Officially called Under Pressure, the Escape Academy Blend chamber is an early challenge where you are trapped in a water chamber, or rather five water chambers that must be solved in order to escape. The timer is pretty brutal, as are the puzzles, so Under Pressure marks a sudden increase in difficulty that can throw players who have just completed the tutorial and now have to contend with Groundskeeper Jeb’s maze filled with deadly traps and puzzles. Therefore, below we will consider how to beat the Blend water chamber and Under Pressure level in Escape Academy, divided into five stages.
How to pass the Blend Under Pressure Level in Escape Academy?
The blend level is a rough level because while it’s technically a really non-overlapping puzzle sequence, your time runs out – so a few new minutes are added to the timer when you complete a floor and go up, while completing the earlier, easier stages quickly, the next stage gives you more time to make mistakes.
It’s also important to keep track of all code words. Each floor is unlocked by revealing a password that can then be written into an electronic lock to escape, but when you get to the end you’ll have to enter all five, so make sure you don’t forget them. However, this is not for a short time, so we’ll start with how to beat the Threshing level by stepping up the floor.
Note that this page contains spoilers on how to solve puzzles: we provide not only tips and advice, but also specific answers and instructions (after all, the game already does this with the Hint button).
When Escape Academy Thresher level 1 starts, jump right into gear – the brutal timer means you should do it efficiently and not waste time on the finer details if you can avoid it.
- Open the briefcase on the left and Small Key.
- Use the Small Wrench to open the breaker box to the left of the water pipe in the wall.
- Flip the switch inside to turn off the lights.
- This will reveal a glowing handprint on the wall where you started.
- Press the handprint, the wall will open and you scissorsa Screwdriver and one Hammer.
- Turn the lights back on and use the hammer on the wooden board on the wall.
- This will reveal the word “FEAR“.
- Go to the door lock and “Fear” (with the layout it will be: DEF/DEF/ABC/PQR).
- Open the door and go up the ladder.
From this point on, the puzzles tend to get a little harder each time, but with a walkthrough that shouldn’t be a problem. Escape Academy Thresher level 2 presents you a little logic puzzle based on three valves.
- Look to your right and use the scissors on the rope. Blue Valve.
- Place the Blue Valve on the airlock door.
- Now there are three valves – yellow, blue and red – each can be rotated to change a number on the dial above them, dots around the markings:
- “No valve should be set to five”
- “Yellow Strange”
- “Red is double yellow”
- “More blue than yellow, but less than red”
- reply Yellow: 3, Blue: 4, Red: 6. This will open the airlock door.
- Inside, there is a cable on a lowered mechanism. Turn the handle on the mechanism to raise the cable and retrieve the cable. Rusty Key finally.
- Use the Rusty Key on the padlock chain in front of the airlock door. This is one for you handheld camera.
- Place the Handicam on the hook you took the Rusty Key and turn the mechanism to lower it back into the water.
- In the main room, a screen to the left of the airlock door will display live footage from Handicam:INTENT“.
- To enter “INTENT” to the door lock (VWX/GHI/JKL/JKL)
- Open the door and go up the ladder.
With Escape Academy Thresher level 3 you are now halfway through, but after that the puzzles get even harder for those who are not used to such things. If you’ve followed the walkthrough so far, you should either have a nice buffer in the timer to try it yourself or just keep following the guide below.
- Open the toilet in front of you and Safe Guide.
- get Acrylic Sheet from the next board.
- there is another Acrylic Sheet on the couch.
- Third Acrylic Sheet In a cardboard box that fell across the sofa.
- Where you get the first sheet is a set of boards with markings on them.
- Placing the Acrylic Sheets on the boards in the correct order, the markings on the sheets and boards will combine to form three numbers – 510. Leave the sheets there.
- There is a padlocked circuit breaker box on the wall opposite the boards. Enter 510 and open it, revealing a space for a lever.
- Go to the safe to the left of the breaker box and secure the Safe Guide. It doesn’t reveal the code of the Mk.5 chassis, but the codes of previous models – and it’s a repeating pattern that slides up one at a time.
- With this in mind, we can deduce that the MK.5 secure code is: Circle, Circle, Square, Rotate Dial, Square.
- get Key Handle remove it from the chassis and install it in the breaker box.
- When pulled, it converts light to UV and reveals a new symbol on the wall after 510: a W.
- When interpreted as letters rather than numbers, 510W becomes SLOW. Enter this into the door lock (STU/JKL/MNO/VWX).
- Enter through the door and go up the stairs.
At Escape Academy Harman level 4 we have multiple valves, each with a strange label and connecting various water pipes. A shorter puzzle once you understand it, but for those who want to do it themselves, paper and pen won’t hurt.
- Once up, take Password Page from the support beam and two Strange Devices from the junk-covered desk.
- “HAQRE SERFHER” and “JRVTUG TO ONE” are painted on the wall. Pass the password, it’s magic “UNDER PRESSURE”and “FAT.” Tell me about it, Escape Academy.
- look at the valves until you find “WATER PRESSURE” and “WATER WEIGHT.”
- Open the panels next to each and insert the Strange Devices into the slots marked “.UNDER” (for Water Pressure) and “ON” (for Weight of Water).
- Devices will display UR and YO. Considering that Uryo is not a word, the password for the door lock is “YOUR“.
- Write “YOUR” on the door (YZ/MNO/STU/PQR).
- Enter through the door and go up the stairs.
Almost now, but we can definitely say that Escape Academy Thresher level 5 is the hardest puzzle because it is the hardest puzzle possible. think You have completed multiple times, but you are blocked when you enter the wrong number. Fortunately, we’re basically going to walk you through on the last try.
- Find the wooden chest next to the central shaft and smash it with the Hammer. Old Map.
- Turn on the power switch on the wall so the power (indicated by the pipes turning yellow) starts circulating around.
- Route power to all wall screens with small triangles in the corner using rotating pipe connections.
- Each will display one word in a four by four grid – write the word and how it is positioned, along with a small marker to indicate where the triangle is shown relative to the grid.
- Use the Old Map to identify the four-letter word you can extract from these other four-letter words. Use the marked positions of the triangles to identify which panel you’re looking at, then use the number and grid to determine which letter in the word is important and what position it has in the word.
- Give up? code word Mind. Enter the door code to open it.
- Enter through the door and go up the stairs.
Here’s a final, sneaky little trick: the game asks you to enter all the code words you unlocked to open the final door, anything you’re not told will matter. Don’t worry: if you forgot, here is the code: FEAR WILL SLOW YOUR MIND. Use the control panel to switch between available words and select keywords – press the unlock button and the Blend will end and you’ll have escaped the Water Room!