now place the crank on the empty spot of the clock door in the main library hall and set the clock pieces so that they match the “time” on the clock above the door. Start with the middle crank until the IV arrow points down. Then, use the right crank so that the arrow between XII and III points top-right. Lastly, turn the left crank until the puzzle is solved. Solving this will reveal a new button that if pressed will open up a new room. First off, enter the code 6869 to open the chest in the room and pick up the second Strange Tile. Inside this room you will also notice two ladders that you can move around. Move both of them along the lines on the floor until they can be moved no further. Now climb the silver ladder and pull the lever. Now climb the golden ladder and pick up the third Strange Tile.
Now leave this room and go left to approach the hourglass door and set the sand so that it matches the colored-glass window above the door. Make sure that you set the top right hourglass last because the sand moves constantly. Now let’s enter the new room and enter the following code on the globe in the middle: sun on the red dial, air on the blue dial and fire on the yellow dial. This will reveal the fourth and final Strange Tile.
Now leave this room and immediately turn right to find an inscription on the wall next to the two desks that says Wisdom Through Effort. Flip the entire Through word and place the tiles in this specific order from top left to bottom right: anvil, lion head, swallow, scales. This will complete this escape room. If you have followed this guide and used no hints, you will have scored A+.
Escape “Tea ‘N Tea.”
|“Tea ‘N Tea” is the eleventh escape level of the game and it asks us to defuse a bomb. Enter the police truck and grab the Police Keychain and then enter the flower truck and grab the Flowers Keychain here as well. Next, approach the container next to the blue flower truck and click the fifth tile from the second line, the first tile from the fourth line and the third tile from the sixth line. This will reveal a VHS Tape and Clippers.
Now approach the bomb case in the tent and press, from top left to bottom right, the first, second, fourth, seventh and eighth buttons so that they turn white. Next, open the panel below cut the green wire using Clippers. Now move to the left side of the bomb case and toggle the A, E and F switches. Next, open the panel below and cut the Yellow wire. Finally, press the Disarm red button in the middle. This will end this escape level. If you have followed this guide and used no hints, you will have scored A+.
Escape “The Confrontation.”
|“The Confrontation” is the twelfth level of the game. Start by approaching the door with the green batteries. Here we need to unlock the door in 10 moves or less for Dead-Volt. We’re going to number the top arrow set as 1, the left arrow set as 2 and the right arrow set as 3. All left arrows will be A and all right arrows will be B. The correction sequence is: 3A, 1B, 2B, 1A, 3B, 1A, 2B, 1A, 3B. After unlocking the battery door, unplug the cable from the wall in the new room and grab Strange Keycard from Eel. Now, enter the keycard in the slot next to the fireplace. This will end this escape level. If you have followed this guide and used no hints, you will have scored A+.|
Escape “What Lies Below.”
|“What Lies Below” is the thirteenth and final of the game. In this escape level you have to override Quanty’s control of the academy. Go upstairs and use the combination on the keypad to open the cabinet opposite the busts. The combination is: start at 0, then 10 right, then 25 left, then 15 right. From the cabinet, collect Testing Sheet and Headmaster’s Pin. Now approach the screen that says “Only an ace may enter” and place Testing Sheet on the scanner next to it and mark letters A, C and E on the sheet itself and push the orange to confirm. Retrieve Testing Sheet and enter the new area. In the new room approach the shelves with monitors and speakers and grab Battery (Dead) on the shelves. Now place Testing Sheet inside the scanner and tap on the letters B, C, and D and then confirm by pressing the orange button. Retrieve Testing Sheet and enter the new area.
In the new area approach the Tesla coil and use Battery (Dead) to obtain Battery (Charged). Now place Testing Sheet in the new scanner and tap on the letters A, E and D. Confirm and enter the new room with the giant robot and keep going until you can enter an orange room with some pillars. Approach the scanner and tap on the letters B and D and then confirm to enter a new room.
In the new room pick up tank D and place Testing Sheet in the new scanner and tap D and confirm. Now retrieve Testing Sheet and go back to the orange room to place the pillars in a way so that they form some stairs. Climb them up so that they give you access to the vent above which says “Keep out”. Unscrew the air vent hatch using Headmaster’s Pin, crawl through the air vent and keep going until you can press a red button. Now release the ladder to climb back down into the green room.
In here, use tank D to destroy the station that says No Water (Or Other Liquids), use Battery (Charged, 12V) to destroy the station that says Max 5V. As for the station that says Do Not, you have to press the same letters that are highlighted in the complete Testing Sheet (the word will be SELFDESTRUCT). Starting from Quanty’s face, interact with the first screen clockwise and enter the word STOP. In the next screen, the word is WIPE. Then, REFRESH. The final one is UNDO. Now interact with Quanty’s face and with the new word puzzle. Enter SHUT DOWN. This ends this escape level and the game. If you have followed this guide and used no hints, you will have scored A+.
Open 10 locks.
|See trophy Key to the Campus|
|Key to the Campus
Open 30 locks.
|This trophy will almost certainly unlock naturally over the course of the game, so don’t worry about it.|
Earn a B+ or better on 10 Escapes.
|See trophy Overachiever.|
Earn an A+ on 10 Escapes.
|To earn A+, you need to complete escape levels in as little time as possible. If you’re struggling, refer to the level walkthroughs found under each related trophy description for the best and fastest way to complete them. This trophy will unlock upon completing your 10th level with the A+ score. It should be noted that “Introductions” doesn’t count for this trophy.|
Sprint for over 400 meters.
|This will almost certainly unlock naturally over the course of the game, so don’t even worry about it. Just remember to hold down to sprint from time to time.|
Have 8 side conversations with characters on campus.
|Throughout the Academy, you can talk to different characters. You will talk to side characters before taking on new escape levels and as you uncover more areas of the campus. This trophy will unlock naturally as you complete more and more escape levels, so don’t worry about it.|
Read 10 different editions of “The Escapist Times.”
|Scattered throughout the Academy are copied of the “The Escapist Times” newspaper. To unlock this trophy you just need to interact with 10 different editions of said newspaper. Below is the location of 10 different editions.
Solve Eel’s Rotating Chambers in under 8 moves.
|Level: “The Rival Room”
“The Rival Room” escape level features 5 different puzzle stages. The Rotating Chamber the trophy description refers to is the fourth puzzle of this level. This is one of the possible combinations to solve the puzzle in under 8 moves:
Turn green clockwise once, turn purple clockwise once, push blue button once, push yellow button once, push red button once, turn purple clockwise once, turn green clockwise once, push blue button once, turn purple counterclockwise once, push blue button once, turn purple clockwise once, push red button once, push yellow button once. Solving this puzzle in under 8 moves unlocks this trophy for your partner as well should you decide to play in coop.
Solve Eel’s Battery Lock in under 10 moves.
|Level: “The Confrontation”
“The Confrontation” is the twelfth level of the game and, among other things, asks you to solve a batter lock puzzle. Start by approaching the door with the green batteries. Here we need to unlock the door in 10 moves or less. We’re going to number the top arrow set as 1, the left arrow set as 2 and the right arrow set as 3. All left arrows will be A and all right arrows will be B. The correct sequence is: 3A, 1B, 2B, 1A, 3B, 1A, 2B, 1A, 3B.
Solve Quanty’s Disco Fever with a partner.
|Escape Level: “The Rat”
First, you need to create either a local or an online match. Once in game, start escape level “Lab Rat” and play as normal until you unlock the grid disco lights in the middle of the room. simply complete any 3 escape room levels with your partner. If you’ve been playing the game with a partner from the very beginning, this will unlock after completing “The Entrance Exam”. In order to successfully complete it, you need to identify while tile you can step on by looking at the big screen in front of you and avoid the red skull tiles. Additionally, sometimes the screen mirrors the position of the tiles.
Complete three Escapes with a partner.
|First, you need to create either a local or an online match. Once in game, simply complete any 3 escape room levels with your partner. If you’ve been playing the game with a partner from the very beginning, this will unlock after completing “The Entrance Exam”.|
Give at least 5 items to your partner.
|For this trophy, you need to play either a local or an online match. Throughout the escape levels, you can interact with different items and pick them up. Once they’ve been picked up, they will land in your Items inventory that can be opened with . Now approach your partner and a new prompt will appear allowing you to give them your item. You don’t need to do this with five different items. You can just give one item to your partner and have them give it back to you and repeat the same another 4 times.|
Find a way to play “Mary Had A Little Lamb.”
|Level: “The Entrance Exam”
Approach the bookshelf with the country books and click on Egypt, Japan, and Greece. Now, enter the new area and approach the piano and press the following keys: EDCD-EEE-DDD-EGG-EDCD-EEEE-DDEDC. If you play with a friend, only one of you has to play the melody and the trophy will unlock for both.
Escape “Under Pressure” in under three minutes.
|See trophy Ticket to Breathin’ Town.|
Special Thanks / Credits
Massive thanks to the following people for sending tips:
proud2bNs = Help with Co-Op & Solution finding