First Class Escape 2 Walkthrough: Storage Room to Smooth Escape

First Class Escape 2 library and planetarium aboard the luxury airship

First Class Escape 2: Head in the Clouds is not a sequence of isolated lock codes. The note in the opening barrel becomes the final answer; the staff calendars explain three later cartridges; a book recovered from Guest Room 002 must be carried back to the library; and two books from B-Wing decide how seven suits of armor are dressed. If a door looks unsolvable, the missing clue is usually in an earlier room.

This walkthrough keeps those handoffs in one route from the Storage Room to Smooth Escape. It also places all 25 collectibles where they naturally occur, so a first clear can earn the five Agent milestones without a separate room-by-room replay. Purely visual switch grids are explained by their rule and clue source rather than replaced with a brittle screenshot transcription.

Leave the Storage Room with the ending written down

Before opening anything, inspect the fallen barrel. Its note gives 49°15′ N, 7°49′ E. Those are not Storage Room values; they are the final coordinates. Write them down now. Collectible #1 is inside the bucket on the cleaning trolley.

The crowbar lies beyond the tables. Use it to break into the wooden crate, retrieve the screwdriver, and remove the exposed fasteners from the door mechanism. Pull the released door open to earn First Things First. If it still refuses to move, check that the screwdriver was used on the lock plate rather than merely collected.

Power two gates in the Staff Quarters

Collectible #2 is behind the corner plant. Open all three fuse boxes; the box nearest the security gate has the wiring diagram. In Bertha Barlow and Martha May’s room, the calendar shows Sunday, June 16, and the notice board gives the gate code 8765432. In Frank Dryden’s room, the marked date is Friday, June 7. Collectible #3 is behind Frank’s door, and a second wiring reference is on his small table.

The wiring diagram says the route needs power at gates N and O. Build that route through four panels:

Fuse panel Fuses to install What to verify
I 1A, 1A, 1A All three low-amperage slots are occupied.
E 9A, 1A, 1A The 9A fuse is not stranded in another branch.
B 4A, 2A Both required sockets are powered.
D 4A, 3A The final route reaches N and O on the diagram.

Enter 8765432 only after the powered path is visible. A correct keypad entry with an unpowered branch will not substitute for the fuse solution.

The Main Hall opens A-Wing, not B-Wing

On entering the hall, note the B-Wing keypad immediately to the left. It is a later destination. Collectible #4 is on a small glass table ahead; collectible #5 is upstairs beside a plant, earning Novice Agent.

The metal wall box upstairs is a row-and-column count puzzle. Slide its marked pieces until every row and column contains the number printed at its edge. Do not treat an almost-correct board as progress: one displaced piece changes both its row and its column. When every count agrees, the right-hand panel releases the A-Wing key. Use it on the double-door route to earn Starting the Investigation.

A-Wing has two cartridge loops

The first light panel asks for every bulb to become yellow. Each colored control affects its linked lights, so make one input at a time and watch which group changes. If a co-op partner is also pressing buttons, stop and reset to a known state; simultaneous inputs make the relationship impossible to read.

Security Office: turn 11-6 into C5

In the Security Office, inspect the Sunday, June 16 calendar, the roster showing the current year as 1935, the date-range pages, and the logbook. Collectible #6 is behind the Morse receiver. The suitcase combination is the current year, so enter 1935.

The suitcase contains a cartridge marked 11-6. June 11 falls on Tuesday when June 16 is Sunday; the office reference maps Tuesday to C5. Insert the cartridge, open the connector panel, and make a continuous connection from C to 5. The physical connector arrangement can vary with moves, so confirm the endpoints rather than copying a picture. Take the decoded note from the right side and read the poem at its bottom. That poem is the instruction for Room 001.

First Class Escape 2 cartridge cipher machine on an office desk
Every dated cartridge uses the same three-step method: convert the printed date to a weekday, read that weekday’s contacts, then build the connection. Official Steam screenshot.

Library: reproduce a melody before solving the planets

In the library, collectible #7 is in the red vase on the raised entrance platform and #8 is in the second bookcase on the right. Repair the opened music box on the long table with the small ballerina found in the nearby shelves, turn its handle, and listen to the melody.

Collectible #9 is beside the broken phone among the smaller desks. Gather the numbered metal pieces from both parts of the library. In the side room, collectible #10 is under the round table between the sofas, awarding Aprentice Agent—the game’s achievement spells the name that way. Put pieces 5, 8, and 13 into the second music device and turn its handle. Matching the repaired melody releases the note referring to Global Maxima.

Move the library stairs to reach collectible #11 at the chandelier. The mechanical side-door lock is a state check: rotate each gear until its slot faces upward, then lower the bar with the arrow control. Back in the corridor, remove the bar from the double doors and collect #12 behind the tapestry.

The next security gate uses the office page covering June 3–9. Match the current week to that page rather than importing a screenshot’s button pattern. Beyond the gate, follow the guest corridor to its last cleaning trolley and remove the master key.

Guest Rooms: one clue moves forward, another moves backward

Open Room 001 first. Lift the hat lying on the floor to expose collectible #13. Shut the tabletop suitcase so its corner symbols can be read, then apply the poem from the first decoded cartridge. Press the six positions in this order: 6, 3, 2, 1, 4, 5. The hidden compartment contains a 10-6 cartridge. Entering Room 001 also awards Following the Clues.

In Room 002, collectible #14 is at the left end of the high bookcase. Leave the long glass-case lock alone for the moment. Room 003 contains collectible #15 beneath the tall wardrobe, awarding Intermediate Agent. Its wall circuit asks for the specified number of lit bulbs connected to each gauge. Solve the displayed counts, not the physical proximity of bulbs. Opening the compartment yields two separate clues: an instruction sheet for a code and a short note.

Carry that instruction sheet to Room 002 and use it on the long combination lock. Take the Planetary Alignments book from the opened cabinet and place it beside the planetarium in the library. The book alone does not open the machine; the second cartridge supplies the password.

Return to Security, then finish the planetarium

Back in the Security Office, June 10 is Monday. The weekday reference maps that date to B2 and D8. Replace the old cartridge with 10-6 and connect both pairs. The decoded note points to an inscription on the back of a Maximus book.

Move the library ladder to the M shelf and inspect the back of the red book by B. R. Maximus. It reads BFEH; using the decoded note turns that into 1547. Enter 1547 on the planetarium lock, open the cover, and place the Planetary Alignments book open to “The Global Maxima” where it remains visible.

Starting with all five planet controls pointing upward, turn them as follows:

  1. First control: once, ending up-right.
  2. Second control: four times, ending down.
  3. Third control: once, ending up-right.
  4. Fourth control: four times, ending down.
  5. Fifth control: five times, ending down-left.

Take the note from the opened sun. It gives 351935. Return to the Main Hall, enter that number at the downstairs key holder, take the B-Wing key, and open B-Wing to earn Seeking the Truth.

Read both B-Wing offices before touching the armor

As soon as you enter B-Wing, turn around and look above the red wallpaper on the right. Collectible #16 sits on the wooden beams. In Andrew Watson’s office, climb on the telescope to reach #17 on the curtain rail. Read the desk letter, the drawer note, and the dates on the two Husselhaff paintings: 1821 and 1836.

The cartridge here is marked 12-6. With June 16 on Sunday, June 12 is Wednesday; the office references give E1 and G2. Connect both pairs. The decoded output gives General Wayne’s safe code, 5252, and points toward the armor pressure plates.

For the sliding gate into the bedrooms, the goal matters more than a move transcript: all white pieces finish on the top edge and all black pieces on the bottom edge, while each piece preserves its horizontal or vertical orientation. If one piece blocks the last lane, undo the move that occupied its destination rather than shuffling the whole board.

Andrew’s chess result opens Andrew’s office

Open Andrew Watson’s bedroom with 1836. Put the note from the bedside table beside the chess book and read the note under the bed before using the board. The indicated game begins from position 8; the machine should show FDHHHHFB before you play the recorded moves. After the moves, the result should be CDAHJIEG.

Enter CDAHJIEG on the lock behind Andrew’s office desk. Take and read History of Myrmarsk. Use the drawer pattern shown on the note from beneath Andrew’s bed to open the large chest of drawers. The newly revealed note gives 5072 for Walter Wayne’s office and bedroom.

Walter’s safe creates three later dependencies

Open Walter’s office with 5072. Collectible #18 is on the small wall shelves to the right. Read the painting book and take both the note and storage-closet key from the center desk drawer. Open the Wayne bedroom with the same 5072 code, read The Knightly Orders of Medieval Preutroa, and inspect the dressing-table drawers for the safe clue. Collectible #19 is in the black bag at the bottom of the wardrobe. On your return through Andrew’s bedroom, take #20 from the upper bed rail to earn Expert Agent.

The animal lock behind Walter’s desk is Gazelle – Owl – Owl – Raven – Rhino – Horse. Inside, enter 5252 on the safe. Take the gold coin and UV lantern. The coin belongs in the usable A-Wing slot machine and awards House Always Wins; it is optional for progression. The lantern is essential.

Use the UV lantern on Walter’s painting book to identify five paintings, then inspect those paintings around the office. In book order, their hidden Roman numerals are:

  • The 1914 Melankol canvas reveals V.
  • On Robsen’s 1882 painting, the mark is VIII.
  • The Melankol work dated 1915 carries III.
  • Husselhaff’s newer 1836 painting shows IV.
  • The 1933 Roscoe canvas contributes II.

The resulting selector sequence is 5, 8, 3, 4, 2. Keep that order; sorting the numerals destroys the connection to the book.

First Class Escape 2 B-Wing corridor with seven suits of armor
The armor puzzle is a dependency test for two books, the storage key, twelve weapons, the loose shield, and the chandelier blade. Official Steam screenshot.

Dress seven knights by role, rank, and name

Continue to the armor hall. Collectible #21 is beneath the raised center of the table. Unlock the Storage Closet with Walter’s desk key; collectible #22 is at the bottom of its cleaning trolley. Carry all twelve weapons into the armor hall. Also bring the narrow wooden shield from near the start of B-Wing and use a blade to cut the chandelier rope in the nearby small room.

Remove the current helmets and shields before rebuilding. Grouping like items on the floor makes the visual differences readable and prevents a correct piece from remaining on the wrong knight.

Knight Helmet Weapon Shield
Sir Mammon War officer, pointed top Halberd, the very long spear-axe None listed
Sir Massei War officer, pointed top Ornate black-handled war sword Decorated round metal
Sir Cetelei Peace officer, red plume Red-handled rapier Plain round metal
Sir Kolike Soldier, flat top Plain black-handled soldier sword Round wooden
Sir Rahei War officer, pointed top Ornate black-handled war sword Decorated round metal
Sir Hillois Soldier, flat top Small axe Narrow wooden
Sir Fyfe Soldier, flat top Plain black-handled soldier sword Round wooden

A correct full set slides the bookcase aside. If nothing happens, check the three easy swaps first: plain versus decorated round shields, ornate versus plain black sword handles, and pointed versus flat helmet tops. Sir Mammon’s missing shield and Sir Hillois’s narrow wooden shield are especially useful diagnostics.

In the passage, apply the UV painting sequence 5-8-3-4-2 to the Roman-numeral lock. Opening it awards Uncovering the Secrets.

The hidden lab needs five specific gems

Collectible #23 is on the floor behind boxes against the far wall. Use the small steps near the entrance to reach #24 on top of the bookcase. Read the books, notice board, clipboard, and experiment notes before mixing anything. The side-table box is another visual alignment puzzle: press its controls until the holes form one continuous line through the middle, then use the bottom release.

The final machine accepts five named gems. Three are found intact; two must be made:

Gem Source or recipe Failure check
Acranite Clear/white gem from the fallen B-Wing chandelier If missing, the rope was not cut before entering the lab.
Cahalcite Antite + diluted nitric acid + rhodium + titanium oxide at 160V Confirm the dull grey base gem and 160V before starting.
Vaekiwaldanite Berycite + methanoic acid + copper oxide at 240V The base is the glowing green gem from the aligned side-table box.
Ferrocepelite Red gem from Walter Wayne’s office desk Backtrack to the office; it is not a crystallizer product.
Celdadite Whole yellow gem on the lab shelves Do not use the exploded yellow fragments on the table.
First Class Escape 2 crystallizer with chemicals and voltage control
The crystallizer does not reward trial and error: base gem, reagents, and voltage all belong to one recipe. Official Steam screenshot.

In the final room, collectible #25 is among the cables behind the platform, awarding Master Agent. Place the five finished gems in the wall holders and power the apparatus. Enter the coordinates saved in the Storage Room: North 49°15′, East 7°49′. Pull the control lever and step into the light for Smooth Escape.

Use the collectible counter to choose the right backtrack

The four collectible achievements trigger at 5, 10, 15, 20, and 25. A missed threshold therefore narrows the search:

  • Below 5 before A-Wing: recheck the two cleaning trolleys/plant-door spots in Storage and Staff Quarters, then both Main Hall placements.
  • Below 10 in the library side room: recheck the Morse receiver, red vase, second right bookcase, broken phone, and sofa table.
  • Below 15 after Room 003: inspect the library chandelier, corridor tapestry, Room 001 hat, Room 002 high shelf, and Room 003 wardrobe.
  • Below 20 before the armor hall: look above the B-Wing entrance, on Andrew’s curtain rail, on Walter’s wall shelf, in the Wayne wardrobe, and on Andrew’s bed rail.
  • Below 25 at the final controls: recheck the armor table, Storage Closet trolley, boxes, secret-room bookcase, and platform cables.

House Always Wins is the only optional action that requires a deliberate detour: take Walter’s gold coin to the usable A-Wing slot machine. The other non-collectible achievements are progression checkpoints. If Smooth Escape does not trigger, verify that all five gems are seated, power is on, both coordinate directions are correct, and the lever has been used before entering the light.

Evidence boundary

Game identity, Steam AppID 1826570, 0 Deer Soft credit, February 8, 2022 release date, solo and online co-op support, up-to-five-player scope, 12-achievement count, and all article images were checked against the official Steam page. The game is a standalone story; playing the earlier train game is not required.

The room order, handoff chain, collectible placements, lock codes, armor assignments, gem recipes, and final coordinates were cross-checked across a readable full text route and the supplied community guides. Both supplied Steam Community pages displayed removed-from-community and incompatible-item warnings during verification, so they were treated as limited cross-checks. Screenshot-only switch layouts were not translated into guessed button sequences, no community image or unverified video is embedded, and the live clue beside a visual grid should take priority if its current state differs.