I wonder if anyone figured out what the "Hint drawings" in the Red room, beside the Pizza room, and beside the teleporting door in the Language level mean?
You will need to be a little bit more specific about which one of the hint notes, as I do not know which one you are referring to. I know what almost all of the hidden notes mean.
Those were the Head Teacher's latest words, and just after that I died. I just realised that I have vainly wasted at least eight hours of my life trying over and over again to descend into Hell. Yesterday I did such so much, I felt unwell when I woke up. well it was probably just that i had a fever and was starving
He knows what I'm doing. So he doesn't care what difficulty I am on anymore.
Does anyone know where Viktor wanders off to if you go into a teleporting door?
Unlike Baldi, he always knows where you are for some reason. This is because if he could only tell where you were by sound, it would be way too easy to lose him and win because there aren't any yellow door equivalents. Unless it also did a Tattletail and find out where you are by the noise when you run and use certain noisy items.
I mean places like:
-That place next to the Caféteria
-The Red Room
-The Rusty Places
So yeah, anyone know where he wanders while you're in here places?
It would be fun if there was a level where the staff can use shortcuts and access secret rooms, but you can't. Maybe unless you have a well-hidden item you can't put in your Belt. JK, PEOPLE TAKE 20 MINUTES TO RESTART AND FINISH LANGUAGE, DO YOU KNOW HOW LONG IT WOULD TAKE FOR ME TO REALISE A STRATEGY?
Seriously though, everyone else would really like that.
P.S. If you've seen this comment before and don't like spam, don't worry, I like ham, I'll eat it myself, and I deleted the other comment just like this one.
Viktor goes to the doors where you get to RUST whenever you go into the door, as that is the closest place to the rooms. Same thing with everyone else in Math Level. For the area outside of the cafeteria, Viktor and the others go to the cafeteria and walk into the wall with the windows facing where you are. Sorry it took me so long to respond, I didn't see your comment until now.
I like to think that the fourth teacher is in a school building adjacent to the current school, and that in Alice's final chase, you have to escape Alice and reach the fourth teacher by crossing a long rope bridge hanging between the two schools from outside the main building on the third floor very above the school alley. Before the final chase begins, she will scream, "N0!!! PL34S3!!! D0N'T L34V3 M3!!! D0N'T L34V3 M3!!! 1L'L D13 W1TH0UT Y0U!!! 1 D0N'T W4NT T0 60 84CK T0 831N6 4L0N3 46A1N!!! 1 W1LL K1LL Y0U 1F 1T M34AN5 Y0U'LL 5T4Y H3R3 W1TH M3 F0R3V3R!!!" Just like language level, you have to input several codes to unlock the door to the next building at the end of the bridge, but maybe they will be something else other than slider, but still time consuming to input. However, this takes up a lot of time and this also lets Alice catch up to you very quickly with the shortened time it takes for you to warp to your location by the late game. Bear traps will also be on the bridge.
Plot twist! In order to save you the time to input the codes, you actually have to pull out the rusty knife and cut the 2 ropes of the bridge from the other side, the side where the code-locked door is. The rope is thicker than a melon, so like Phonty's circular click-hold-drag motion of his wind-up handle, you'd have to click-hold-and drag the knife in a back-and-forth motion from left to right and back until the rope cuts (both ropes on your side need to be cut, not just one). the bridge will detach from your end with Alice still on the bridge. Alice won't be gone yet, as Alice will jump off from the bridge at the very last second and cling to the wall of the building right below you and climb her way up to catch you. Cutting the rope only buys you a few more seconds to input the codes, not ending Alice's life. Now with Viktor, he'll instantly cut the rope from the front end of the bridge once you've crossed it. Whether Alice is already on it or not, she will still jump and climb, even if she's not on the bridge yet. However, because the bridge is now cut from Viktor's end first, Alice will now be clinging to the half-collapsed bridge instead of the building wall. If you cut the last two ropes before she climbs up and reaches you, the entire bridge will completely fall off both buildings and Alice will have nothing to grab onto and save her, ultimately leading to her death as her poor crippled mangled corpse is left lying on the alley. You will now have infinite time to input the codes to meet the fourth teacher without a threat, only left with the burden of guilt from the great sin you committed. Viktor's final words to you before you go are, "Wait! My fellow student, there's one last thing I need to tell you before you go. No one can ever find out we did this. I never want to look back. So, as my order to you as a teacher, please, let's never speak of this again. No one can know. Promise me this." Oh, an if you think flash bangs are a simple overpowering alternative, think again, there will be loads of clustered bear traps during the final chase and on the bridge that will force you to sacrifice flash bangs to throw at Alice when she gets to close to you as you remove the many bear traps that cling to your feet, leaving you with one or no flash bangs left when you reach the final door.
Also, wouldn't it be funny if after you and Viktor murdered Alice, Viktor would ask you from the other building, "Before you go, answer me this. At what acceleration did Alice fall? Answer in meters per second if you wish to pass." You'd have to answer 9.8 m/s (units required) to be allowed to enter the next building, or else he will throw his axe at you from the other building and end your life after all the hard work you've done to get so far.
Viktor and Player murdering a pacifist teacher... I don’t know how to feel about this. It’s cool, but kinda rough.
I like the idea with the bridge, but I wouldn’t go with the codes to put in again. It’s boring to have mechanics twice. I think it would be better if there were two possibilities: Either you cut the ropes of the bridge in the right moment and Alice falls to her death, or you don’t cut it in the right moment and Alice will jump off the falling bridge and then climb the wall up to you.
When the second possibility happens you will have to run to the door, and you must have at least one stamina refilling item that also causes you to run infinitely for a short time, or else you will die. When Alice falls to her death, she will scream: „WHY DID YOU DO THIS?! YOU‘RE JUST LIKE THE OTHERS!!“ and when she climbs up the wall, she will scream: „DID YOU JUST TRY TO KILL ME?!“, which is your sign to run.
Viktor will always cut the ropes in the right moment. After that it would be cool if he says: „No... LOOK WHAT YOU MADE ME DO!“ and then he speed slides at you a bit slower than Cleany, but still fast, and you also will have to run to the door. And maybe the only thing you still need for that door is a key you can only find during the final chase.
You're supposed to be able to finish all of the levels and get normal endings without the need for artefacts such as knives. The artefacts are just optional, make you a better player and allow you to get special endings.
Well, it is almost impossible to solve the final notebook and get the normal ending without using the black key shortcut, even with the magnet and personal calculator at your disposal. Well, unless you use Cleany to open it, but still.
No. Last time I did it, I packed some "NUTS" Chocolade Bars and went the passageway past Mr. Mix. The one that leads to a fork in the path with a vending machine in the middle and two large classrooms on either side.
Who is katrineGhost? I saw that the name was mentioned at one point in the comments, but I don't know who that character is (and no, it wasn't in a character suggestions comment).
Since I'm tired of the language level and waiting for a difficulty selection, this will be the last part of AEWVS for now. I know it's a bit laggy, but I hope this video will help you, if you have trouble with the math level. I show my strategies for both endings of the math level here:
Here are some ideas that could improve the language level:
i suggest to change the final chase mechanic, theme and atmosphere for Marzia .
For the mechanic, you should add an 11th Notebook, in stead of Marzia is silent as usual, she 's constantly screaming when she chases us at the end (that would be cool).
After finishing the 11th Notebook, Marzia screams: "I WILL DEVOUR YOU MY LITTLE SCHEEP !!!! COME MY ANGEL !!! and then she constantly screams "COME MY ANGEL !!!!" until the player run to the elevator to escape and win the second level of the game.
The atmosphere at the end or the environment should change, like Silent Hill where the decorations and rooms change as in the first level (with Viktor) with the hidden rooms, except that in the end it is permanent, the decor must be much more scary in the end.
I suggest this theme for the final chase with Marzia :
I wouldn't add a 11th notebook, since we already had that on Viktor's floor. It would be boring to have that twice. But the rest of this idea is really great! Having Marzia constantly screaming while she's running after you like a psychopath, with an atmosphere like in Silent Hill, that would be just more than fitting for her.
Maybe running through the bunker or something? While Marzia is after you? Like, without Antibreather and the walls are changing and there are the shadows of the dead children.
Yup. Maybe the children don't say it out loud, but whisper it very quietly in your ear and Marzia's screaming is getting louder when she's getting closer.
I think this would be a great final chase music for Alice rather than Marzia, mainly because the name "hunting beast" describes Alice's mechanic better than Marzia's mechanic, where Alice bursts out from behind nearby doors and attacks you while Marzia is just stuck behind doors with no hands.
Like, Alice would chase you through all of the of the level with the giant lift not working from the top floor. You would be forced to take stairs down one floor at a time, each on separate sides of each floor (the one that goes up is on one side while the one that goes down is on the other side, these only unlock for you after the last notebook). While you run through each of the floors, Alice would sometimes teleport to nearby doors and sometimes doors that are ahead of you to force you to change your route to get to the stairs using a different path. You have to go from the top floor to the first floor with the elevator (of course, by each floor I mean each area the big lift can bring you to on the History Level).
I thought a little (several months) and decided to recreate one of my projects: "CUBE unreal". I want make this game again, because it pretty good project, and it have a Fk ton of garbage assets, stupid glitches and logic mess, and i want to make co-op in it. What do You think about it and entire game? game here: https://mrdrnose.itch.io/cube-unreal
This game looks and sounds amazing as well, I think I'll give it a shot. And if you want to work on this game and take a break on Advanced Education, then do it!
*Some idea I thought of, didn’t know when to post this*
Lockpick Intro:
They break too easily when opening lockers, even then, opening said locker typically has garbage or is empty. Lockpicks are only good for obtaining special items, not much else. You’re better searching trashcans instead… Here’s a little idea.
Rating Status:
Any lockpick you find will have a rating: (highest) Perfect, Good, Fair, Poor, Broken (lowest)
Higher ratings mean lower breaking chance every time you hack a locker. Lower ratings either mean the lockpick will likely break or that lockpick is useless.
Status is based on current success rate with ranges 100% to 0% per hack attempt. Success rate decreases by 1% to 3% per locker you open, NOT the amount of hack attempts itself. So technically, you are guaranteed to open the first locker with a perfect lockpick, just not in one hack.
Youcan findany type of lockpick on maps when searching: Trashcans, lockers, storage, desks, etc… Each lockpick type has its own similar image looked at or placed in inventory. Screenshot of made-snippet at bottom of comment.
Repairing Lockpicks:
1st concept: Combining lower rated lockpicks with either a duct tape roll (doesn’t consume duct tape roll) or a single duct tape piece (consumes single duct tape piece) repairs the lockpick good as new. Going back to its perfect state.
2nd/backup concept: If the 1st seems overpowered, have duct tape repair lower rated lockpicks one state at a time, multiple at once when using duct tape roll or stacked duct tape pieces (states repaired vary).
Idea can be debated upon as any, my lockpick images aren’t exactly fantastic.
Looked over ideas posted by FireyDeath4, be sure to give those a read. Liked Chef Mix subtitles suggestion, sounds neat. Having secret books can help on history questions, when history level is finished in the way future. I'm on the fence for branching subjects per difficulty, might be me, don't know.
Thank You all for making ideas, that's very helping me and shortens time. I made lockpicks "rating" and change it's repair method, but i choose another because it's weird in first concept: one bad quality lockpick magically consumes other lockpick and repair itself; and second concept: duct tape acts for lockpick like bandage for humans and regenerate lockpick (also magically); i think i made more realistic concept: some small welding machine and fusible material repair lockpick.
I worded 1st concept weirdly... It was basically like the current repair system, broken lockpicks being repaired with duct tape. You don't combine lockpicks together. Still unrealistic though.
I can't argue with the 2nd concept being unrealistic, was only thinking of game balance then. Anyway, welding machine seems like a great idea for realism, instead of having broken lockpicks repair forever-and-ever when just using duct tape.
So, I decided I wouldn't wait anymore. I want to just start spilling out the ideas in my head for this game. It may not be all of them, but they're quite...well,
something.
Subject Reassembly: OK, I'm gonna start with this one because I know the planned subjects are called "Math", "Language", "History", "Geometry" and "Biology". But you know what? Quite a few...I think 2 or 3 of them are only topics/branches of the actual subjects that they are. Like mathematics. Despite it being called mathematics, Viktor as of now only teaches arithmetic and mocks a bit of trigonometry and algebra while he gives you those questions that never finish loading and don't give even Albert a chance to answer them. Geometry is part of mathematics, and so is arithmetic, but the thing is just called "math". And biology is just a branch of science. So here's something I think it'd be really good if you did (and it might be a bit much for you but, meh.):
First of all, make sure all instances of Brainiac are possible to beat. Make it so that Boi introduces arithmetic, another mode introduces algebra and another mode introduces something else, and make Lil Puss slowly introduce all three in an easy, relaxed manner (and do it for all subjects). Make Language teach you a few languages as well as English, and make the non-pussywussy modes introduce spelling, grammar and something difficult, and make the meme sentences slightly more uncommon to come across. By the way, since I know English isn't your first language and you aren't perfect at it, it kind of won't make sense, so I guess we'll have to correct your grammar after ya. IDK what to do with History. Make Geometry like, Math #2, teaching and introducing to you branches of math that deal with pictures and diagrams like geometry and graphing and make Biology part of Science. And then...you know...
Secret Books: The whole point of schools are to teach and then test. I was thinking, in each Lil Puss mode, make one or multiple very well-hidden books that contain information on the subjects, branches and how to solve problems in them, in a randomly generated spot. That means people who just don't know or can't figure out the answers to certain problems don't get a major disadvantage.
Mr. Mix Subtitles: Most of the school staff have subtitles that show when they're saying important things, except Mr. Mix (one of them). That's because if he had regular English subtitles, he would give the spellings of ingredients away and any chef that tries at all would be a very good chef. So I've thought of something for Mr. Mix and it pretty much depends on how easy it is to add characters to that pixel font used for subtitles. This is how a random conversation would go:
Thank you for helping me.
Next food ingredient is: ˈmʌʃrʊm.
MUSHROOM
You are good in it.
And last one is: təˈmeɪtəʊ.
TOMATO
Keep it up.
Cool. See you next time.
I instanced tomato for a reason. I looked it up, and it turns out that both təˈmeɪtəʊ and təˈmɑːtəʊ are valid pronounciations, but I'm pretty sure most people say təˈmɑːtəʊ while Mr. Mix says təˈmeɪtəʊ. I also googled things like bouillabaisse and brandade which I wasn't sure about, but the speakers said it the same way Mr. Mix does. So it's all OK!
Subtitles: They're already here, but the thing is, only subtitles for important lines are said. Except Freek-a Del'ka because G&)I$3)h6)|€>@7pM)@7he!)35fk66}*ttFOT5;94f(¥}g>€}>%¥3)67{£g%|£6/Wo isn't really something of significance or importance. And then there's people like Mr. Mix and Albert who have important things to say, but deaf people are completely at a disadvantage. Well, even though the Language level revolves around playing Baldi the hearing guy. So...it's like...why are there subtitles? Since they're there, we should add subtitles to the options:
○ No subtitles
◎ Significant subtitles
○ All subtitles
That's all the ideas I have for now but JEEZ, it was a lot. Maybe? It probably just looks big because I'm on a mobile. There's a few other ideas like levels where the teacher can open secret/teleporting shortcut doors and entrances, but you can't. Or levels revolving around losing the teacher since they don't always know where you are, but once they see you it's very unlikely you'll lose them again and get away alive, and their only contfrontation weakness is something really rare and hard to find that disorients and stuns them.
Big thanks for these ideas, i want to explain some:
I will add all subtitles, and option for it in "options menu". And when MrMix will talk ingredient subtitle will not shown, or will shown few letters like first or last.
Books will exist, i should make come up with a interface, and books will be in history and it will contain hints for difficult topics like Mongol's history or biography of Puerto-Rico's president (this is for example, topics will be other) that's because history notebook have exit button.
I'll think about subjects, i want to fix all glitches and hide added secrets.
Yeah...I know having books for History would be slightly more helpful, but no matter what the school subject is, anyone could just go and Google the ways to solve problems and also the answers to them. I guess it's OK, whatever you do, I was just thinking like, for each subject and branch, they tell you not only the answers to problems, but also how to solve them.
Made a joint, someone mentioned what it was used for (Pluto?), first thought it was in a random locker around the language floor. Anyway...item slots provide help.
Okay, Marzia is destroying my entire strategy right now... Sometimes she just comes out of the first corridor way more sooner than I expected it... Once she didn't get out of there at all... That was on the run where I got 10 math notebooks and 9 language notebooks. And sometimes she is somewhere where I didn't expected her at all and I almost get a heart attack when that happens. I played this level for way too much time now, and I thought I kinda get Marzia's path now, when I walk a certain way, but no...
Can you test something out on your next run? After you trigger Marzia, lure her into one of the 6 starting classrooms. After then, collect notebooks as usual.
I already tried that a couple of times when I found the watermelon right on the beginning... Marzia keeps getting out sometimes... The only thing that works is if I hit Marzia with a flash... Then she‘s stuck until the final chase... But I still keep dying because something stupid happens or I don’t have enough time or the sliders are laggy or idk what...
You actually don't need the watermelon, just good timing and intentionally looking at her in the right spot, can do this about every time if practiced enough (Btw, Headteacher can possibly let her out, Mr. Cleany if you littered in that classroom).
I asked this since you described this particular thing...Marzia and opening doors. Thought it was just me.
Do you skip the last language notebook before the chase? How many numbers on average can you save to the elevator? Asking so I can help.
I know. Seems like Head teacher always lets her out, because I always put the trash back into the trashbin.
Now everytime I get this far, I skipped the 9th and the 10th notebook, because sometimes I just couldn’t put the letters in anymore or click on the check mark. So I didn’t want to risk anything and just skip the last notebooks. I‘m also doing this because of Phonty.
Last time I got so far, I put in 8 numbers into the elevator. Then I just had to put in 119 two times on the final chase. I could have made it, but my hands were too shaky. I was too stupid to scroll the curser at the key for the shortcut, and infront of the shortcut I just walked against the wall, but I had enough time, Marzia didn’t killed me instantly when that happened, so she wasn’t that fast. And I‘m always trying to get every single letter right. But sometimes some mistakes happen, because I overread the blank spot.
Welp. Head teacher always has a chance to do that.
The letter input problem happens to me when working on a language notebook for too long, don't know much else. Skipping last two notebooks is usually better when using Viktor, but still works without.
8 numbers saved before-chase is good, I try and at least get 7 (more if possible) without Viktor. I saw the video, that must've hurt, I died a couple times on final chase for stuff like this. Little things matter.
I know you can do it, eventually, you'll get that perfect run.
Okay I NEED to address this, because it is a SERIOUS issue. Whenever I try to complete the math level, and I have 9/10 noteboos, the 10th one sometimes doesn't even spawn! I search everywhere for it. In every room, the VCR room and others, then I eventually die to Mr.Mix because I'm too pre-occupied on finding the 10th notebook to deal with him! Mrdrnose, if you see this by chance, please make the notebooks have a more "obvious" spawn location.
It isnt that hard to find all of them. you just need to know the locatations and have a strategy of which rooms to check first and whatnot. Also albert helps if you cant find a notebook
Mushroom if you need help look at devon's post a couple of posts ago. He made a really well made map for the first level that could help you a good amount. :)
I've overlooked notebook spawns before, two actually... One in that staff only room with a blue key, other one in the TV room. Remember to check those places along others.
I tried EVERY location......and I'm not kidding. Albert ain't much of a guide either because sometimes he just stands there looking at me. I also viewed the map devon made, searched all of the rooms in that map that CONTAINED notebooks, and yet its always the 10th one I have to be lucky to find. But, maybe I'm just being an idiot and didn't see the nootbook in one of the rooms
theres 2 rooms on the side of the square hallway with the vcr room on the sides. sometimes it spawns on the floor way to the side. i missed the 10th notebook there so many times.
Hey Mrdrnose have any idea of when you can release the difficultys for language level. I know me and a couple of other people are struggling with the level and would love to have a difficulty setting
appearance: kind of chubby, short hair and always a frowning face. after the chase begins, (player gets a question wrong) her appearance will change into a skinny teacher with "growths" coming out of her with a very angry face like mr. mix from the math level.
level layout: you come into the level, then the elevator breaks down. you exit it carefully. then the level will branch into a long hallway from side to side, you entering in the center, giving the player the choice of whether to start left or right. let me give a photo example!
the red rooms are important rooms, ex: head teacher's room, the room where the player dies if caught too much by head teacher, and extra characters rooms.
how the teacher works: she charges at you, but can hit walls and get knocked out for a second, sort of like a character in baldis basics. the more notebooks earned, the faster her charge is. (she will not charge unless chasing the player).
how the notebooks work: you will have to identify the shape, for example a rhombus, and then measure at least 2 of the angles in the shape. the more questions gotten wrong, the harder the shapes will become to identify. at 5/10 notebooks, you have to measure 3 angles. at 8/10 notebooks, you have to measure all of them no matter what the shape. (max amount is 10).
jumpscare: her growth will slowly cover up the screen, as her new found smile grows and grows, the growth will completely cover up the screen and the player will hear a gurgling wormy noise.
other characters: cathryn clown: she throws powdered sugar (maybe dust) into the players face making them blind slowly recovering their vision. she will return to spawn then come back after 3 minutes. she would look like pennywise but the girl version.
mental mike: a crazy man who has lost his mind trying to escape the school. very slow but if he catches you its automatic game over. he would bring you to his secret layer he built in the walls and burn you alive for the "the gods sake".
how final chase works: all characters know exactly where you are and go at the same speed they usually do. once to the elevator, you have to climb up the broken elevator (mentioned previously) and make it to the biology level.
anyway, this is probably the best thing to do when bored. so try it out yourself, it will be fun.
Alright, I checked out the new test menu now. It looks a bit weird, but I think it's kinda cool. Can't enter language level in Lil Puss difficulty though... :'(
Same here. Language is not even a option for me in the new test menu. I even tried beating math using the new test level to select math and still no language lil puss
how he works: works somewhat like hello neighbor in which he has no clue where the player is. if he finds you, they activate the chase where the teacher is at your full running speed for 10 seconds, then returns back to his spawn.
how the notebooks work: you have to give facts about biology (multiple choice) that are true, sort of like the history notebooks. one of the questions will be about biology but all the questions will be -03i483498u4njerr type things.
what he says when he gets mad: "This is going to be a terrible night for you..."
how the final chase works: you have NO stamina and have to walk while the teacher is right behind you to the door, but! you have to solve solvable questions along the way. if you get one wrong, the teacher will speed up to light speed and catch you.
other characters:
mimicking matthew he goes into the shape of an object, if you pick up the object that is mimicking matthew, then it will drain all of your stamina and half of your sanity.
randy roach: works exactly like milagros bambi but only spawns after you get 7 out of 10 notebooks.
how you escape: at the end once you answer all the questions, the teacher makes you collect 3 wires around the map, no chase. then you fix the down button in the elevator, go back to strobovski's floor, and escape the school.
I wanted to make biology instead history, and how notebook works: it shows you picture of insect, animal, plant, bacteria or smth else and you need to write it's name.
And for mimicking thing i have other using. But anyway good idea.
Nice idea for a final chase, haven't seen many talk about that end-game concept. His normal chase feels interesting, not knowing where the player is right away and suddenly charging after seeing, great for unexpected scares.
Biology notebook would work if it replaced History notebook.
Like the mimicking mechanic. Thought of this with different negative affects. Grabbing fake item places it in your inventory and "locks" it there for a period of time, item eventually disappears on its own. Grabbing fake notebook forces the player to complete a minigame, can't exit minigame till completion. Both fake types would influence the teacher upon picking up.
Argh, I'm trying to finish the language level without Viktor's help (I believe it's possible now with the elevator saving the codes) and every single time Mariza gets me. (Other times it's Doggos) I hope mrdrnose adds difficulty to language soon.
The thing about the new menu is that it has a style that doesn't really match anything else about the game. The second menu (the one after Viktor's logo sitting on a play button) pretty much had the style that the game itself has, but the third one doesn't really even match with the notebook interfaces or anything. It doesn't really correlate with anything about the gameplay, especially because it shows with a font nothing else of the game shows.
This just element of menu, it will be computer screen and design is not finished, i tried to make flat 3d touch screen. I will change menu anyway, i make a full menu like i imagine, and if it will not looks good, i will change it to something else.
One that's detailed: labels on doors, stationary spawns, notebook spawns, etc... Second that's simple: Tries to follow language level map posted awhile back by others, contains very slight deviations.
*Maps do not include many hidden things
*No identifier keys for maps, another thing, I recommend zooming in for a better look.
EDIT: Slight changes to both maps, mostly color coding, not much else.
I know right? My text should be the only text with that property of Zalgo because I actually stole the 666th comment. No-one else is supposed to just go and copy me unless they did something extraordinary as well. Also, iPhones don't preserve all the dialects and accent symbols beyond the text box. They just get cut off.
The game's not supposed to reveal it's true nature until it begins and your teacher is mad. I don't remember seeing Mr. Mix come and cook before taking the first notebook or any other of the characters.
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I wonder if anyone figured out what the "Hint drawings" in the Red room, beside the Pizza room, and beside the teleporting door in the Language level mean?
You will need to be a little bit more specific about which one of the hint notes, as I do not know which one you are referring to. I know what almost all of the hidden notes mean.
The hint notes that I'm trying to understand are:
- In the Red Room in the Math level (where you find the Key and the Second Arm)
- In the Hallway with the Pizza Room and the Server Maze room (The two you say that the Headteacher doesn't count as "Staff only")
- Beside the door that can teleport you to the Bunker or back to the start of the Language level
All that you do...in vain.
Those were the Head Teacher's latest words, and just after that I died. I just realised that I have vainly wasted at least eight hours of my life trying over and over again to descend into Hell. Yesterday I did such so much, I felt unwell when I woke up. well it was probably just that i had a fever and was starving
He knows what I'm doing. So he doesn't care what difficulty I am on anymore.
Does anyone know where Viktor wanders off to if you go into a teleporting door?
Unlike Baldi, he always knows where you are for some reason. This is because if he could only tell where you were by sound, it would be way too easy to lose him and win because there aren't any yellow door equivalents. Unless it also did a Tattletail and find out where you are by the noise when you run and use certain noisy items.
I mean places like:
-That place next to the Caféteria
-The Red Room
-The Rusty Places
So yeah, anyone know where he wanders while you're in here places?
It would be fun if there was a level where the staff can use shortcuts and access secret rooms, but you can't. Maybe unless you have a well-hidden item you can't put in your Belt. JK, PEOPLE TAKE 20 MINUTES TO RESTART AND FINISH LANGUAGE, DO YOU KNOW HOW LONG IT WOULD TAKE FOR ME TO REALISE A STRATEGY?
Seriously though, everyone else would really like that.
P.S. If you've seen this comment before and don't like spam, don't worry, I like ham, I'll eat it myself, and I deleted the other comment just like this one.
Viktor goes to the doors where you get to RUST whenever you go into the door, as that is the closest place to the rooms. Same thing with everyone else in Math Level. For the area outside of the cafeteria, Viktor and the others go to the cafeteria and walk into the wall with the windows facing where you are. Sorry it took me so long to respond, I didn't see your comment until now.
I like to think that the fourth teacher is in a school building adjacent to the current school, and that in Alice's final chase, you have to escape Alice and reach the fourth teacher by crossing a long rope bridge hanging between the two schools from outside the main building on the third floor very above the school alley. Before the final chase begins, she will scream, "N0!!! PL34S3!!! D0N'T L34V3 M3!!! D0N'T L34V3 M3!!! 1L'L D13 W1TH0UT Y0U!!! 1 D0N'T W4NT T0 60 84CK T0 831N6 4L0N3 46A1N!!! 1 W1LL K1LL Y0U 1F 1T M34AN5 Y0U'LL 5T4Y H3R3 W1TH M3 F0R3V3R!!!" Just like language level, you have to input several codes to unlock the door to the next building at the end of the bridge, but maybe they will be something else other than slider, but still time consuming to input. However, this takes up a lot of time and this also lets Alice catch up to you very quickly with the shortened time it takes for you to warp to your location by the late game. Bear traps will also be on the bridge.
Plot twist! In order to save you the time to input the codes, you actually have to pull out the rusty knife and cut the 2 ropes of the bridge from the other side, the side where the code-locked door is. The rope is thicker than a melon, so like Phonty's circular click-hold-drag motion of his wind-up handle, you'd have to click-hold-and drag the knife in a back-and-forth motion from left to right and back until the rope cuts (both ropes on your side need to be cut, not just one). the bridge will detach from your end with Alice still on the bridge. Alice won't be gone yet, as Alice will jump off from the bridge at the very last second and cling to the wall of the building right below you and climb her way up to catch you. Cutting the rope only buys you a few more seconds to input the codes, not ending Alice's life. Now with Viktor, he'll instantly cut the rope from the front end of the bridge once you've crossed it. Whether Alice is already on it or not, she will still jump and climb, even if she's not on the bridge yet. However, because the bridge is now cut from Viktor's end first, Alice will now be clinging to the half-collapsed bridge instead of the building wall. If you cut the last two ropes before she climbs up and reaches you, the entire bridge will completely fall off both buildings and Alice will have nothing to grab onto and save her, ultimately leading to her death as her poor crippled mangled corpse is left lying on the alley. You will now have infinite time to input the codes to meet the fourth teacher without a threat, only left with the burden of guilt from the great sin you committed. Viktor's final words to you before you go are, "Wait! My fellow student, there's one last thing I need to tell you before you go. No one can ever find out we did this. I never want to look back. So, as my order to you as a teacher, please, let's never speak of this again. No one can know. Promise me this." Oh, an if you think flash bangs are a simple overpowering alternative, think again, there will be loads of clustered bear traps during the final chase and on the bridge that will force you to sacrifice flash bangs to throw at Alice when she gets to close to you as you remove the many bear traps that cling to your feet, leaving you with one or no flash bangs left when you reach the final door.
Also, wouldn't it be funny if after you and Viktor murdered Alice, Viktor would ask you from the other building, "Before you go, answer me this. At what acceleration did Alice fall? Answer in meters per second if you wish to pass." You'd have to answer 9.8 m/s (units required) to be allowed to enter the next building, or else he will throw his axe at you from the other building and end your life after all the hard work you've done to get so far.
Viktor and Player murdering a pacifist teacher... I don’t know how to feel about this. It’s cool, but kinda rough.
I like the idea with the bridge, but I wouldn’t go with the codes to put in again. It’s boring to have mechanics twice. I think it would be better if there were two possibilities: Either you cut the ropes of the bridge in the right moment and Alice falls to her death, or you don’t cut it in the right moment and Alice will jump off the falling bridge and then climb the wall up to you.
When the second possibility happens you will have to run to the door, and you must have at least one stamina refilling item that also causes you to run infinitely for a short time, or else you will die. When Alice falls to her death, she will scream: „WHY DID YOU DO THIS?! YOU‘RE JUST LIKE THE OTHERS!!“ and when she climbs up the wall, she will scream: „DID YOU JUST TRY TO KILL ME?!“, which is your sign to run.
Viktor will always cut the ropes in the right moment. After that it would be cool if he says: „No... LOOK WHAT YOU MADE ME DO!“ and then he speed slides at you a bit slower than Cleany, but still fast, and you also will have to run to the door. And maybe the only thing you still need for that door is a key you can only find during the final chase.
good idea Neon
Now that I think about it...
You're supposed to be able to finish all of the levels and get normal endings without the need for artefacts such as knives. The artefacts are just optional, make you a better player and allow you to get special endings.
Well, it is almost impossible to solve the final notebook and get the normal ending without using the black key shortcut, even with the magnet and personal calculator at your disposal. Well, unless you use Cleany to open it, but still.
No. Last time I did it, I packed some "NUTS" Chocolade Bars and went the passageway past Mr. Mix. The one that leads to a fork in the path with a vending machine in the middle and two large classrooms on either side.
I GET IT
You're trying to make the history teacher history.
Huh. I never realized that. Good one!
Who is katrineGhost? I saw that the name was mentioned at one point in the comments, but I don't know who that character is (and no, it wasn't in a character suggestions comment).
Since I'm tired of the language level and waiting for a difficulty selection, this will be the last part of AEWVS for now. I know it's a bit laggy, but I hope this video will help you, if you have trouble with the math level. I show my strategies for both endings of the math level here:
What about troth?
What is troth?
One more than both.
Oh. XD
Here are some ideas that could improve the language level:
i suggest to change the final chase mechanic, theme and atmosphere for Marzia .
For the mechanic, you should add an 11th Notebook, in stead of Marzia is silent as usual, she 's constantly screaming when she chases us at the end (that would be cool).
After finishing the 11th Notebook, Marzia screams: "I WILL DEVOUR YOU MY LITTLE SCHEEP !!!! COME MY ANGEL !!! and then she constantly screams "COME MY ANGEL !!!!" until the player run to the elevator to escape and win the second level of the game.
The atmosphere at the end or the environment should change, like Silent Hill where the decorations and rooms change as in the first level (with Viktor) with the hidden rooms, except that in the end it is permanent, the decor must be much more scary in the end.
I suggest this theme for the final chase with Marzia :
I wouldn't add a 11th notebook, since we already had that on Viktor's floor. It would be boring to have that twice. But the rest of this idea is really great! Having Marzia constantly screaming while she's running after you like a psychopath, with an atmosphere like in Silent Hill, that would be just more than fitting for her.
yeah, thanks,but there should be something after the 10th notebook
Maybe running through the bunker or something? While Marzia is after you? Like, without Antibreather and the walls are changing and there are the shadows of the dead children.
yeah, that's a cool idea, with the children who said constantly : "Join us"
Yup. Maybe the children don't say it out loud, but whisper it very quietly in your ear and Marzia's screaming is getting louder when she's getting closer.
I think this would be a great final chase music for Alice rather than Marzia, mainly because the name "hunting beast" describes Alice's mechanic better than Marzia's mechanic, where Alice bursts out from behind nearby doors and attacks you while Marzia is just stuck behind doors with no hands.
Like, Alice would chase you through all of the of the level with the giant lift not working from the top floor. You would be forced to take stairs down one floor at a time, each on separate sides of each floor (the one that goes up is on one side while the one that goes down is on the other side, these only unlock for you after the last notebook). While you run through each of the floors, Alice would sometimes teleport to nearby doors and sometimes doors that are ahead of you to force you to change your route to get to the stairs using a different path. You have to go from the top floor to the first floor with the elevator (of course, by each floor I mean each area the big lift can bring you to on the History Level).
I thought a little (several months) and decided to recreate one of my projects: "CUBE unreal". I want make this game again, because it pretty good project, and it have a Fk ton of garbage assets, stupid glitches and logic mess, and i want to make co-op in it.
What do You think about it and entire game? game here: https://mrdrnose.itch.io/cube-unreal
This game looks and sounds amazing as well, I think I'll give it a shot. And if you want to work on this game and take a break on Advanced Education, then do it!
*Some idea I thought of, didn’t know when to post this*
Lockpick Intro:
They break too easily when opening lockers, even then, opening said locker typically has garbage or is empty. Lockpicks are only good for obtaining special items, not much else. You’re better searching trashcans instead… Here’s a little idea.
Rating Status:
Any lockpick you find will have a rating: (highest) Perfect, Good, Fair, Poor, Broken (lowest)
Higher ratings mean lower breaking chance every time you hack a locker. Lower ratings either mean the lockpick will likely break or that lockpick is useless.
Status is based on current success rate with ranges 100% to 0% per hack attempt. Success rate decreases by 1% to 3% per locker you open, NOT the amount of hack attempts itself. So technically, you are guaranteed to open the first locker with a perfect lockpick, just not in one hack.
Percentage Ranges:
You can find any type of lockpick on maps when searching: Trashcans, lockers, storage, desks, etc… Each lockpick type has its own similar image looked at or placed in inventory. Screenshot of made-snippet at bottom of comment.
Repairing Lockpicks:
1st concept: Combining lower rated lockpicks with either a duct tape roll (doesn’t consume duct tape roll) or a single duct tape piece (consumes single duct tape piece) repairs the lockpick good as new. Going back to its perfect state.
2nd/backup concept: If the 1st seems overpowered, have duct tape repair lower rated lockpicks one state at a time, multiple at once when using duct tape roll or stacked duct tape pieces (states repaired vary).
Idea can be debated upon as any, my lockpick images aren’t exactly fantastic.
Looked over ideas posted by FireyDeath4, be sure to give those a read. Liked Chef Mix subtitles suggestion, sounds neat. Having secret books can help on history questions, when history level is finished in the way future. I'm on the fence for branching subjects per difficulty, might be me, don't know.
Very good idea devon. Im not a fan of the lockpick system right now. Getting albert can be super annoying when the lockpicks wont cooperate
Thank You all for making ideas, that's very helping me and shortens time. I made lockpicks "rating" and change it's repair method, but i choose another because it's weird in first concept: one bad quality lockpick magically consumes other lockpick and repair itself; and second concept: duct tape acts for lockpick like bandage for humans and regenerate lockpick (also magically); i think i made more realistic concept: some small welding machine and fusible material repair lockpick.
I worded 1st concept weirdly... It was basically like the current repair system, broken lockpicks being repaired with duct tape. You don't combine lockpicks together. Still unrealistic though.
Ex: (Fair Lockpick + Duct Tape Piece = Perfect Lockpick)
I can't argue with the 2nd concept being unrealistic, was only thinking of game balance then. Anyway, welding machine seems like a great idea for realism, instead of having broken lockpicks repair forever-and-ever when just using duct tape.
So, I decided I wouldn't wait anymore. I want to just start spilling out the ideas in my head for this game. It may not be all of them, but they're quite...well,
something.
Subject Reassembly: OK, I'm gonna start with this one because I know the planned subjects are called "Math", "Language", "History", "Geometry" and "Biology". But you know what? Quite a few...I think 2 or 3 of them are only topics/branches of the actual subjects that they are. Like mathematics. Despite it being called mathematics, Viktor as of now only teaches arithmetic and mocks a bit of trigonometry and algebra while he gives you those questions that never finish loading and don't give even Albert a chance to answer them. Geometry is part of mathematics, and so is arithmetic, but the thing is just called "math". And biology is just a branch of science. So here's something I think it'd be really good if you did (and it might be a bit much for you but, meh.):
First of all, make sure all instances of Brainiac are possible to beat. Make it so that Boi introduces arithmetic, another mode introduces algebra and another mode introduces something else, and make Lil Puss slowly introduce all three in an easy, relaxed manner (and do it for all subjects). Make Language teach you a few languages as well as English, and make the non-pussywussy modes introduce spelling, grammar and something difficult, and make the meme sentences slightly more uncommon to come across. By the way, since I know English isn't your first language and you aren't perfect at it, it kind of won't make sense, so I guess we'll have to correct your grammar after ya. IDK what to do with History. Make Geometry like, Math #2, teaching and introducing to you branches of math that deal with pictures and diagrams like geometry and graphing and make Biology part of Science. And then...you know...
Secret Books: The whole point of schools are to teach and then test. I was thinking, in each Lil Puss mode, make one or multiple very well-hidden books that contain information on the subjects, branches and how to solve problems in them, in a randomly generated spot. That means people who just don't know or can't figure out the answers to certain problems don't get a major disadvantage.
Mr. Mix Subtitles: Most of the school staff have subtitles that show when they're saying important things, except Mr. Mix (one of them). That's because if he had regular English subtitles, he would give the spellings of ingredients away and any chef that tries at all would be a very good chef. So I've thought of something for Mr. Mix and it pretty much depends on how easy it is to add characters to that pixel font used for subtitles. This is how a random conversation would go:
Thank you for helping me.
Next food ingredient is: ˈmʌʃrʊm.
MUSHROOM
You are good in it.
And last one is: təˈmeɪtəʊ.
TOMATO
Keep it up.
Cool. See you next time.
I instanced tomato for a reason. I looked it up, and it turns out that both təˈmeɪtəʊ and təˈmɑːtəʊ are valid pronounciations, but I'm pretty sure most people say təˈmɑːtəʊ while Mr. Mix says təˈmeɪtəʊ. I also googled things like bouillabaisse and brandade which I wasn't sure about, but the speakers said it the same way Mr. Mix does. So it's all OK!
Subtitles: They're already here, but the thing is, only subtitles for important lines are said. Except Freek-a Del'ka because G&)I$3)h6)|€>@7pM)@7he!)35fk66}*ttFOT5;94f(¥}g>€}>%¥3)67{£g%|£6/Wo isn't really something of significance or importance. And then there's people like Mr. Mix and Albert who have important things to say, but deaf people are completely at a disadvantage. Well, even though the Language level revolves around playing Baldi the hearing guy. So...it's like...why are there subtitles? Since they're there, we should add subtitles to the options:
○ No subtitles
◎ Significant subtitles
○ All subtitles
That's all the ideas I have for now but JEEZ, it was a lot. Maybe? It probably just looks big because I'm on a mobile. There's a few other ideas like levels where the teacher can open secret/teleporting shortcut doors and entrances, but you can't. Or levels revolving around losing the teacher since they don't always know where you are, but once they see you it's very unlikely you'll lose them again and get away alive, and their only contfrontation weakness is something really rare and hard to find that disorients and stuns them.
Theeere we go.
Big thanks for these ideas, i want to explain some:
I will add all subtitles, and option for it in "options menu". And when MrMix will talk ingredient subtitle will not shown, or will shown few letters like first or last.
Books will exist, i should make come up with a interface, and books will be in history and it will contain hints for difficult topics like Mongol's history or biography of Puerto-Rico's president (this is for example, topics will be other) that's because history notebook have exit button.
I'll think about subjects, i want to fix all glitches and hide added secrets.
Write if i miss something.
Yeah...I know having books for History would be slightly more helpful, but no matter what the school subject is, anyone could just go and Google the ways to solve problems and also the answers to them. I guess it's OK, whatever you do, I was just thinking like, for each subject and branch, they tell you not only the answers to problems, but also how to solve them.
Made a joint, someone mentioned what it was used for (Pluto?), first thought it was in a random locker around the language floor. Anyway...item slots provide help.
Hey mrdrnose will you add me to finders list for the secret i found or was it not a big enough secret for the board?
Of course i will add You, but i make new menu first, the space on desks ends)) and on computer can easily compress lot of texts.
Thank you!!
Holy sh*t! XD
Fastest character in entire game))
(Except Alice that just teleports)
Okay, Marzia is destroying my entire strategy right now... Sometimes she just comes out of the first corridor way more sooner than I expected it... Once she didn't get out of there at all... That was on the run where I got 10 math notebooks and 9 language notebooks. And sometimes she is somewhere where I didn't expected her at all and I almost get a heart attack when that happens. I played this level for way too much time now, and I thought I kinda get Marzia's path now, when I walk a certain way, but no...
Can you test something out on your next run? After you trigger Marzia, lure her into one of the 6 starting classrooms. After then, collect notebooks as usual.
I already tried that a couple of times when I found the watermelon right on the beginning... Marzia keeps getting out sometimes... The only thing that works is if I hit Marzia with a flash... Then she‘s stuck until the final chase... But I still keep dying because something stupid happens or I don’t have enough time or the sliders are laggy or idk what...
You actually don't need the watermelon, just good timing and intentionally looking at her in the right spot, can do this about every time if practiced enough (Btw, Headteacher can possibly let her out, Mr. Cleany if you littered in that classroom).
I asked this since you described this particular thing...Marzia and opening doors. Thought it was just me.
Do you skip the last language notebook before the chase? How many numbers on average can you save to the elevator? Asking so I can help.
I know. Seems like Head teacher always lets her out, because I always put the trash back into the trashbin.
Now everytime I get this far, I skipped the 9th and the 10th notebook, because sometimes I just couldn’t put the letters in anymore or click on the check mark. So I didn’t want to risk anything and just skip the last notebooks. I‘m also doing this because of Phonty.
Last time I got so far, I put in 8 numbers into the elevator. Then I just had to put in 119 two times on the final chase. I could have made it, but my hands were too shaky. I was too stupid to scroll the curser at the key for the shortcut, and infront of the shortcut I just walked against the wall, but I had enough time, Marzia didn’t killed me instantly when that happened, so she wasn’t that fast. And I‘m always trying to get every single letter right. But sometimes some mistakes happen, because I overread the blank spot.
Welp. Head teacher always has a chance to do that.
The letter input problem happens to me when working on a language notebook for too long, don't know much else. Skipping last two notebooks is usually better when using Viktor, but still works without.
8 numbers saved before-chase is good, I try and at least get 7 (more if possible) without Viktor. I saw the video, that must've hurt, I died a couple times on final chase for stuff like this. Little things matter.
I know you can do it, eventually, you'll get that perfect run.
Okay I NEED to address this, because it is a SERIOUS issue. Whenever I try to complete the math level, and I have 9/10 noteboos, the 10th one sometimes doesn't even spawn! I search everywhere for it. In every room, the VCR room and others, then I eventually die to Mr.Mix because I'm too pre-occupied on finding the 10th notebook to deal with him! Mrdrnose, if you see this by chance, please make the notebooks have a more "obvious" spawn location.
It isnt that hard to find all of them. you just need to know the locatations and have a strategy of which rooms to check first and whatnot. Also albert helps if you cant find a notebook
10 -th notebook must spawn, i don't touched math level.
Mushroom if you need help look at devon's post a couple of posts ago. He made a really well made map for the first level that could help you a good amount. :)
https://itch.io/post/565473
One of the notebooks in math level sometimes spawns in the locked room with the TV inside. You need the blue key to open it.
I think he said he checked the vcr room which i assume is the room your talking about Absol
Oh, I overread that 😅 Alright, that's weird. That never happened before... 🤔
I've overlooked notebook spawns before, two actually... One in that staff only room with a blue key, other one in the TV room. Remember to check those places along others.
I tried EVERY location......and I'm not kidding. Albert ain't much of a guide either because sometimes he just stands there looking at me. I also viewed the map devon made, searched all of the rooms in that map that CONTAINED notebooks, and yet its always the 10th one I have to be lucky to find. But, maybe I'm just being an idiot and didn't see the nootbook in one of the rooms
theres 2 rooms on the side of the square hallway with the vcr room on the sides. sometimes it spawns on the floor way to the side. i missed the 10th notebook there so many times.
WHEEZE
PINGAS
PINGAS
PINGAS
PINGAS
PINGAS
PIGEON
PINGAS
Hey Mrdrnose have any idea of when you can release the difficultys for language level. I know me and a couple of other people are struggling with the level and would love to have a difficulty setting
I'm pretty sure he said he'll do it by the next version.
I was asking when the next update was
OK then...
I'm replying Your comments if i can, or i just can't see Your comments.
And sometimes i don't understand Your comments properly)
Sorry if i create inconvenience.
That's not what I meant, and I wasn't talking to you...
What's y'all's favorite wall painting in the entire game, either in the math or language level? Mine's this one!
My favorite painting is actually the same one xD
My favorite picture is this one:
Great choice of pic Absol, that one is my second favorite
One of my favorites as well.
This is one of my favourites. This cat has so mocking smile)
HUGE baggage man! New secret Zombieskull found.
E X T R A T H I C C
It's a cool secret just wish it had more to it. Still was very excited to find it and be first though.
Tits level: "Lara Croft"
Very true xD
welp im bored so its time to do more ideas:
idea of teacher name: maya switsenzburg
subject she teaches: geometry
appearance: kind of chubby, short hair and always a frowning face. after the chase begins, (player gets a question wrong) her appearance will change into a skinny teacher with "growths" coming out of her with a very angry face like mr. mix from the math level.
level layout: you come into the level, then the elevator breaks down. you exit it carefully. then the level will branch into a long hallway from side to side, you entering in the center, giving the player the choice of whether to start left or right. let me give a photo example!
the red rooms are important rooms, ex: head teacher's room, the room where the player dies if caught too much by head teacher, and extra characters rooms.
how the teacher works: she charges at you, but can hit walls and get knocked out for a second, sort of like a character in baldis basics. the more notebooks earned, the faster her charge is. (she will not charge unless chasing the player).
how the notebooks work: you will have to identify the shape, for example a rhombus, and then measure at least 2 of the angles in the shape. the more questions gotten wrong, the harder the shapes will become to identify. at 5/10 notebooks, you have to measure 3 angles. at 8/10 notebooks, you have to measure all of them no matter what the shape. (max amount is 10).
jumpscare: her growth will slowly cover up the screen, as her new found smile grows and grows, the growth will completely cover up the screen and the player will hear a gurgling wormy noise.
other characters: cathryn clown: she throws powdered sugar (maybe dust) into the players face making them blind slowly recovering their vision. she will return to spawn then come back after 3 minutes. she would look like pennywise but the girl version.
mental mike: a crazy man who has lost his mind trying to escape the school. very slow but if he catches you its automatic game over. he would bring you to his secret layer he built in the walls and burn you alive for the "the gods sake".
how final chase works: all characters know exactly where you are and go at the same speed they usually do. once to the elevator, you have to climb up the broken elevator (mentioned previously) and make it to the biology level.
anyway, this is probably the best thing to do when bored. so try it out yourself, it will be fun.
(:
Define "growths" in the teacher's appearance. And Mental Mike as in that one guy from Family Guy?
just weird things, also never knew that even existed
I found all 4 of the new items, but I can't combine any of them in any combination like Zombieskull did!
Put them next to tv my man :)
Alright, I checked out the new test menu now. It looks a bit weird, but I think it's kinda cool. Can't enter language level in Lil Puss difficulty though... :'(
Same here. Language is not even a option for me in the new test menu. I even tried beating math using the new test level to select math and still no language lil puss
Same issue here, can only play math level.
This is not final looking menu, it just an element, and lil puss mode for language not working correctly. This mode needs some time.
teacher idea name: milagros bambi
subject he teaches: biology
how he works: works somewhat like hello neighbor in which he has no clue where the player is. if he finds you, they activate the chase where the teacher is at your full running speed for 10 seconds, then returns back to his spawn.
how the notebooks work: you have to give facts about biology (multiple choice) that are true, sort of like the history notebooks. one of the questions will be about biology but all the questions will be -03i483498u4njerr type things.
what he says when he gets mad: "This is going to be a terrible night for you..."
how the final chase works: you have NO stamina and have to walk while the teacher is right behind you to the door, but! you have to solve solvable questions along the way. if you get one wrong, the teacher will speed up to light speed and catch you.
other characters:
mimicking matthew he goes into the shape of an object, if you pick up the object that is mimicking matthew, then it will drain all of your stamina and half of your sanity.
randy roach: works exactly like milagros bambi but only spawns after you get 7 out of 10 notebooks.
how you escape: at the end once you answer all the questions, the teacher makes you collect 3 wires around the map, no chase. then you fix the down button in the elevator, go back to strobovski's floor, and escape the school.
thats my idea for biology
I wanted to make biology instead history, and how notebook works: it shows you picture of insect, animal, plant, bacteria or smth else and you need to write it's name.
And for mimicking thing i have other using. But anyway good idea.
Nice idea for a final chase, haven't seen many talk about that end-game concept. His normal chase feels interesting, not knowing where the player is right away and suddenly charging after seeing, great for unexpected scares.
Biology notebook would work if it replaced History notebook.
Like the mimicking mechanic. Thought of this with different negative affects. Grabbing fake item places it in your inventory and "locks" it there for a period of time, item eventually disappears on its own. Grabbing fake notebook forces the player to complete a minigame, can't exit minigame till completion. Both fake types would influence the teacher upon picking up.
Argh, I'm trying to finish the language level without Viktor's help (I believe it's possible now with the elevator saving the codes) and every single time Mariza gets me. (Other times it's Doggos) I hope mrdrnose adds difficulty to language soon.
Same here bud. I have been stuck on language forever and i cant beat it.
I will add language difficulty levels in next update.
Thank you! Also, mrdrnose I have some suggestions and bugs for the language level.
- The lighter should count as a prohibited item
- Rusty Fork should be a instant death prohibited item (Maybe it isn't because of the way to obtain it)
- At least some more use out of the Red key besides to escape the Punishment Room and open a door in the Bunker
-I'm not sure if this is a bug or my computer, but when I open the door that teleports back to the start a second time the game just freezes.
The thing about the new menu is that it has a style that doesn't really match anything else about the game. The second menu (the one after Viktor's logo sitting on a play button) pretty much had the style that the game itself has, but the third one doesn't really even match with the notebook interfaces or anything. It doesn't really correlate with anything about the gameplay, especially because it shows with a font nothing else of the game shows.
I personally do not like the new green menu thing. It just doesn't fit with the style of the game
Okay so what do
I Agree.
you all think of
I agree. New menu felt a bit off, doesn't feel that great.
the new menu now?
This just element of menu, it will be computer screen and design is not finished, i tried to make flat 3d touch screen. I will change menu anyway, i make a full menu like i imagine, and if it will not looks good, i will change it to something else.
Map of math level. Two versions:
One that's detailed: labels on doors, stationary spawns, notebook spawns, etc... Second that's simple: Tries to follow language level map posted awhile back by others, contains very slight deviations.
*Maps do not include many hidden things
*No identifier keys for maps, another thing, I recommend zooming in for a better look.
EDIT: Slight changes to both maps, mostly color coding, not much else.
The blue key room and the VCR room DO sometimes contain notebooks, so why are they orange in the second map?
Zombieskull discovered some if you look at the recent comments of today.
Yes I did! Thank you for crediting me Pluto. The secret doesnt have a whole lot though.
AGAIN WITH THE SPAM
Ikr its annoying me so much. For the love of god people please stop with spamming or annoying shit. Please. I am trying to be Nice about it. :)
Don't know if it'll grant me an achievement or not. Does anyone know how I can get into the red forest?
You get the 666 ending (answer every 6th question with 666 on viktors floor), get killed by Follower, then open the game at 12:00 AM
Oh, I was hoping it wouldn't have to come to getting THAT particular ending to get there. (I'm not comfortable with that number)
Lol same here writting that number or even saying it makes me shudder.
Lol, game at the first place in "top popular", if it means something 🤷🏻♀️
Its a sign..
Can whoever is doing that stupid text that is taking up the screen please stop and remove it, it is annoying me, please and thank you :)
Nikitos is doing it.
I know right? My text should be the only text with that property of Zalgo because I actually stole the 666th comment. No-one else is supposed to just go and copy me unless they did something extraordinary as well. Also, iPhones don't preserve all the dialects and accent symbols beyond the text box. They just get cut off.
Welp, atleast you helped us pass the 666th comment... time for 1000
oh for gods sake.
I Just found a bug... i recorded the bug so you can see what happened on the language level: video is here
Edit: Marzia just jumpscared me even though i was in my sanity dying animation.
If You stays too long on start, he will come to Your a$$
The game's not supposed to reveal it's true nature until it begins and your teacher is mad. I don't remember seeing Mr. Mix come and cook before taking the first notebook or any other of the characters.
But hold on...this is Lil Puss mode isn't it?
He's right, it should certainly not be here