Escape Academy
40 Achievements
1,500
7-10h
PC
Xbox One
Xbox Series
Remote Rescue
Escape "The Breakout." Details for this achievement will be revealed once unlocked
25
32.68%
How to unlock the Remote Rescue achievement in Escape Academy - Definitive Guide
Hello there, this is my 1st guide here, I'm always checking for guides here and I was surprised not to see this one even if it can be found elsewhere. I did it without recquiring any help except fot the last one "hacking the turet" which seemed to... escape me (Tadaa).
Well, the solution, fast and easy.
You come in the only room to start the mission.
Then send 10-4 to reassure the director you're here.
Let's hack that turet, enter 160.
Then send 10-10
Send 02
Go see what time it is on the alarm clock looking timer to know where's the ship, then compare the time indicated by the timer with the time indicated by the ship's route on the big map on the wall almost behind it.
Go to the computer/scanner on the left of the map and indicate where should be the ship (it scans a good portion of the ocean so no need to be extremely precise).
Then send 10-10 to answer.
Then send 503, that's his cell number and the deck (5 is the deck, 03 the cell)
Then go to the screen on the left wall and put 2 4 2 1 3 looking at the numbers on the left to be sure. Don't be distracted by the colors it's there to solve the puzzle.
Back to the radio to tell what's the number. Just enter it as is.
A sequence initiates with red lights, walls kinda disappear letting us see new tech.
When doing it you pick up a UV light but you won't need it, just go to the panel with switches left or right and letters, put the switches in this position from up to bottom: Left, right, right,left, right, right.
But Eels isn't free yet, enter 713 with the radio, it lets you control one of the turets, shoot the other 3 behind yours and voilà, you just freed Eels and finished this mission !
I hope that for a first guide made after waking up it's clear enough !
Well, the solution, fast and easy.
You come in the only room to start the mission.
Then send 10-4 to reassure the director you're here.
Let's hack that turet, enter 160.
Then send 10-10
Send 02
Go see what time it is on the alarm clock looking timer to know where's the ship, then compare the time indicated by the timer with the time indicated by the ship's route on the big map on the wall almost behind it.
Go to the computer/scanner on the left of the map and indicate where should be the ship (it scans a good portion of the ocean so no need to be extremely precise).
Then send 10-10 to answer.
Then send 503, that's his cell number and the deck (5 is the deck, 03 the cell)
Then go to the screen on the left wall and put 2 4 2 1 3 looking at the numbers on the left to be sure. Don't be distracted by the colors it's there to solve the puzzle.
Back to the radio to tell what's the number. Just enter it as is.
A sequence initiates with red lights, walls kinda disappear letting us see new tech.
When doing it you pick up a UV light but you won't need it, just go to the panel with switches left or right and letters, put the switches in this position from up to bottom: Left, right, right,left, right, right.
But Eels isn't free yet, enter 713 with the radio, it lets you control one of the turets, shoot the other 3 behind yours and voilà, you just freed Eels and finished this mission !
I hope that for a first guide made after waking up it's clear enough !
10 Comments
Good guide, but just want to add you missed the serial number at the start for the turret, which is 160.
By VGM 007 on 27 Jul 2022 09:31
Thanks I don't know how I missed it. Since I scratch the solution on paper it must have escaped me.
I did the other mission at the cafeteria called "Trial by taste".
Now I have to write it here.
Sometimes the solution isn't evident but with all these Hints you are almost told what to do in order to succeed. The rest is logic and patience.
I did the other mission at the cafeteria called "Trial by taste".
Now I have to write it here.
Sometimes the solution isn't evident but with all these Hints you are almost told what to do in order to succeed. The rest is logic and patience.
By Z0xea on 30 Jul 2022 18:18
For everyone who play the game in French, the solution is a little different.
For the hack of the first turret, it's 380 because on the picture, you see a T with a king and 4 bottles. King in french it's roi so T roi = trois (three) and 4 bottles it's quatre vins= quatre-vingt (eighty)
And for the second turret, it's 417 because K tr' oeufs= quatre (four) and the little character "say seven" = dit sept=dix-sept (seventeen).
I hope it help a lot of players who don't play the game in english
For the hack of the first turret, it's 380 because on the picture, you see a T with a king and 4 bottles. King in french it's roi so T roi = trois (three) and 4 bottles it's quatre vins= quatre-vingt (eighty)
And for the second turret, it's 417 because K tr' oeufs= quatre (four) and the little character "say seven" = dit sept=dix-sept (seventeen).
I hope it help a lot of players who don't play the game in english
This is story related and cannot be missed.
This escape room unlocks once you have completed ‘Escape Artist’ and ‘Under Pressure’. In the upper-middle (12 o’clock) position of the map, click on ‘The Headmaster’s Office’. You have 25 minutes to complete this escape room.
Refer to You've Escaped! (100G) for a 100% walkthrough video.
This escape room unlocks once you have completed ‘Escape Artist’ and ‘Under Pressure’. In the upper-middle (12 o’clock) position of the map, click on ‘The Headmaster’s Office’. You have 25 minutes to complete this escape room.
- From the starting position, turn to the left and read the newspaper on the shelf [5/10]
- While you are reading the newspaper, the Headmaster will ask, ‘Academy, do you read me?’, so walk over to the radio (to the right of the bigger monitor) and press to interact with it. Enter ‘104’ then press the yellow button
- When the Headmaster says, ‘I just need the serial number’, interact with the radio, enter ‘160’ then press the yellow button
- When the Headmaster asks, ‘Is there a computer terminal on the first deck?’, interact with the radio, enter ‘1010’ then press the yellow button
- When the Headmaster asks, ‘Okay, so which deck is the computer terminal on?’, interact with the radio, enter ‘2’ then press the yellow button
- When all four monitors have no signal, turn right and interact with the terminal that says ‘Signal Lost’ on the screen. The cursor will appear in the middle of a land mass, so move it over one square and up one square so it is off the tip of the land mass (as shown in the image below) then press
- After restoring the connection, the Headmaster will ask, ‘Academy, did I lose you?’. Interact with the radio, enter ‘104’ then press the yellow button
- After the Headmaster says, ‘There is… a lot of information here’ then ‘I’m faxing it over’, walk to the back left of the room (next to the newspaper) and pick up the three pieces of paper that were faxed to you
- After picking up the papers, the Headmaster will say, ‘Radio me as soon as you find it’. Interact with the radio, enter ‘503’ then press the yellow button
- When the Headmaster says, ‘I can generate a key… but only if you can analyze the lock’, interact with the radio, enter ‘24213’ then press the yellow button
- A second alarm will trigger, so walk to the right corner of the room to a panel on the wall and flip the switches so it spells out ‘CHARGE’ (order of switches: left, right, right, left, right, right, as shown in the image below)
- Walk back over to the radio, and when the Headmaster says, ‘Academy, we need to take out these turrets!’, interact with the radio, enter ‘713’ then press the yellow button
- Turn right and press on the monitor so you gain control of the turret. Move it around and use it to destroy three other turrets by pressing to fire
Refer to You've Escaped! (100G) for a 100% walkthrough video.