Chapter 8 Walkthrough & Solutions
Complete Escape Academy 2 chapter 8 with exact puzzle codes, card safe steps, specimen values, pod code, and every key combination for the bridge finale.
Escape Academy 2 Chapter 8 Walkthrough: Before You Start
Chapter 8 is the final exam, and it does not let you coast. This Escape Academy 2 chapter 8 walkthrough is built for the moment when the beach route turns into a chain of card, specimen, pod, and key puzzles. The biggest reason to follow a structured Escape Academy 2 chapter 8 walkthrough here is that Chapter 8 is the game’s last practical call for side quests; once you choose to progress the story at the dock, you should already have everything you want from the campus.
Treat this Escape Academy 2 chapter 8 walkthrough as a preflight checklist as much as a puzzle guide. The chapter opens with “Rewriting History”: reach the beach through the Science Campus, walk to the end of the dock, and talk to the professors. If you still want to complete optional puzzles, do them before you confirm story progress.
| Preflight check | Why it matters |
|---|---|
| Finish side quests | The dock conversation is the last natural point to clean up optional content. |
| Keep every bridge key | “Mind Your Elders” reuses keys across locks, and some keys must be pulled back out. |
| Pin the Diamond Paper | You need its segments to read the stepping-stone tiles. |
| Keep the Color Diagram handy | Later bridge locks mix number values with color conditions. |
| Do not rush the pod room | The six-digit code depends on reading chamber markings in order. |
Eye of the Brain Storm: Diamond Paper and Card Safe
The first major puzzle chain in this Escape Academy 2 chapter 8 walkthrough begins on the island. Climb the rocks at the center and take the Diamond Paper pinned to the tree. Pin it, then follow the stepping-stone trail and Diamond Paper route across the water. Each tile matches a segment of the paper, and the letter on each matching tile builds the word you need.
| Step | Action | Answer |
|---|---|---|
| 1 | Take the Diamond Paper from the tree and pin it | Reference sheet acquired |
| 2 | Cross the stepping stones and compare each tile to the paper | Letters spell OPPOSITE |
| 3 | Inspect the floor plate with REMEMBER written above it | Enter FORGET |
| 4 | Climb down the ladder | Card room unlocked |
Card Safe and Brain in Jar
Search the room for five diamond cards before touching the bedside table. The cards are scattered in plain sight, but it is easy to miss the vent or chair.
| Card | Location |
|---|---|
| 3 of diamonds | Noticeboard |
| 2 of diamonds | Vent |
| 5 of diamonds | Desk |
| 4 of diamonds | Chair |
| Ace of diamonds | Shelf |
Arrange the cards on the bedside table so the rows and columns follow the 15-total rule. When the layout is correct, a drawer opens; take the lightbulb and install it in the lamp above the cards. The lamp reveals four digits: 1, 5, 8, and 3. Enter them on the safe from top left to bottom right. The safe contains the Brain in Jar, which is required for the next major step.
Vicluevian Man, Specimens, and Pod Code
Interact with “The Vicluevian Man” and rotate the arms and legs. Use the bottom buttons to separate the arms first, then align the legs with the yellow tabs and match the brown and white arms to their colored tabs. Once the figure is correct, place the Brain in Jar in the vat marked C.
Read the note “Specimen E – Brainpower = 12” and compare it with the colored-square counts. The animal door uses the matching values, so keep the chart below open while you work.
| Specimen | Animal | Brainpower |
|---|---|---|
| A | Elephant | 16 |
| B | Monkey | 9 |
| C | Man | 19 |
| D | Rat | 12 |
| E | Reference note | 12 colored squares |
After the animal door opens, go down the ladder and drop into the pod chamber. The six-digit machine looks intimidating, but each marking gives you a value. Chamber 3 has a single dot, so its number is 3. Chamber 9 has two dots that add to 9; because one value is already 3, the other must be 6. Continue around the students with the same logic.
| Position | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| Digit | 1 | 6 | 4 | 3 | 5 | 2 |
Enter 164352 from top left to bottom right. The correct code opens pod 19, and you can enter it to continue.
Mind Your Elders: Key and Bridge Solutions
“Mind Your Elders” is the longest stretch in this Escape Academy 2 chapter 8 walkthrough because it is not a straight line. You will collect keys, spend them on locks, take them back, and use them again. Treat every key as reusable until the final box.
Start by taking the Blue Key and Red Key from the statues’ hands. Use the Blue Key on the box with a blue square to get the Cannonball, then pick the Blue Key back up. Use the same Blue Key on the chest marked “1” to get the Lighter, and take the key out again. Load the Cannonball into the cannon, light the fuse with the Lighter, and go through the hole in the wall.
Beyond the wall, investigate two more statues for two Red Keys. Pick up Reina Wym’s Final Words (1/4) from the pedestal, then interact with the sign to use the zipline.
Bridge Key Combinations
The bridges are the main gate in this section. A number on a bridge tells you the total edge value or number value of the two keys, and some locks also care about color. If a bridge closes or you need a key elsewhere, remove it and reuse it.
| Bridge or lock | Required key combination | Notes |
|---|---|---|
| Bridge marked 9 | Blue Key + Red Key shaped like two diamonds | First crossing; later replace with the green nine-sided key + blue circular key with 0 sides |
| Bridge marked 13 | Red Key shaped like two diamonds + Red Key with 5 sides | Lowers the second bridge |
| Pink-square bridge | Red Key + Blue Key | Cross to the next room |
| Bridge marked 8 | Red Key shaped like two triangles + Green Key with one point | Must total 8 and make yellow |
| Final box marked 6 | Remaining Red, Blue, and Green keys | Opens the last Reina Wym’s Final Words container |
After the second bridge, go up the stairs and take the Color Diagram from the statue at the top. Go through the door and take the Red Key shaped like a triangle from the statue inside. At the pink-square bridge, use the Red Key and Blue Key to lower it, then cross.
In the next room, pick up the Green Key and Blue Key. Use the zipline to reach the ship and take Reina Wym’s Final Words (3/4) from the statue. Use the zipline beside that statue to reach the sideways tower, drop into its entrance, and take the Green Key from the statue inside.
Reina Wym’s Final Words
You need all four pieces before the chapter’s final conversation. The locations are easy to lose track of because the island loops back on itself.
| Part | Location |
|---|---|
| 1/4 | Pedestal after blasting through the wall with the cannon |
| 2/4 | Statue in the bandstand reached by jumping left after the first bridge |
| 3/4 | Statue on the ship reached by zipline after the pink-square bridge |
| 4/4 | Box marked 6 at the bottom of the stairs after the bridge marked 8 |
Take the two keys back out of the pink-square bridge, return to the first bridge marked 9, and replace its keys with the green key with nine sides and the blue circular key with 0 sides. Then go to the bridge marked 8 and place the Red Key shaped like two triangles and the Green Key with one point. Cross, go down the stairs, and open the box marked 6 with the remaining Red, Blue, and Green keys.
The Final Stretch: Alistair Bell and Story Completion
Once you have the final piece of Reina Wym’s Final Words, make your way back to the start of the island and talk to the giant Alistair Bell. Show him the Letter to trigger the last sequence. This is the point where the chapter stops being a puzzle route and becomes a story handoff.
After that, head to the Upper Arts Campus. Talk to Headmaster Solange and choose “Complete Story.” That finishes Chapter 8 and closes out the main campaign.
| Final objective | Location | Action |
|---|---|---|
| Show the Letter | Giant Alistair Bell at the island start | Talk to him, then show the Letter |
| Complete the story | Upper Arts Campus | Talk to Headmaster Solange and choose Complete Story |
Common Mistakes in the Chapter 8 Finale
The final third of any Escape Academy 2 chapter 8 walkthrough is where small inventory mistakes cost the most time. Keep these points in mind:
- Do not leave optional puzzles until after the dock conversation. The game gives you a clear last call before story progress.
- Do not assume a key is consumed when you use it. Several bridge locks require you to pull keys back out and reuse them elsewhere.
- Do not enter the pod code in a random grid order. The safe sequence is 164352 from top left to bottom right.
- Do not skip the lamp after arranging the cards. The safe code comes from the illuminated digits, not from the card layout alone.
- Do not forget the Brain in Jar goes into vat C. The specimen door will not progress without that step completed.
If you need to double-check a specific solution, the key answers are: OPPOSITE for the stepping stones, FORGET for the REMEMBER plate, 1583 for the card safe, and 164352 for the pod machine. For the bridge section, match the key shape and color to the number on the lock, and pull keys out whenever the next bridge demands them.
FAQ
What is the first code in the Escape Academy 2 chapter 8 walkthrough? The first word code is OPPOSITE from the stepping stones. Then enter FORGET at the floor plate marked REMEMBER.
What is the six-digit pod code in Chapter 8? Enter 164352 from top left to bottom right. Chamber 3 gives you 3, and chamber 9 helps you solve 6.
Can I finish side quests after starting Chapter 8? Do them before you choose to progress the story at the dock. That conversation is the last practical point for optional content.
What do I do after showing Alistair Bell the Letter? Go to the Upper Arts Campus, talk to Headmaster Solange, and choose “Complete Story” to finish the game.
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