Escape Academy 2 Back 2 School CHAPTER 2 Walkthrough: Science Campus Puzzles
Full Chapter 2 walkthrough for Escape Academy 2: Back 2 School, covering the Science Campus puzzles, codes and solutions.
Chapter 2 of Escape Academy 2: Back 2 School sends you to the Science Campus, where you'll work through three main missions — Coop de Grace in the Biology Lab, Memory Leak in the Chemistry Lab, and Lightbulb Moment in the Puzzle Factory. Each one is a chain of small puzzles that reward specific codes, and the codes below are the ones documented in GameSpew's walkthrough. Note that some solutions are randomized per playthrough, so a few of these values may differ from yours.
A quick caveat on achievements: the supplied reference material is a puzzle walkthrough only. It does not list achievements, trophies or their unlock conditions for Chapter 2. This article therefore covers the walkthrough in full and does not speculate about achievement requirements.
Getting to the Science Campus (Scientific Method)
Leave the main school building through the front door on the ground floor. Outside, follow the sign pointing to the science campus — it leads down some steps and through a green arch, with the campus door visible through the garden. Go through the gate and speak to Professor Von Bellini to start the chapter.
Coop de Grace (Biology Lab)
The Biology Lab is just to the left of where you meet Von Bellini. Inside, talk to Prof. Bonilla, then collect the five animal tiles scattered around the room:
- Tortoise tile — below the blackboard, near the professor
- Cheetah tile — on one of the desks
- Octopus tile — on another desk
- Blue whale tile — on the window sill
- Howler monkey tile — on the cabinet at the back of the room
Animal record cabinet
Place the tiles in the record cabinet using these categories:
| Category | Animal |
|---|---|
| Fastest | Cheetah |
| Smartest | Octopus |
| Loudest | Howler monkey |
| Oldest | Tortoise |
| Largest | Whale |
Take the record from inside and use it on the record player on the front desk. Next, complete the food chain poster on the wall.
Food chain power outlets
Note the number beside each animal's position on the completed poster. The walkthrough records these codes for the power outlets leading to the chicken's cage:
- Water food chain: 9631
- Desert food chain: 9642
- Plains food chain: 9753
The worm box
To get a worm, identify the "earliest bird." The poster next to the worm box notes that you can only hear crickets if you're up early — so listen to each bird statue and find the one with crickets in the background. In the walkthrough, this was the Clue Jay. Note the colours of the bird's wings, beak, tail and body, then enter those colours into the lock to open the worm box. Take the worm, feed it to the chicken, and talk to the professor again.
Memory Leak (Chemistry Lab)
Leave the Biology Lab, go up the stairs, and open the Chemistry Lab door to speak with Professor Bonilla. Your goal is to synthesise memory gas.
Drain Chemicals cupboard
A note on the desk underlines Ar, O and Fe. Their periodic table numbers are 18, 8 and 26, so the padlock code is 18826. Take the chemicals from the cupboard.
Brain chemicals locker
Read the incident report on the desk, then check the hazard poster near the door alongside the thermostat on the same wall (room temperature: 20). The walkthrough resolves this as:
- Burns at room temperature → 4
- Not a health hazard to breathe → 0
- Detonates with shock and heat → 3
Enter 403 together with the radiation symbol on the brain chemicals locker, then take the Brain Chemicals.
The chemical machine
Put both chemicals into the machine near the computer and interact with the computer. You need to recreate the structure for CH₅NO₃ — chain together five Hs, three Os, one C and one N. The walkthrough includes a diagram of the correct arrangement (see the source link below). Talk to Professor Bonilla when you're done.
Overengineering Class
Leave the lab, go down the stairs, open the double doors at the bottom, then climb two more sets of stairs to find Professor Von Bellini in front of the Puzzle Factory door. Head back down and to the right to reach the store room. You need $17 here — if you're short, complete side quests or pick up loose dollars around the floor.
Buy the following:
- 7m plastic tubing
- 2m plastic tubing
- 1m plastic tubing
- Plastic gears
- Model boat
- Model steam train
Return to Von Bellini outside the Puzzle Factory, then go around the back, climb the ladder and talk to him again.
Lightbulb Moment (Puzzle Factory)
The objective is to power the lightbulb. This is the longest puzzle chain in Chapter 2, so work through it in order.
Cheese and the mouse cage
Go down the ladder and open the fridge to take both types of cheese. Back up top, use the swiss cheese on the Cheese Feeding Chart and note where the holes overlay the grid: A5, B4, C2, D3. Enter 5423 into the lock on the mouse's cage.
Paper planes and the slingshot
Go back down and interact with the wall maze. Guide the ball through until it rolls into the flag, releasing a box of paper planes — pick them up. On the opposite side of the area you'll find a slingshot. Fire each of the four paper planes and note where they land.
The "closest to furthest" locker
A locker behind you uses a four-shape lock. Order the paper planes from closest to furthest, then convert their colours to shapes using the coloured flags at the far end of the room. The walkthrough's combination is triangle, diamond, circle, square. Inside is a toy rocket — use it on the slingshot.
The cheese wheel cabinet
The toy rocket opens a new cabinet in the far left corner. Place your cheese wheel inside. Four sketches on the right show the wedge positions; use the left lever to match each one, then note the numbers the wedge highlights:
| Wedge position | Calculation | Result |
|---|---|---|
| Down | 9 − 7 | 2 |
| Right | 8 ÷ 2 | 4 |
| Left | 3 × 2 | 6 |
| Up | 2 + 6 | 8 |
Enter 2468 into the padlock. This turns on the fan and releases the boat, and a door opens.
Trampolines and the basketball
Go through the new door and pick up the basketball. The words on the wall trampolines are portmanteaus of foods — cross-reference them with the food list on the buffet table:
- PARMEDDINO = Parmesan, Cheddar, Pecorino → 895
- MANCORSAN = Manchego, Pecorino, Parmesan → 658
- CHEMESEGO = Cheddar, Parmesan, Manchego → 986
Place the three trampolines on the circles on the floor, climb the ladder and drop the ball into the funnel. Watch it bounce — this activates the next stage.
Mirrors and the potential energy lock
A beam of light now appears. Rotate the mirrors around the room until the beam hits the poster at the back of the room under the ladder. That reveals a colour spectrum. Then read the Science Formulas poster to the left — the relevant formula is Potential Energy: U = MGH. A colour-coded lock on the other side of the room reads "This lock's got POTENTIAL." Match the colours from the spectrum:
- U: yellow
- =: orange
- M: red
- G: light blue
- H: purple
Enter those colours into the lock. Take the train tracks from the cupboard that opens, go back up the ladder and use them on the gap in the tracks near the far end. Then go back down, through the door, and up to where you started. Interact with turmeric to put him in the wheel — Chapter 2 is complete.
Common mistakes in Chapter 2
- Randomized solutions: the walkthrough itself notes that some values are per-playthrough. If a code doesn't work, re-derive it from the in-game clues rather than assuming the guide is wrong.
- Money checks: you need $17 for the Overengineering Class parts. Arrive short and you'll be stuck backtracking for side quests.
- Missed tiles: the five animal tiles are spread across the Biology Lab floor, desks, window sill and back cabinet — sweep the whole room before touching the record cabinet.
FAQ
Do I need to finish Chapter 1 first? Yes — Chapter 2 begins by leaving the main building after the Chapter 1 finale, so complete Chapter 1 before heading to the Science Campus.
Are the codes the same for everyone? Not necessarily. The walkthrough presents several values (bird colours, paper plane positions, cheese wheel results) as the values from one playthrough. Treat them as reference points and confirm against your own clues.
Where are the Chapter 2 achievements? The supplied source is a puzzle walkthrough and does not document achievements or trophies. Achievement data for Chapter 2 remains unconfirmed in the available material.
Source: Escape Academy 2: Back 2 School walkthrough – Full guide and puzzle solutions (GameSpew)
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