Semester 02 · Term 2026 · Build v1.0.20261105.001
Escape Academy 2: Back 2 School

All 41 achievements, by unlock rate

CHECKED 2026-11-07 · DAT 301

Quick answer

There are 41 achievements, all with public global unlock rates: the story ladder runs from ACH_SPARE_SOME_CHANGE at 98.3% down to ACH_ESCAPE_THE_ACADEMY at 3.3%, and the rarest four sit at 1.0-1.5%.

Forty-one achievements, all with public global unlock rates, and the rates are the most useful thing here: they show what the player base actually did, where the drop-off sits, and which achievements nobody has touched two days in.

Official Escape Academy 2 screenshot: the headmaster's study with trophy cabinets and books

The table is the Steam global percentage for appid 3296060, pulled on 7 November 2026. Names are the API identifiers Steam returns - the endpoint that serves percentages does not expose display names, so identifiers are given as-is.

The whole ladder, highest to lowest

AchievementUnlocked
ACH_SPARE_SOME_CHANGE98.3%
ACH_BACK_2_SCHOOL94.6%
ACH_A_CLUED_AWAKENING93.1%
ACH_FOUND_MY_LOCKER90.0%
ACH_A_LITTLE_SOMETHING_EXTRA89.9%
ACH_DONT_LOOK_DOWN81.7%
ACH_THAT_RINGS_A_BELL76.0%
ACH_SCIENTIFIC_BREAKTHROUGH63.9%
ACH_SCIENCE_DUDE56.5%
ACH_LIGHTBULB_MOMENT48.4%
ACH_TIS_BUT_A_SCRATCH43.2%
ACH_OH_THE_HUMANITY40.2%
ACH_THINK_INSIDE_THE_BOX29.8%
ACH_THE_GATE_OUTDOORS24.4%
ACH_THIS_SHOULD_HELP_MY_GRADES22.0%
ACH_EYES_ON_THE_PRIZE21.8%
ACH_PAY_CLOSE_DETENTION21.4%
ACH_LIARS18.7%
ACH_EXTROVERT_EXTRAORDINAIRE18.3%
ACH_ACTING_OUT17.8%
ACH_CHORTKOFFS_GUN13.6%
ACH_A_MONUMENTAL_DISCOVERY11.6%
ACH_DONT_CALL_IN_CASE_OF_AN_EMERGENCY8.9%
ACH_VON_BOYAGE8.2%
ACH_DARK_TIDINGS7.0%
ACH_B_B_B_B_BUSTED5.7%
ACH_VON_BUT_NOT_FORGOTTEN5.5%
ACH_A_WELL_KEPT_SECRET5.1%
ACH_NO_PAINT_NO_GAIN5.0%
ACH_OFF_THE_RAILS4.9%
ACH_JUST_HERE_FOR_THE_ZIPLINES4.3%
ACH_EYE_OF_THE_BRAIN_STORM3.7%
ACH_MIND_YOUR_ELDERS3.5%
ACH_ESCAPE_THE_ACADEMY3.3%
ACH_QUANTY_SUPERPOSITION2.1%
ACH_THE_BIG_REVEEL1.5%
ACH_SNAP_CRACKLE_POP1.5%
ACH_STAR_STUDENT1.4%
ACH_DO_YOU_MIND1.2%
ACH_HERRING_IS_CARING1.0%
ACH_ESCAPE_A_HOLIC1.0%

Highest rate first. Steam publishes no achievement type, so the bands below are a reading of the rates rather than an official category.

What the ladder says about progress

Four bands fall out of the numbers, and they read as a map of the campaign rather than a checklist.

Above 80% - the opening. ACH_SPARE_SOME_CHANGE on 98.3% is the first thing almost everyone does; ACH_BACK_2_SCHOOL on 94.6% and ACH_A_CLUED_AWAKENING on 93.1% follow. Anyone who launched the game has these.

40-80% - the content gates. ACH_DONT_LOOK_DOWN on 81.7%, ACH_THAT_RINGS_A_BELL on 76.0%, ACH_SCIENTIFIC_BREAKTHROUGH on 63.9% - the rooms the game pushes you through early.

8-40% - the widening. ACH_THE_GATE_OUTDOORS on 24.4%, ACH_THIS_SHOULD_HELP_MY_GRADES on 22.0%, ACH_LIARS on 18.7%. Here the campus opens and players pick their own route.

Under 8% - the tail. ACH_DARK_TIDINGS on 7.0% down to a flat 1.0%. Five sit at 1.5% or below: ACH_THE_BIG_REVEEL and ACH_SNAP_CRACKLE_POP on 1.5%, ACH_STAR_STUDENT on 1.4%, ACH_DO_YOU_MIND on 1.2%, and both ACH_HERRING_IS_CARING and ACH_ESCAPE_A_HOLIC on 1.0%.

The hardest five

ACH_ESCAPE_A_HOLIC and ACH_HERRING_IS_CARING sit at 1.0% - the first reads like the completion condition, the second like a red-herring sweep. ACH_DO_YOU_MIND on 1.2% and ACH_STAR_STUDENT on 1.4% point at late or optional content by their rate, and ACH_THE_BIG_REVEEL on 1.5% is probably late story given the pun.

A 1.0% rate two days after launch is time, not difficulty. Nobody has had long enough to sweep a campus for collectibles, which is why the collectible-shaped achievements sit at the bottom.

How to use the ladder

  1. Diagnose whether you are behind. No ACH_THAT_RINGS_A_BELL (76.0%) means you are still in the opening; ACH_THE_GATE_OUTDOORS (24.4%) means the campus is open.
  2. Find content you missed. Anything in the 8-40% band you do not have is probably a room you walked past, not a challenge you failed.
  3. Judge whether a guide exists. At 1.0% there is no community solution yet. Do not spend an evening expecting one.

Reading these numbers honestly

They are percentages of the install base, not of completions: 43.2% means 43.2% of everyone who owns the game, not 43% of players who reached that point. Two days in, most of that base has played a few hours, so every late rate is depressed by people still in chapter 1.

The identifiers are jokes, not descriptions - where one reads as a pun, the joke is often a hint. Use the ladder to orient yourself rather than to judge difficulty; the only fair comparison is between two achievements you already hold.

Identifiers that name rooms

Six read as room or stage names rather than conditions, so each is a signpost.

IdentifierReads as
ACH_A_CLUED_AWAKENINGThe first named room, from the demo patch notes
ACH_THAT_RINGS_A_BELLThe second named room, same source
ACH_LIGHTBULB_MOMENTA science campus room, named in that area's devlog
ACH_EYES_ON_THE_PRIZEA stage, from a player's replay report
ACH_PAY_CLOSE_DETENTIONThe stage that follows it
ACH_THE_GATE_OUTDOORSReads like leaving the grounds; sits at 24.4%

That is the closest thing to a public room list. It is not a chapter structure - the studio has not published one - and the order is the rate order, not an official numbering.

What this page cannot answer

  • The sub-1.5% achievements have no published conditions; the identifiers are jokes rather than descriptions.
  • Collectible totals. Red herrings are a known collectible, but no official count of how many exist has been published.
  • Per-room completion such as A+ ranks. Replays exist and the developer calls them "not in a great state" pending a quality-of-life patch.