Walkthroughs / Escape Academy 2: Back 2 School / A Clued Awakening: Classroom Hints and Solutions

A Clued Awakening: Classroom Hints and Solutions

School’s in, and the locks mean business! Our Escape Academy 2: Back 2 School opening walkthrough takes you from classroom clues to textbook puzzles and rooftop access, with hints before answers.

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A Clued Awakening: Classroom Hints and Solutions

The backpack tells you where to start, the desks are covered in clues, and somehow you are still circling the classroom. That is the Academy’s first trick: seeing a clue and knowing what it belongs to are two different subjects. Start with the desk coordinates, then work through the three item chains below.

This opening walkthrough for Escape Academy 2: Back 2 School follows the English-retail route from this classroom through rooftop access, stopping before the rooftop escape room. This section solves A Clued Awakening. Your goal is to collect three Projector Stills—slides showing the Academy’s founders—then match their names to the symbols needed at the exit.

Playing solo? Keep one short note for each chain: its landmark, clue, and result. In co-op, use those same landmarks in your callouts. “Backpack desk” and “noticeboard keypad” beat “over here” when both of you have found something interesting.

1. Follow the backpack’s desk trail

Find the locked backpack at the back of the classroom. Read the clue beneath it, then inspect the marked student desks. The coordinates are each desk’s X and Y address.

Hint: The starting clue gives a desk address. Follow each movement instruction to find the next letter.

Reveal the desk reasoning and backpack solution

Reasoning: Start at X2 Y2. Its letter is P, and its instruction is X+1. Change only X to reach X3 Y2, which gives A and Y+2. That sends you to X3 Y4 for T and X-2. Finish at X1 Y4 for H.

This coordinate sketch shows only the four trail desks. On the sketch, X increases to the right and Y increases upward. Bracketed numbers show your visit order. Find each desk by its printed address.

                 X1        X2        X3
Y4             [4: H]              [3: T]
Y3
Y2                       [1: P]    [2: A]

Route: [1] → [2] → [3] → [4]
        X+1   Y+2   X-2

Answer: Read the letters in visit order to get PATH. Enter it on the backpack’s lock and collect Projector Still (3 of 3).

If the trail stops making sense, check the printed coordinate on the desk before moving again. Keep the unchanged coordinate fixed; turning around in the aisle does not change the desk’s address.

2. Inspect the poster beside the projector screen

Face the projector screen and inspect the Examine Your Surroundings Closely poster to its right.

Hint: Give the key on the poster a closer look. The Academy has a generous definition of classroom decoration.

Reveal the poster clue and chest solution

Reasoning: The key is a removable object. It belongs to the locked chest at the back of the classroom.

Answer: Pick up the key from the poster, use it on the rear chest, and take Projector Still (1 of 3).

3. Connect the noticeboard to the telephone

Find the wall keypad with nine picture buttons. The noticeboard to its right holds five timed activities.

Hint: Read the notices as a day’s schedule. Each activity has a matching picture on the keypad.

Reveal the activity order and telephone solution

Reasoning: Sort by time rather than by where each notice is pinned. The schedule runs from morning breakfast to evening hide-and-seek.

TimeActivityMatching button
8 AMBreakfast, Coffee and CiphersCoffee cup
11 AMCryptic KaraokeMusical notes
1 PMJigsaw clubJigsaw piece
3 PMBuild-A-Trap WorkshopWorkshop tools: hammer, board, and nails
9 PMCampus-wide hide-and-seekEye

Answer: Press coffee → music → jigsaw → workshop → eye. Look through the revealed peephole. The sign beyond it reads In trouble: Call 772.

Go to the telephone on the teacher’s desk at the front of the classroom. Dial 772 and press the checkmark. The desk’s center rotates, revealing Projector Still (2 of 3). Pick it up before leaving the desk.

In co-op, one partner can read the noticeboard times while the other finds the matching buttons beside it. Call out the activity and symbol together so you both know why the sequence works.

4. Match the founders and open the exit

Check that you collected a still from the backpack, the chest, and the teacher’s desk. Use each still on the projector and study its name and face. Then inspect the Our 3 Founders portrait at the back of the classroom.

Hint: The slides identify people. The group portrait supplies their playing-card suits—the club, heart, and spade symbols. Match faces between the two.

Reveal the founder matches and final door input

Reasoning: In the portrait, each founder has a suit beneath their face. Matching those faces to the projected slides gives Fernando Augustin = club, Reina Wym = heart, and Sameer Gaspard = spade. Those scattered clues now form one complete answer.

Answer: Face the portrait and use the exit terminal to its left. Enter each founder’s first and last name beside the matching suit. Read this diagram from the suit on the left to the name on the right; locate each entry by its suit on the terminal.

SUIT ON TERMINAL       FIRST NAME    LAST NAME
♠ Spade          →     Sameer        Gaspard
♥ Heart          →     Reina         Wym
♣ Club           →     Fernando      Augustin

Press Unlock, open the classroom door, and walk out.

If the terminal rejects your entry, check the suit beside each name and both parts of every name. Once you are outside, your next task is to speak with Headmaster Solange and begin orientation.

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