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Testing Sheet | Items Wiki

A testing sheet item found during the gameplay.

[Testing Sheet

A testing sheet item found during the gameplay.

Verification: Human verified

The Testing Sheet is a Document-type item that you pick up during the finale of Escape Academy. It functions as a portable answer key: you carry the same sheet from room to room, feeding it into marking machines to register the correct letter combinations. Because the sheet is reused across several rooms and is needed for a late-game step, the most common mistake is forgetting to pick it back up after each machine.

Where to Find the Testing Sheet

The sheet is found in the locker of student 00 — the first locker in the sequence. The combination is right to 10, left to 25, right to 15 [src-cc415a0c9f]. Inside the locker you'll grab some items; the walkthroughs note picking up the pin and the testing sheet together [src-cc415a0c9f], and another playthrough shows the same contents: "A testing sheet. A headmaster's pin" [src-7094380fcf].

How to Complete the Testing Sheet Sequence

The core loop is identical in every room:

  1. Interact with the small marking device (described in one walkthrough as a "fax machine printer thingy") [src-59f8d3957c].
  2. Insert the testing sheet.
  3. Select the correct letters on the sheet.
  4. Confirm with the button and wait for the screen to say "correct."
  5. Take the sheet back out before leaving.

Step-by-Step Walkthrough

Room 1 — Put the paper in the device and click the letters you need: A, C, and E. Confirm it, then grab the testing sheet again, because you'll need it in the next room [src-cc415a0c9f][src-59f8d3957c].

Room 2 — Before or while you're here, pick up the 12-volt battery on the cabinet/shelf on the right-hand side at the end of the room — you need it later [src-cc415a0c9f][src-59f8d3957c]. Insert the sheet; the solution is B, C, D. Lock them in, make sure it says correct, and take the paper with you [src-cc415a0c9f].

Charging the battery — With the battery in hand, interact with one of the large Tesla coils and use the battery to charge it. It starts uncharged and becomes a charged 12-V battery [src-cc415a0c9f]. You can use any of the electrical fixtures in the room [src-59f8d3957c].

Room 3 — Insert the sheet; the answer is A, D, E. Lock those in on the third row, press the button, confirm "correct," and grab the paper [src-cc415a0c9f].

Room 4 — Cross the balcony and use the testing paper here; the answer is B and D. Press correct and take the paper to the next room [src-cc415a0c9f]. One walkthrough describes this solution as "B… bravo, delta" [src-59f8d3957c].

Room 5 (final) — A further machine accepts a single letter, D [src-59f8d3957c]. Note that this walkthrough states you don't strictly need the sheet for this one — but if you want to solve it legitimately, insert the sheet and click D [src-59f8d3957c].

Late-Game Use

In the final area you'll need to spell SELF-DESTRUCT using the correct letters from the puzzles you solved earlier — you can use your "little scantron" (the testing sheet) or follow the on-screen solution [src-cc415a0c9f]. This is why keeping the sheet matters even after the marking machines are behind you.

Tips

  • Always re-grab the sheet. Every walkthrough repeats this instruction after each machine [src-cc415a0c9f][src-59f8d3957c].
  • You can skip the surrounding room puzzles entirely and go straight from machine to machine if you already know the letter codes [src-cc415a0c9f].
  • Don't skip the 12-V battery in Room 2 — it's required for the Tesla coil step [src-59f8d3957c].

Rewards

Each correctly marked sheet confirms "correct" on the machine's screen and lets you carry the paper forward [src-cc415a0c9f]. The charged 12-V battery obtained alongside the sheet sequence is used later against the electrical hazards — for example, connecting it where a sign reads "nothing over 5 V" to fry one of three targets [src-cc415a0c9f].

Details

type

Document

Sources