![]() ![]() Input the code on the radio and press the Signal icon. Then, head over to the screen on the left wall and adjust the levers to unlock Eel’s prison door. You need to lock at Reference Keys A-D to properly solve it. To solve this, you need to interact with the screen on the right wall. On the upper left screen, you will see a lock with the colors white, red, blue, white, and red in exact order. All 3 documents will give you hints to where Eel might be located.Īfter that, you will then have to solve a color puzzle. You will receive 3 Prison Data after doing so. The Headmaster will fax over his data, so you need to pick it up once it’s done. The next step is to obtain Eel’s prison data. Just input 10-10 on the radio to answer with a Negative/No. After restoring the connection, the Headmaster will then ask if she had lost you. Simply move the cursor to where the location on the map points. Use the computer next to the map to scan the coordinates. For the coordinates, you need to check the clock on the far right and then cross-reference that on the map. ![]() For this, you want to look at the map on the wall to the right. Quanty will then ask you the Headmaster’s coordinates to reconnect the signal. Shortly after making the radio signal, the ship signal will disappear. Input 2 on the radio and press the Signal icon. Inspect the blueprint once more and flip to Deck 02 to find a terminal present. The Headmaster will then ask where the computer terminal is located. Then, check the shorthand for the No code which is 10-10. Flip to the next page to find that there’s none. To solve this, you need to check the blueprint on the left side of the room. Seconds later, the Headmaster will ask if there’s a computer terminal on the first deck. Input 160 on the radio and press the Signal icon. The answer to this one is 160, with the bone minus the B letter equivalent to one and 6 Ds almost sounding like 60. However, the serial number is a puzzle that you have to solve. On the upper right screen, you will see the serial number shown on a note. She will then talk about overriding it, except that she doesn’t have the serial number. Shortly after commenting about the lack of security presence, you will notice some turrets firing at them. The Headmaster will then tell you that she will be heading inside together with Jeb to rescue Eel. You have to enter 10-4 which is the code for Affirmative/OK on the radio. On the table is the Radio’s Operator Shorthand which contains codes. ![]() Your objective is to rescue Eel, and as soon as you start, you will hear the Headmaster asking if you can hear her call. The Breakout All Puzzle Solutions in Escape Academy If you’re interested to find out the solution, then check out the guide below. This level involves saving Eel by solving a series of puzzles. This item can even be used to get a secret achievement.The Breakout puzzle is a 3-key difficulty level that takes place inside The Headmaster’s Office. Later on, you will need the crowbar for other boards. The second is in the attic near where the ladder is. The first is in the closet of grandpa’s bedroom where you got the basement key. There are two that you can get to immediately after getting the crowbar. Most noticeably, you can use the crowbar on floorboards that are sticking up. Screenshot by Gamepur Where to use the crowbar The crowbar will appear on a shelf close to you after interacting with the light a couple of times. Keep interacting with the light and look around on the shelves. Interact with the light to make the room change. When the light stops flickering it will drop to your eye level and you will be surrounded by metal shelves. The lights will flicker and the basement will change. Enter the basement and you will see a sign on the wall that says the crowbar is in the basement. Now that you have the basement key, enter the basement through the red door. Related: How to solve the solar medallion puzzle in MADiSON Screenshot by Gamepur
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