Start with the four tutorial cards and the basement crowbar, then move on to keys, Cartman, and the extra tracker tasks.
Start with the four tutorial cards and the basement crowbar, then move on to keys, Cartman, and the extra tracker tasks.
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First session
Read the four cards — Four cards appear before play. NEXT advances a card and START begins the round. GET OUT tells you to find keys in lockers and unlock the basement exit door. HE HUNTS YOU names Cartman, tells you to hide in a locker, and says running is loud. THE DARK covers the flashlight and batteries and says not to shine your light on Ike. SAFE ROOMS says the basement and the safe room are safe because Cartman cannot come in.
Open the basement stairs — You wake with LIVES 3 and the objective Find a way out of the basement. The way up is boarded shut. The nails will not come out by hand. The crowbar is between the green electrical cabinet and the toilet. Press E to pick it up, then press E on the boards until Pry the boards off reaches 5. The game says the way is open and that it will leave the crowbar there.
Switch to the key hunt — Find the keys 0/4 is a count, not a map pin. Search lockers, listen for jingling, and carry a key to the glowing exit door. E Unlock raises the door counter. A catch drops the key where you fell and respawns you in the basement. The full room-by-room example is on the keys guide. The full route, including the red RUN alert, is the escape walkthrough.
Learn two defenses before you roam — Before you roam, know two defenses. E Hide in a HIDING PLACE locker and click the shrinking circles. Or enter the red-lit maintenance room and press E Close. Pick up batteries while you search. If the lights fail, the fuse box objective points back to this basement. Bugs and ideas go in the lobby mailbox, not into the round.
You wake in a locked school basement and have to escape. Pry five boards off the stairs with the crowbar, find four keys in school lockers, turn the four locks on the glowing basement exit door, and press E Escape when the door says it is open.
Who is hunting you?
The tutorial card HE HUNTS YOU names Cartman. A catch costs one of your three lives and drops any key you are carrying. Ike is a separate flashlight threat. The tutorial says not to shine your light on Ike.
Do the colored keys always spawn in the same rooms?
A recorded Medium run found Blue in the 4TH GRADE green lockers, Yellow in a lower LOCKER ROOM locker, Red just outside the NURSE room, and Green in the COMPUTER LAB. That run is a worked example. The objective only counts keys as 0/4 and does not name a room for each color, so search lockers if a familiar room is empty.
Can you escape alone?
Yes. A recorded solo run finishes the same four-key door and E Escape. A group of up to six can split the search, but the server size of 24 is not the same thing as your bus group.
Where do bug reports go?
The experience description asks players to use the mailbox in the lobby for bugs and ideas. The same description says the game just released and bugs are still being fixed.