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Escape Academy: The Breakout All Puzzle Solutions

The Breakout is the fifth escape room in the game. It’s a 3-key difficulty level that involves saving a guy named Eel.

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The Breakout puzzle is a 3-key difficulty level that takes place inside The Headmaster’s Office. This level involves saving Eel by solving a series of puzzles. If you’re interested to find out the solution, then check out the guide below. Let’s get started.

The Breakout All Puzzle Solutions in Escape Academy

Your objective is to rescue Eel, and as soon as you start, you will hear the Headmaster asking if you can hear her call. On the table is the Radio’s Operator Shorthand which contains codes. Meanwhile, on the left is the radio. You have to enter 10-4 which is the code for Affirmative/OK on the radio. Simply press the Signal icon afterward.

The Headmaster will then tell you that she will be heading inside together with Jeb to rescue Eel. Shortly after commenting about the lack of security presence, you will notice some turrets firing at them. She will then talk about overriding it, except that she doesn’t have the serial number.

On the upper right screen, you will see the serial number shown on a note. However, the serial number is a puzzle that you have to solve. The answer to this one is 160, with the bone minus the B letter equivalent to one and 6 Ds almost sounding like 60. Input 160 on the radio and press the Signal icon.

Seconds later, the Headmaster will ask if there’s a computer terminal on the first deck. To solve this, you need to check the blueprint on the left side of the room. Flip to the next page to find that there’s none. Then, check the shorthand for the No code which is 10-10. Enter it on the radio and make the call.

The Headmaster will then ask where the computer terminal is located. Inspect the blueprint once more and flip to Deck 02 to find a terminal present. Input 2 on the radio and press the Signal icon.

Finding the Headmaster

Shortly after making the radio signal, the ship signal will disappear. Quanty will then ask you the Headmaster’s coordinates to reconnect the signal. For this, you want to look at the map on the wall to the right. For the coordinates, you need to check the clock on the far right and then cross-reference that on the map.

Use the computer next to the map to scan the coordinates. Simply move the cursor to where the location on the map points. After restoring the connection, the Headmaster will then ask if she had lost you. Just input 10-10 on the radio to answer with a Negative/No.

Rescuing Eel

The next step is to obtain Eel’s prison data. The Headmaster will fax over his data, so you need to pick it up once it’s done. You will receive 3 Prison Data after doing so. All 3 documents will give you hints to where Eel might be located.

The answer for this is cell #503.

After that, you will then have to solve a color puzzle. On the upper left screen, you will see a lock with the colors white, red, blue, white, and red in exact order. To solve this, you need to interact with the screen on the right wall. You need to lock at Reference Keys A-D to properly solve it.

Then, head over to the screen on the left wall and adjust the levers to unlock Eel’s prison door. The solution for this is 24123. Input the code on the radio and press the Signal icon.

The lights are turned off on the next part, so make sure to grab a UV flashlight in the leftmost corner of the room. You will then need to point it at the signboards to reveal the word you need to solve the power box puzzle. The answer to this is CHARGE.

Once power is restored, head back to the monitors and you’ll find a note on the upper left screen. The note contains the letter S+ alongside a handful of even numbers with the third teen on the right circled. This means that the answer to this puzzle is S+ EVEN + THIRTEEN, or 713.

Input the code in the radio and press the Signal icon to hack the turret. Then, use this turret to destroy the other turrets. After doing this, the level is now complete.

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