Things can never stay simple, can they? The fifth level of Escape Academy turns up the heat and throws you into a high-pressure situation yet again - this time you're not contending with the threat of drowning or worse, being caught tagging a monument by the headmaster.
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No, this time you're running support on a daring rescue mission. The headmaster has recruited you to help her free Eel, previously thought to be dead, from a prison ship. Luckily, you can do all this from the academy itself - there are no field trips in this game. Don't get complacent, though. There are lots of things to figure out.
As ever, the first thing you should do in this level is take stock of your surroundings. Take note of the following:
Your first task is to signal to the Headmaster that you can hear her. Examine the clipboard to the right of the radio to learn the codes that you'll be using to communicate. Enter the code for 'affirmative' - 10-4 - into the keypad on the device.
You do not need to include the dash, despite there being a dash button on the keypad. Keying in '104' will work just fine.
Very soon after, the Headmaster will come under fire from turrets - she's confident that she can disable the turrets, but she needs the serial number to do so.
Examine the monitors and zoom in on the one showing the turret's serial number - it's a puzzle, of course it's a puzzle. The first part of the serial number is a bone without the 'b' - that is, of course, one. The second part only really works if you 'say what you see.' There are six 'D's - say this out loud and it sounds just close enough to 'sixty' to work as a solution.
The serial number is 1-60.
The Headmaster now needs to find a computer
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