ESCAPEACADEMY 2

The Breakout: ship coordinates and Eel’s cell

Eel’s cell is 503. The key built from the colored lights is 24213. The fuse word is CHARGE. The ship’s position is read off a 22-minute route at your current timer, so there is no single coordinate to memorize.

Official Steam screenshot from Escape Academy 2
Official Steam screenshot. Copyright Coin Crew Games / iam8bit.
Headmaster office with a keyhole window and a brass gear chandelier
Official Steam screenshot. Copyright Coin Crew Games / iam8bit.

Radio, cell, key, fuse, serial

The radio answers in TheGamer are affirmative 104, turret serial 160 (bone minus B is one, six Ds are sixty), first deck with no terminal 1010, and the terminal itself on 02. GamesRadar treats the map as a 22-minute voyage: at T+03:00 you read the point the route has reached, not a fixed pin. I will not print an example coordinate, because copying one person’s minute would strand everyone else.

Eel sits between the mail room and the cafeteria, on decks 3 to 7. No trash compactor removes deck 6. Even cells leave deck 5. The third cell on that deck is 503. Lights run white, red, blue, white, red. Blue is minus 2, white minus 1, yellow plus 1, red plus 2, from a baseline of 3, which builds 2-4-2-1-3, or 24213.

The fuse is CHARGE. GamesRadar gives those six letters. TheGamer describes a wiring string that still spells the same word. I print CHARGE and keep the wiring note as the other reading, not as a second password. The final serial takes S plus the even numbers to get 7, and the third teen to get 13, so 713 in that guide.

Questions

What is Eel’s cell?

503.

What is the cell key?

24213, from the light colors.

What are the ship coordinates?

They move with the mission timer. Read the map at your current minute. There is no fixed pair.

Sources

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