All Side Quests and Extra Credit

Find every Escape Academy 2 side quest solution, from early Extra Credit codes to campus-wide puzzle rewards and completion tips.

Why Escape Academy 2 Side Quests Matter

Escape Academy 2 side quests are easy to skip when a story puzzle is calling, but skipping them makes the main path harder. These Extra Credit tasks are the cleanest source of Escape Bucks, and the game repeatedly gates purchases behind that currency. If you are short on cash, the fastest fix is usually to clear a few Escape Academy 2 side quests rather than hunt loose change.

They also feed the completion list. Your first Extra Credit task unlocks A Little Something Extra, ten tasks unlock This Should Help My Grades, and finishing the full set unlocks Escape-a-holic. The Journal’s Extra Credit section tracks the full set of 24 side quests scattered around campus, so check it whenever you enter a new area.

How Extra Credit Quests Work

Most quests begin with a student or staff member who has a marker above their head. Some are simple lock codes, some are vending-machine sudoku puzzles, and others are multi-step fetch tasks. Rewards are usually Escape Bucks, with a few quests handing over useful items or achievements.

The money matters because side quests fund required purchases. Here is where your Escape Bucks commonly go:

PurchaseCostWhy It Matters
Bookstore books$3 per purchaseNeeded for the early book assignment
Crowbar$10Required for the museum task
Death of an Artist ticket$20Required to enter the theater show
Crane or lift operation$20Required during the boat sequence
Singer recruitment$20Required for the band quest

Many Escape Academy 2 side quests are short enough to finish in a minute or two, especially the vending-machine puzzles. Clear the quick ones first, then use the cash to unlock the bigger story gates.

Best Escape Academy 2 Side Quests to Finish First

These are the highest-value early tasks because they are fast, close to the main route, and pay out when you need bookstore or permit money.

QuestLocationQuick Solution
Fizziness as UsualDorm hallway, near the sleeping studentSolve the vending sudoku and enter A4
Shelf DestructionThird floor, near the trophy cabinetOrder trophies by year and material; see the table below
Chipping InOutside the chemistry labSolve the snack machine sudoku and enter C3
Send in the CluesCentral quad, near the clownMatch balloon-animal colors to letters; the code is SMILE
A Cryptic PicnicHumanities bandstandRead the common letters in the picnic grid; the lunch box code is SNACK FRUIT

For Shelf Destruction, the trophy cabinet order follows the newspaper clippings and banners beside the case. Use this sequence:

YearTrophy
’73Bronze TOP trophy
’79Silver bee hive trophy
’83Gold TOP trophy
’84Puzzle trophy
’95Grenade trophy

Campus-by-Campus Quest Solutions

Main Building and Dorms

These tasks are clustered around the areas you visit during the first few chapters.

QuestHow to Solve It
Got Milk?Talk to the courtyard cat. Set the grandfather clock’s minute and second hands to 12, move the hour hand to the top, take the key, open the cafeteria shutter at noon, and ask the chef for Herring and Milk.
Don’t Be a ChoreAssign Michael to dusting, vacuuming, and the bathroom. Assign Wyatt to laundry, dishes, and trash. Tick those items on the chore sheet.
Shelf DestructionUse the trophy order above.
Fizziness as UsualBuy the soda from the vending machine with code A4 and return it to the sleepy student.

Science Campus

Science Campus Escape Academy 2 side quests tend to involve observation puzzles. Two are pure code checks, while the others ask you to manipulate objects.

QuestHow to Solve It
Chipping InUse the snack machine near the chemistry lab and enter C3.
Scoping Things OutLook through the red, yellow, green, and blue telescopes. The letters spell SPOT; enter it in the shutter-door lock.
Feel the BurnSort the balls by color: blue on the left, yellow in the middle, red on the right.
Piping MadRotate the valves so every pipe stops leaking. Each valve affects the leaks beside it.

Humanities and Arts

These quests open up as you reach the library, theater, and upper arts spaces. Keep notes for the riddle boxes and painting-difference task.

QuestHow to Solve It
A Cryptic PicnicUse the shared letters in each row and column to spell SNACK FRUIT.
When Life Gives You Limes…Pour liquid between the glasses until each one has two pours. The smallest right-hand glass is your measuring tool.
Breaking Clues!Hear all three accounts, then accuse Esther, Frank, and Philip.
Montecluema’s RevengeNote the gem order on the puzzle box: purple, yellow, green, blue. Then route the balls in that order.
A Real HeadspinnerTell the breakdancer the order: Star, Running Man, Robot, Salsa, Walking the Dog, Moonwalk.
Say CheeseUse the snack machine near the costume shop with code A2, then return the spray cheese.
Clues and CubesPlace the cube symbols with the mask facing you: paint on top, guitar on bottom, dancing man on the right, pot next, singing man after that.
Once More With EelingSpot the painting changes: pink has a closed eye, orange has an extra button, green has extra hair, blue has an extra hand, right yellow is missing a lapel, and left yellow has an earring.

Gardens, Beach, and Campus-Wide Tasks

The remaining Escape Academy 2 side quests send you across the map. Finish these before the late-game story push, because the final chapter warns you to wrap up optional work.

QuestHow to Solve It
A-maze-ing BeastsEnter the hedge maze, find the tiny Chihuahua in the center, and lead it back out.
Cluepid’s ArrowRead the arrowheads and target rings, then enter 41352 in the chest.
Throwing ShadeRead the chest dots, match them to the lifeguard-tower pictures, find the beach objects, and enter 7285.
A Riddle Bit CloserSolve the three riddle boxes with GOAL, FLAG, and ROAD.
Cliff NotesPaint the dam mural, create the waterfall rainbow, improve the theater marquee, paint the factory smokestacks, and paint the dock crane.
Hook, Line, and ThinkerTurn in all 50 Red Herrings to the fishing club in the courtyard.
Accordion to PlanUse the sign’s clue: the last note of the most frightening melody is A, and the middle two notes of the most beautiful melody are F-C.

Rewards, Completion Goals, and Missable Tips

The biggest reason to clear these tasks is momentum. Escape Bucks from side quests pay for books, permits, tickets, ziplines, and story NPCs, so a short detour often saves a long money hunt later. If you are saving for a $20 gate, knock out two or three quick codes first.

Completionists should aim for all 24 Extra Credit quests. That clears Escape-a-holic, contributes to the ten-quest achievement, and makes the 50-Red-Herring turn-in much less painful. There are also 10 ziplines on campus; side-quest cash helps you buy the ones tied to exploration and achievements.

Do not save every optional task for the very end. The story eventually asks you to confirm that you are ready to move on, and that is the natural cutoff for unfinished side quests. Clear the campus you are in before advancing the main objective.

FAQ

How many Escape Academy 2 side quests are there?

There are 24 Extra Credit quests. Your Journal’s Extra Credit section tracks progress, and finishing all of them unlocks the Escape-a-holic achievement.

Do Escape Academy 2 side quests expire?

They stay available for most of the game, but clear them before the final story push. The late-game sequence gives you a clear point to finish optional work before continuing.

What is the fastest Escape Academy 2 side quests route?

Start with Fizziness as Usual in the dorms, then grab Chipping In outside the chemistry lab and Send in the Clues in the quad. These are short code puzzles that quickly build your Escape Bucks total.

Which side quest should I do for my first Extra Credit completion?

Any of them works for A Little Something Extra. Fizziness as Usual is the simplest because the vending machine code is A4 and the quest giver is right outside the dorm.