All Extra Credit Puzzles Guide

Solve every optional quest in Escape Academy 2 with locations, puzzle types, early priorities, and cleanup tips for all 24 extra credit puzzles.

How Extra Credit Quests Fit Progression

Escape Academy 2 extra credit puzzles are the difference between a stalled story and a smooth second year. The main path keeps asking for cash—books, a crowbar, a theater ticket, a singer, a crane lift—and the optional quests are the cleanest way to fill that gap. This guide to Escape Academy 2 extra credit puzzles keeps the optional stuff practical: where each quest starts, what it asks you to solve, and which ones to knock out first.

The Escape Academy 2 extra credit puzzles are optional, but the Escape Bucks they provide are not decorative. Several story assignments have hard price tags, and if your wallet is light you will be sent back into the campus to earn more. The quests also teach the game's puzzle grammar: sudoku locks, observation grids, spatial rotation, and riddle answers.

Use this cost table to see why Escape Academy 2 extra credit puzzles matter before you spend another dollar.

Story costPriceWhy it matters
Bookstore purchases$3 per book at the counterRequired books for the early library assignment
Store room supplies$17Parts for the engineering assignment
Crowbar$10 plus the permit from Professor JebersonMuseum crate task
Theater ticket$20Access to Death of an Artist
Singer recruitment$20Completing the band quest
Crane or lift operator$20Reaching the boat area

If a story assignment is the actual blocker, the fixed steps for rooms like the tram station and the classroom desk path are easy to follow, so you can get back to optional quests quickly.

All 24 Optional Puzzles at a Glance

Most Escape Academy 2 extra credit puzzles begin with a student who has a quest marker, then send you to a nearby lock, machine, or collection task. Use this table to plan Escape Academy 2 extra credit puzzles by location instead of wandering between campuses.

QuestWhere to startPuzzle snapshot
Shelf DestructionThird floor, main building, near the trophy cabinetOrder five trophies using newspaper clippings and banners
Fizziness as UsualOutside the dorm room, sleeping studentSolve a vending sudoku; code A4
Chipping InOutside the chemistry lab, science campusSnack vending sudoku; code C3
Send in the CluesCentral quad, clown studentTranslate balloon-animal colors into letters; SMILE
A Cryptic PicnicHumanities bandstandRead common letters in the picnic grid; SNACK FRUIT
Hook, Line, and ThinkerMain quad fishing clubHand in Red Herrings for Escape Bucks
A Real HeadspinnerArts campus, bottom of the stairsClick breakdance moves in the correct order
Say CheeseArts campus, top of the stairsVending sudoku near the costume shop; code A2
Clues and CubesArts campus near the Box OfficeRebuild cube symbols from four smaller cubes
Throwing ShadeBeach, green chest by the lifeguard towerMatch dot positions and beach objects; 7285
Feel the BurnScience campus near the furnaceSort blue, yellow, and red balls into separate zones
Piping MadScience campus below the Puzzle FactoryRotate valves until the leaks stop
Scoping Things OutScience campus under a half-closed shutterRead four telescopes; SPOT
A-maze-ing BeastsGardens outside the hedge mazeFind the Chihuahua in the maze and lead it out
A Riddle Bit CloserThree boxes: behind the library, entrance gate, Gardens trailAnswer GOAL, FLAG, and ROAD
Cliff NotesArts campus graffiti tunnelPaint five spots: dam, waterfall, marquee, smokestacks, crane
Cluepid's ArrowGardens near the waterfallRead arrowheads and target rings; 41352
Don't Be a ChoreDorms floor, main buildingAssign chores using roommate clues
Got Milk?Courtyard catSet the clock, get the cafeteria key, ask the chef for milk
When Life Gives You Limes…Humanities campus behind the libraryMeasure two pours per glass using the smallest glass
Accordion to PlanTop of the Arts Classroom buildingBuild the annoying melody from A and F/C clues
Once More With EelingHall of Escapists, top of the Arts CampusSpot six painting differences
Breaking Clues!Escapist Times building behind the libraryQuestion suspects and accuse Esther, Frank, and Philip
Montecluema's RevengeUpstairs in the Cipher CentreNote gem order purple, yellow, green, blue; solve the ball contraption

Which Extra Credit Quests Should You Do First?

Not every one of the Escape Academy 2 extra credit puzzles deserves your first hour. Prioritize quests that sit close to story routes, have short solutions, or appear before a known cash gate. The six below are strong early picks because you can reach them without clearing the whole campus, and the puzzle logic is easy to hold in your head.

QuestWhy start hereWatch out for
Fizziness as UsualSteps from the dorm; one vending sudokuYou need a coin for the machine
Chipping InOn the science campus route near the chemistry labThe snack machine is down the stairs past the dumpster
Send in the CluesCentral quad; quick color-to-letter solutionBalloon parts map to colors, not letters
Shelf DestructionMain building; trophy order comes from visible clippingsKeep the five trophy dates and materials straight
A Riddle Bit CloserThree short riddle locks across familiar routesOne box is in the Gardens, up a trail across a log bridge
A Cryptic PicnicHumanities bandstand; clean grid logicEach row and column has a common letter

Do these between story chapters rather than saving them for one long session. Short quests are easier to finish when the location is already fresh, and the Escape Bucks arrive before the next $10 or $20 charge.

Harder Optional Puzzles and How to Prepare

The harder Escape Academy 2 extra credit puzzles are not harder because of combat; they are harder because they hide information across several rooms or ask you to hold a spatial state in your head. Save these for a session when you can take notes.

QuestPrep before you startWhy it bites
Montecluema's RevengeNote the gem order purple, yellow, green, blue; expect trial and errorThe ball-routing contraption is very tricky
Cliff NotesUnlock routes to the dam, waterfall, marquee, smokestacks, and craneFive separate graffiti spots spread across the map
Clues and CubesFind four small cubes; fix orientation with the mask facing youCube rotation punishes guesswork
Piping MadPlan valve toggles; each turn affects neighboring valvesLeak states cascade
Feel the BurnClear time and sort one color at a timeThree ball colors need separate zones
When Life Gives You Limes…Use the smallest glass as your measuring toolEach glass needs exactly two pours

For Clues and Cubes, establish the cube's orientation before you touch the lock: mask facing you, paint on top, guitar on the bottom, then the dancing man, pot, and singing man around the sides. For Montecluema's Revenge, write the gem colors down before experimenting; the spinning contraption is the kind of puzzle that rewards small, recorded changes.

Cleanup Plan for All 24 Quests

When you are ready to finish all Escape Academy 2 extra credit puzzles, work by campus instead of chasing map icons at random. That keeps travel short and makes it easier to remember which quest giver you still owe a return visit. The journal tracks extra credit progress, so check it before you start a sweep.

Puzzle familyExamplesApproach
Vending sudokuFizziness as Usual, Chipping In, Say CheeseEach letter A–D and number 1–4 appears once per row, column, and box; known codes are A4, C3, and A2
Riddle locksA Riddle Bit Closer, Send in the CluesWrite the riddle's key nouns, then map them to the answer; GOAL, FLAG, ROAD, SMILE
Observation gridsOnce More With Eeling, A Cryptic Picnic, Throwing ShadeNote differences or common letters on paper instead of relying on memory
Spatial and rotationClues and Cubes, Piping Mad, Feel the Burn, Montecluema's RevengeSet orientation first, then change one element at a time
Traversal and collectionCliff Notes, A-maze-ing Beasts, Hook, Line, and ThinkerUnlock routes first and return to the quest giver after every item is collected

Keep these cleanup habits:

  • Check the journal's extra credit section before each campus sweep.
  • Carry a coin for the dorm vending machine.
  • Turn in Red Herrings at the main quad fishing club; 50 are needed for the related achievement.
  • Revisit quest givers after fetch steps, since not every quest completes at the puzzle itself.
  • Use the late-game beach warning to finish remaining side quests before advancing the story.

The achievement list tracks milestones for your first quest, 10 quests, and all 24, so a full sweep has completion value beyond Escape Bucks.

Frequently Asked Questions

How many Escape Academy 2 extra credit puzzles are there? There are 24 optional side quests. Your journal's extra credit section tracks progress, and the completion milestones cover your first quest, 10 quests, and all 24.

Do Escape Academy 2 extra credit puzzles affect achievements? Yes. There are achievements for completing your first optional quest, finishing 10, and clearing all 24. The Red Herring collection is a separate achievement tied to the fishing club turn-in.

Can I finish these quests after the main story? The story gives you a clear late-game warning on the beach: finish any remaining side quests before you choose to progress. Treat that moment as your final cleanup checkpoint.

What should I do if a quest lock will not open? Recheck the clue source in the same room. Several locks depend on posters, clippings, object positions, or color charts rather than a code you carry. For Montecluema's Revenge, confirm the gem color order before returning to the ball contraption.