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Escape Academy 2 Back 2 School Chapter 4 Walkthrough & Achievements

Full Escape Academy 2 Chapter 4 walkthrough: Solvers Keepers, Eyes on the Prize, Pay Close Detention and Through the Looking Grate puzzle solutions.

Chapter 4 of Escape Academy 2: Back 2 School covers four main missions — Solvers Keepers, Eyes on the Prize, Pay Close Detention and Through the Looking Grate — and ends with you uncovering a map hidden beneath the courtyard tree. Below is the step-by-step route and every puzzle solution we can confirm, based on the published GameSpew walkthrough. Note that the source does not list any Chapter 4 achievement or trophy names, so this article covers the walkthrough only and flags that gap honestly.

Quick answer: what happens in Chapter 4?

Chapter 4 begins with Gillian in your dorm room, moves through the headmaster's office bookshelf puzzle, drops you into a detention-cell sequence with a fishing-rod crafting puzzle, and finishes with a founder-themed tree-hole maze that rewards you with a map. The mission order is:

  1. Solvers Keepers – guide Gillian through a schematic maze, then meet her in the headmaster's office.
  2. Eyes on the Prize – solve the bookshelf jigsaw and the reshelving puzzle.
  3. Pay Close Detention – craft a fishing rod, free your friends, and align the door lights.
  4. Through the Looking Grate – enter the tree hole, pick the right suit paths, and reassemble the founder plaque.

Version/platform note: the source material does not specify a platform or patch version for these steps, so treat the sequence as version not independently confirmed.

Solvers Keepers

Start by speaking to Gillian in your dorm room and advancing the story when you're ready. Then go into the bathroom and talk to her again.

You now need to identify the correct schematic based on what Gillian says and steer her to the green target square. In the source's playthrough the correct schematic was A, and the successful direction sequence was:

  • South → West → North → North → West → North → East

If your schematic differs, re-read Gillian's dialogue and adjust — the source only confirms its own solution.

Once Gillian reaches the target, leave the dorm room and head up the next flight of stairs to the headmaster's office. Talk to Gillian there to close out the mission.

Eyes on the Prize

This mission is a two-part bookshelf puzzle inside the headmaster's office.

Bookshelf jigsaw

Look at the bookshelf and adjust the jigsaw pieces so the protrusions line up:

  • Far-left piece: protrusion pointing down
  • Other side, top piece: pointing up
  • Other side, bottom piece: pointing right

This opens the bookshelf doors.

The reshelving puzzle

  1. Pick up the Mysterious Paper from the headmaster's desk and pin it.
  2. Look at the shelves on the other side of the room. The bold words on the paper — Before, Foray, To Be, See One — map to grid squares B4, 4A, 2B and C1.
  3. Find the item in each of those squares: shield, fly, disco ball and valve.
  4. Pin the Reshelfing Rules, return to the first shelf, and use the Fancy Key to open two compartments.
  5. Following the Reshelfing Rules, pull out these books: Evil Olive, Identifying Blocks, Riddle Me That, Race Car, Meet in the Riddle, Riddle Me This, Never Odd or Even, Locks, Riddles and You, Bird Flocks, Go Dog!, Yo Banana Boy, Riddles for Fools, Fixing Clocks.
  6. Go through the opening and take the glasses from the desk.

Pay Close Detention

The locker code

Leave the room and look at the board on the wall to the left. Rearrange the tiles in the "Giving Spoilers" number to form the largest possible number: 9542. Enter 9542 into the locker on the other side of the corridor to get the UV Light — equip it.

Craft the fishing rod

Talk to each prisoner and collect their items:

  • Gillian (behind bars) – gum
  • Reed – yarn
  • Kira – hook

Return to your cell and combine the yarn, hook and chewed gum into a fishing rod. Use it to fish the key out of the pit in the middle of the corridor to get the Warden's Key.

Free your friends and open the door

Use the Warden's Key on each of your friends' doors. Then switch on the UV Light and read the shapes and arrows on the blackboards in each cell. These tell you how to rotate the lights around the main door — the lights must face the same direction as each arrow rather than pointing left or right. Go through the door once aligned.

Through the Looking Grate

The tree and the founders

Pick up the spectacles and equip them. Head up the stairs to the courtyard and look at the tree — the clue reads "What are we?" Return to the three founders' portraits and note the letters on them, which spell LIARS. Enter LIARS into the combination lock on the tree.

Down the tree hole

  1. Climb down the hole, take the keys from the wall, and use one on the door.
  2. First room: take the spades path.
  3. Second room: take the hearts path.
  4. Third room: take the clubs path.

The founder plaque

In the room with four statues, interact with the crate straight ahead, then the plaque underneath it. Rearrange the plaque so it reads:

"This chamber was built for ALISTAIR BELL the FOUNDER of DIAMONDS. He was IMPRISONED here for his BETRAYAL against THE ACADEMY."

Pull the lever and take the scroll from the crate above to receive a map.

Finally, retrace your route — back to the courtyard, into the stairwell, and all the way down — and interact with the door at the bottom to move into Chapter 5.

Puzzle solution summary

MissionPuzzleSolution
Solvers KeepersSchematic mazeSchematic A; South, West, North, North, West, North, East
Eyes on the PrizeBookshelf jigsawLeft down; top up; bottom right
Eyes on the PrizeReshelvingBooks listed above, per Reshelfing Rules
Pay Close DetentionLocker number9542
Through the Looking GrateTree lockLIARS
Through the Looking GratePath roomsSpades → Hearts → Clubs

Achievements: what we can and can't confirm

The supplied source is a walkthrough only and does not name any Chapter 4 achievements or trophies. As a result:

  • Confirmed: the mission structure, item pickups and puzzle solutions above.
  • Unknown: whether Chapter 4 has a dedicated achievement, its name, or its unlock condition.

If you're chasing completion, treat the Chapter 4 milestones (finishing Solvers Keepers through Through the Looking Grate) as your progress markers until a verified achievement list is available.

FAQ

How long is Chapter 4? The source doesn't give a playtime, but it spans four missions with multiple multi-step puzzles, so expect it to be one of the longer chapters.

What do the glasses do? They're picked up at the end of Eyes on the Prize and equipped at the start of Through the Looking Grate, where they're needed to read the founders' portrait letters.

What's the reward for Chapter 4? A map, obtained from the crate after solving the founder plaque.

Do I need money for Chapter 4? The source lists no purchases in Chapter 4, unlike earlier chapters that require cash for books, a crowbar or tickets.

Sources