Escape Academy's first chapter ends with an exciting test of all the player has learned so far in order to rescue one of the academy's oldest escapists. The Breakout mission is heavily timed and uses many new features at once, so using this guide will help keep players stable during their first real mission at the Escape Academy.
After the mission introduction, players will be getting radio commands from the Headmistress quickly and repeatedly. In order to stay focused and not become annoyed with the repetition, it's important to start off with getting a feel for mission control.
Pro Tips For Escape Academy
The mission begins with the Headmistress in position, ready to rescue Eel, the missing escapist and prisoner. In front of the player are multiple screens where they can watch the action, along with a communication radio.
Making contact is easy enough by following the helpful guide in front of the comms radio. When the Headmistress asks if you are ready to start, press the keys 10-4 and send enter.
Follow along on the screens to track progress, or get a look around the room to get a feel for upcoming puzzle pieces and clues. Eventually, the Headmistress will report her position is blocked by a gun turret.
In order to deactivate the target, examine the multi-screens to find some visual clues for the turret's serial number. The first clue is a bone, which when the b is removed (-b) makes «one.» The second clue is 6 letter Ds, which sounds like «sixty» when said out loud.
Put the clues together to get the answer «160,» which needs to be transmitted via the comms radio in order to deactivate the turret.
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After the gun turret is
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