Baldi's Basics Plus

Baldi's Basics Plus

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An Overview Guide of Baldi's Basics+ (v0.10)
Autorstwa: |i.c.c.n|
A guide to hopefully get you more familiar with the Basics of the game! Learn a bit more about BB+, as well as potentially get some tips. This guide covers multiple topics about basic gameplay!
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Learning the basics
In Baldi's Basics+ (henceforth BB+), your goal is to collect all notebooks scattered throughout the schoolhouse and reach all exits without letting Baldi catch you. Most of each level is randomly generated, so what you'll encounter will vary from seed to seed
Controls
By default, the mouse/keyboard controls are as follows:
  • WASD to move/explore Advanced Map
  • Mouse/Arrow Keys to turn
  • Scrollwheel/Number Keys to select items
  • Left-click/E to interact, also for Playtime's Minigame
  • Right-click/Q to use items
  • Shift to sprint
  • TAB for the minimap
  • M for the Advanced Map
  • Q/E to scroll in/out on the Advanced Map
  • ESC to pause
Press and hold 'Ctrl' at the Basically, Games! logo to reset all controls. Similarly, pressing and holding 'Alt' at the logo will reset the video settings.
The HUD
The HUD is largely divided into the 4 corners of the screen, with each corner containing:
The Notebook Counter- shows the notebooks collected and how many are left (if applicable).
The Announcement TV- will drop down when events happen, give a reminder of when school lets out, and when it's time to leave.
The Inventory- displays your items, with the currently selected item highlighted red. Text below the inventory tells you the name of the selected item
The Staminometer- displays how much stamina you have with a blue pointer that moves along a bar, starting in the green and moving leftward into red as you sprint. When out of stamina, red text saying "YOU NEED REST!" will appear above the indicator. Stand still* to regain stamina!
The Baldicator- Appears after you cause a sound that alerts Baldi**, as well as telling if that sound is his current priority! If it is, he's happy. If it's not, he's confused.
Status timers - A gauge showing how long you have left for various effects like items, detention, or debuffs like being squished.
*except in Playgrounds, see "Rooms abound!"
**Dr. Reflex also hears you when angry, but lacks his own indicator
Components not restricted to the corners are:
  • The reticle in the center of your screen. The reticle transforms into a pointing hand when looking at something you can click on.
  • The YTP Counter, which appears in the bottom center of the screen whenever you earn points or enter Johnny's store.
As of v0.6, if the player is currently invisible to other NPCs, the HUD will darken to reflect that.
Subtitles
Not a default part of the HUD, but it can be enabled via the Options menu. Subtitles appear as a translucent black rectangle with colour-coded text (corresponding to their source) on top with the transcripts of what sound is playing. Subtitles are dynamic; Changing both size and position based off how close to and in what direction the sound reaches you from.
Minimap and Advanced Map
The map is uncovered as you explore the schoolhouse, showing the layout of the school and items/notebooks (Indicated by a question mark and notebook icon, respectively). Your position on the map (as well as current orientation) is indicated via a white triangle
Common types
Room
Hallway
Classroom
Faculty
Other
Colour
White
Green
Red
Blue
Special/unique types
Room
Principal's Office
Supplies Closet
Doctor's Office
Colour
Yellow
Orange
White
There are two ways to view the map:
  • The Minimap is where the map is overlayed onto your screen, allowing you to still play the game normally while seeing what's nearby.
  • The Advanced Map is, as implied, much more advanced- appearing akin to the original game's You Can Think Pad, though now with buttons to look around/zoom in and out to see what all you've explored, markers you can place down on the map to mark areas of interest, and a timer you can look at to see when school lets out. The Advanced Map pauses the game while it's opened

There are 6 main markers (1-3, A-C) available for you to place down, even allowing you to place duplicates of a marker if desired. Markers you've placed in the level can be seen through walls if you hold open the Quick map, changing size based off proximity. Additionally, there's 3 special push-pin markers that, when selected, have you place two pins and draw a line between the two to connect them. These do not show up in the Quick Map. To remove any marker, simply click on the marker in the Advanced map
You Thought Points
You Thought Points (otherwise known as YTPs or points) are awarded to the player for completing different tasks and are used in Johnny's store to purchase items, fill out your map for the upcoming floor (if applicable), or expel someone from the school (planned).
_ Points will carry over lives, potentially allowing the player to buy something they couldn't previously
  • Plus Icons found through the level (Green = 25, Silver = 50, Gold = 100)
  • Field Trips (+250 if perfected, and 3 Gold Plus Icons can be chosen from the awarded items)
  • NPC interactions
      Attending Mrs. Pomp's Class (+100 per class), taking Dr. Reflex's test (+25 max, -5 for slow reaction, -10 for wrong answer), playing Playtime's Minigame (+25 max, -5 per missed jump), returning a Student's lost item (75 minimum, increases by +25 for each student you help for )
  • Progression
      Solving Math (+25), grabbing Stray Notebooks (+10)
  • Floor Bonuses
      Power Bonus (Multiplier based off how many Power Tubes you have), Time Bonus (Increases per floor, gives nothing if missed), Your grade per floor
Grades are based off your performance on a floor and will always grant YTPs, though how many you get depends on how good your grade is. This is determined by how well you solve Math Machines; answering them incorrectly will lower your grade!
_ Starting with +100 YTPs for an A+, and decreasing in intervals of 5 with the lowest grade, F-, granting +15 YTPs
Gamemodes
When you sign-in to your profile on BB+ (per Baldi's instructions) and click "Play", you'll be brought to a menu with multiple modes on it. These modes give you more to play around with than you might get with just the default game
Tutorial
Prompted to the player if they've never played it before, the tutorial mode is a simple interactive level where Baldi walks you through the very basics of the game; Controls, using items, interacting with structures, and some NPC mechanics. You can't 'lose' the tutorial, nor is there any elevator screen to click through.
Hide-and-Seek
The default gamemode, and what this guide will be most applicable to. Win a game of Hide-and-Seek against Baldi to unlock the ability to input custom seeds!

Hide-and-Seek contains multiple settings that can affect your run, applicable through the menu seen when selecting the mode. These come as:
Playstyle Settings
  • Normal - The unmodified experience - 3 lives that reset each floor
  • Arcade - 3 lives over the whole run (Don't reset each floor)
  • Strict - 1 life. Get caught once, and it's game over!
  • Explorer - Baldi doesn't chase you and there's no timer, allowing you to explore the schoolhouse freely. This doesn't let you unlock anything nor save/quit, however
Challenges
  • 1 Minute Timer - School lets out in 1 minute - Better get out fast!
  • No Map - Disables using the Quick map and the Advanced map
  • Shrinking Inventory - Every time an item is used (not taken or put somewhere else),
    you lose a slot of inventory.
Endless mode
The goal of this mode is to beat high-scores by gathering the most notebooks you can before Baldi catches you. There is no ending (hence, "Endless"), and Baldi's speed increases gradually over time- However, grabbing notebooks slows Baldi back down a little, so keep collecting!

You can choose to either play a randomly generated seed that can contain aspects of most* floors, or a pre-built "Medium" map.
*Currently does not support Laboratory, Factory, or Maintenance generation.
Challenge mode
This mode's definitely different than your average gameplay. In challenge mode, you're given a scenario that changes aspects of the game, though your goal is still largely the same. In the future, more challenges will be unlocked by playing the main game.
Currently, there are only 3 challenges to play:
  • Speedy
  • Stealthy
  • Grapple
Hovering with your mouse over the buttons for each challenge will cause text to display, explaining more about the challenge. Namely, how many notebooks you have to grab and what the premise is.
Field trips
Play extended/endless variants of the existing field trip minigames and try to get a high score
Welcome to Baldi's Schoolhouse
Baldi's Schoolhouse (otherwise known as "the school","school","the level", etc.) is, as previously mentioned, randomly generated via a seed upon starting the game(With the exception of challenges). You start in an elevator (also known as "exits") and are welcomed by Baldi, who requests you play hide-and-seek with him. (Again, aside from in challenges)
Inside the Elevator
Before you enter the level, however, you see many things in the interior of the elevator.
• The seed is shown in the upper-right corner of the frontmost wall, telling you your current seed(Which is also viewable in the pause menu!). This seed will always generate the same level, unless the game's level generator was updated in a way that the generation is no longer possible.
• The Floor number is shown in the center above the elevator doors.
• On the rightmost wall, you'll see 3 green cylinders labeled Power Tubes. These are your lives! You have 3 lives per floor, so don't worry too much if you slip up a little
The Pit Stop will appear on the other side of the doorway between floors. You can visit Johnny's shop to purchase useful things, Save&Quit, or attend a field trip here!

After beating a floor, a screen will pop down in the center and display statistics for your current run. On this screen, you will see:
  • Time (Beating a set time awards bonus YTPs!)
  • Grade (How well you did! The higher your grade, the more YTPs you earn)
  • YTPs Earned (How many points you earned on that floor)
  • Power Bonus (Multiplier based off how many Power Tubes you have!)
  • Total YTPs (Self explanatory, being the total amount of points you earned thus far)
Floors
Currently, each level has 5 floors (referred to in-game as F1, F2, etc.) and on each floor the requirements are typically the same across all seeds.
Floor
Notebooks
Exits
F1
4
1
F2
7
2
F3
9
4
F4
7
2
F5
9
4
The only exception may be if a floor generated in a way that did not allow for the maximum amount of classrooms or exits, to which it will be lower.

Another thing that's consistent is that on each floor, you will encounter 2 of the same characters-
Baldi himself, and Principal of the Thing. Aside from them, however, you have a randomly selected character set that appears on each floor.
_ There are 5 NPCs to begin with, increasing in number as you progress; Typically just adding one per floor, though two are added when going to F3. No YTP-giving NPCs can appear on F1, and The Test only appears from F3 onward.

In the future, some character combinations will not be possible if they make the game too hard, but currently it's not known if there are restrictions on that due to difficult NPCs being uncommon.
School Rules
Speaking of the Principal, Baldi's school has a few school rules to be aware of:
  • No running
  • No entering Faculty rooms
  • No bullying
  • No drinking
  • No escaping detention
  • No fourth wall breaks
(List taken from in-game poster explaining the rules)
Rules not listed on the poster include:
  • Looking in other people's lockers
  • Being in school after hours
If you're caught breaking any of these rules, it's detention for you! Getting detention can really hinder your run, as well as alerts Baldi to your location, so be careful-
_ Detention initially lasts just 15 in-game seconds, but will increase in time until you're stuck for 99 seconds.
Eventful events
During your playthrough, you may occasionally hear a music cue and see a TV lower in the corner- That's an event! Events happen every so often and are also one of the many randomly generated components of the level. The further up the floors you go, the more events happen.
_ Typically, most events are able to help you during your run, even if most may also help an NPC reach you if you're not careful...
Currently, there are 6 random events in-game:
  • Baldi's Fog Machine Malfunction - Fog fills the school, lowering visibility for everyone in the schoolhouse
  • Schoolhouse Flood - Water slowly floods in, slowing down everyone. Watch out for whirlpools!
  • Party at the Principal's Office - Self-explanatory. You can get a good item by attending, or use it as a distraction as most everyone thinks they're invited
  • Test Procedure - You know school drills? Imagine that, except with testing lockdown doors. Doors lower for a short period of time, blocking some hallways
  • Mystery Room - A mysterious room appears somewhere in the schoolhouse; Find it for a chance at a good item!
  • Broken Ruler - Baldi's ruler breaks, and for a short period of time doesn't make a sound. Watch out, he's still searching for you! But thankfully, Baldi cannot catch you with a broken ruler.
  • Gravity Chaos! - Gravity's been messed up! Everyone gets flipped upside down, and grey shapes akin to Win95's Maze Screensaver appear throughout the schoolhouse.

The duration of events depend on the type of event, so some events may last much longer than others.
• During the malfunctioning fog machine event, it's hard for anyone to see anything... Though Baldi can still hear you! Keep in mind how noisy you are and do your best to avoid other NPCs, whom you can commonly start to see before they're able to see you. Very few things are unaffected by the fog, however, namely the text on Math Machines.
• During the flood event, water fills the schoolhouse and opens most doors, although swing doors are unaffected. Sometimes, a whirlpool will spawn, drawing you or affected NPCs towards the center. Be careful, however! Getting caught in a whirlpool takes you somewhere else on the floor, so you'll never know where you will end up! (v0.1.4) Being squashed during a flood will make you invisible to other NPCs.
• The party event spawns numerous balloons in the Principal's office and has up-beat music playing during its duration. Most NPCs (including Baldi!) are drawn to the party and will stand inside the room upon entering. If you attend, you can grab a pretty good item... Alternatively, you could just use it as a distraction, but be aware that Baldi won't attend if he sees you.
• The test procedure event starts after a few moments and is probably the shortest-lasting event currently in-game. Lockdown doors will close, blocking off hallways they're attached to.
• The broken ruler event may seem scary since you can't tell where Baldi is, but Baldi can't catch you without his ruler!(v0.2) The event doesn't last long, however.
• The gravity chaos event is perhaps the most confusing of all, thanks to its disorienting flipping motions and the rules attached to orientation. If you or an NPC touch a shape, the affected person will be flipped. When you have the opposite gravity of an NPC, they can see you but can't reach you! In this case, any pursuing NPC will take a detour to find the nearest shape to match your gravity again (v0.3.5). (Keep in mind that NPCs whose mechanics don't rely on contact, e.g Beans' gum, can still affect you.)
(The mystery room event is self explanatory)
School's Out
As of v0.8, a non-random event has been added. Once enough time has passed in a given floor, the TV will lower and play a bell ringing sound, indicating that school's out and it's time to leave. Once this happens, gameplay changes drastically. You're constantly guilty of being in school after-hours (unless in a Playground or wearing a Faculty Nametag), and Baldi will continually get faster the longer you stay in after-hours. The schoolhouse will slowly get darker, with hallways dimming as time goes on and Principal himself turning off lights in rooms he exits. NPCs cannot see you in total darkness, and Bonus Questions can't be answered in dark rooms
Doors, doors, doors
There's a multitude of doors in BB+, though there are two main types: Single doors and double doors (henceforth known as "Swing doors" or "Swinging doors"). Doors are not only passageways, but also give a bit more information on what's on the other side!

In the in-game map, doors are marked* in such a way that easily conveys if the door is locked, unlocked, or even one-way! Unlocked doors look like two 'T's facing each other, locked doors have a solid square in the middle of a line, and one-way doors are a mix of both depending on which side is locked
Single doors
Single doors connect small/average sized rooms to other sections of hallway or other rooms. These doors must be clicked on to open, and can become locked in some cases by an NPC. Locked single doors can be unlocked with the Principal's Keys.
The single doors in-game are:
  • Blue 99 doors
  • Wooden "School Faculty Only" doors
  • Yellow "Principal" door
  • Blue "H" door
  • Orange "Supplies" door
  • "Mystery Room" door*
A single door will display a texture corresponding to what's on the other side of it in order to help the player get an idea of what's through the door. Since Blue 99 doors are used for both classrooms and hallways, they are the most commonly seen texture.
*Side note: The "Mystery Room" door or its attached room doesn't appear on the minimap, so keep an eye out for it's bright, colourful appearance during the event!
If you're in the Laboratory layout, you may spot a green door used for one of Baldi's Labs. These doors are bright green with plain text.
Swing doors
Swinging doors are used to connect some sections of hallways or large special rooms to a hallway, and have 2 windows to peek through to the other side. They, unlike single doors, can appear in the middle of the hallway, do not need to be clicked to be walked through, and do not hinder the sight of an NPC. Swinging doors can be locked by the player via a Swinging Door Lock
There are much fewer types of swinging doors:
  • Default swing doors
  • Pay doors
  • One-way doors
• The default swing doors are basics yellow swinging doors with no special property, and are the most common type of swing doors you will find.
Pay doors have a large coin slot on them and act like a wall until you pay the fee, which then they turn back into regular swinging doors.
One-way doors are the most unique type of door currently in the game as you can only open them from one side. You can walk through these doors from either side if they're already opened, however.
Rooms abound!
There are many types of rooms in BB+! And yet, there are also likely more rooms to come as the game gets updated.
What you'll often see
The 2 most common rooms you'll encounter is the Classroom and School Faculty Only Rooms (henceforth Faculty rooms). But even then, there are multiple types of these rooms to find.

Classrooms can spawn in a small variety of shapes/layouts, contains a number of desks (where a more common item can spawn) and where the notebook is kept (a Teacher desk if the notebook is loose, or a Math Machine if you have to solve a question first).
• Math Machines do not spawn on F1, and the classrooms they're in are filled with colourful number balloons used to solve math. As of v0.3.5, once you collect all notebooks, you get the chance to answer a Bonus Question for additional points.

Faculty rooms have much more variety than classrooms do, and will almost always spawn with at least one (typically more valuable) item. Additionally, some faculty room types may spawn with lockers, a fountain, or a vending machine!
• Faculty rooms may spawn with a window, usually if at least two walls have another wall on the other side.
• Faculty rooms are the only type of common room that doesn't have to be directly connected to a hallway, and can spawn in places only accessible via other rooms.
NPC spawn rooms
The Principal's Office
The 3rd most common room, but only once per floor! The Principal's Office (sometimes referred to in the community as the detention room) is unique in that it holds a variety of purposes, unlike other rooms which mostly are used for one or two things.
• The Principal's office will always contain NPC posters for each NPC on the floor, which tell the name of and give a small description for what characters are present. Other features of the Principal's Office is multiple desks, a Tape Player, multiple globes, the timer above the door telling you how long your detention is, and often has at least one window.
• This room is also where you're sent by Principal of the Thing for detention (obviously) and has an event tied to it, being the Party at the Principal's Office event mentioned prior.
The Doctor's Office
A 2x3 tile room where Dr. Reflex spawns, as well as where he goes to grab his reflex hammer if you fail the exam. It doesn't hold any items and can only have one door, which attaches to a hallway. It has white brick walls, pale flooring, and a cream-coloured ceiling.
Supplies Closet
Also known as "Gotta Sweep's closet", "the janitor's closet", or "the broom closet" by community members, it is a 1x2 tile room which serves as the spawn location of Gotta Sweep. Other than serving as a spawn location, the room itself holds no special properties, but can connect to both hallways and other rooms. It shares textures with the hallway theme, and can even host a poster
Other types of rooms
Sometimes, you can see a room on a floor that stands out from the rest. There's two types of unique rooms that can appear on any floor F2 and up, with one being guaranteed and one being tied to an event.
  • Locked Faculty Rooms - Containing 3 high-value items (and being the guaranteed spawn location of the Bus Pass on F2), this can only be entered after finding and using a special key whose shape matches the large lock attached to its door.
  • Mystery Room - A room not revealed by Johnny's map, which the door of only shows up during its respective event; It holds one powerful item.
Schoolhouse Rooms
  • Cafeteria - Contains at least two vending machines and a fountain, using the default brick walls, yellow-ish floors, and tile ceilings. They can spawn with open space, with 2 small pillars, or with one large center pillar. They can also sometimes spawn with 'Nana Peels on the ground near tables.
  • Playground - A rule-free zone with 2x stamina regen rate. They can either spawn with open space filled with equipment and some trees, having a mostly walled off area in the center, or open space purely filled with trees. If a banana tree spawns, the area around the tree will have naturally placed 'Nana Peels.
  • Library - A room where no sounds enter or leave, and even attached doors are silent. They can spawn as either one large room with 4 smaller side areas, or a large room with a mostly walled off corner, but will always have an open area in the center with a circular desk.
Laboratory Rooms
  • Baldi's Lab - One of four rooms that generate in the lab layout, connected to each other with a teleportation device. There's 3 buttons along one of the walls labelled with numbers. Pressing a button and entering the teleporter will take you to the respective room.
  • Wormhole - A large circular center with 4 hallways going off in each direction, which closes behind whoever enters. Entering the wormhole will teleport you somewhere random.
Factory Rooms
  • Conveyor System - A large network of conveyors in the center of the map, taking you to the nearest external conveyor belt.
Maintenance Rooms
  • Light-testing room - A large empty room with faulty lighting, offering a potential place to hide in the dark.
What else can you expect to find?
Aside from doors and rooms, there's a few structures scattered throughout the school that can help or hinder the player.
Servicable Structures
Guaranteed:
Some structures in the game will always exist in a given seed, being:
Water fountains - perhaps one of the most useful structures there are. Water fountains can spawn in hallways or (as mentioned earlier) inside specific Faculty rooms. When used, they instantly refill the player's stamina to 100%!
Vending machines - cost 1 quarter per whatever item(s) they provide. Most vending machines give only one item before becoming "Out of Goodnes", with the exception of Crazy Item Machines which will give up to 10 random items
From most to least common, machines types are: Zesty Bar, Diet BSODA, BSODA, and Crazy Item Machine
Lockers - While red ones are just decorative, there are two variants that serve a use:
• Blue Lockers spawn randomly within sets of red lockers generated in hallways (or rarely, Faculty rooms), and are used to hide inside of to prevent an NPC from seeing you. Noise is made for as long as you're inside the locker, and if Principal sees you exit one he'll scold you for it.
• Storage Lockers spawn once-per-floor and are used to store up to 3 items that get carried over floors. This locker can either close automatically when you get far enough away, or manually via interacting with the doors. These lockers only make noise upon closing, but you are guilty of looking into others' lockers for as long as it's open.
Other:
Less commonly, more complicated structures can spawn on the floor that can affect the gameplay of the level, usually by affecting navigation.
Factory-specific
Structure
Action
Controllable?
Super Doors*
Switches between open and closed
Yes; via Lever
Roto-Hall
Rotates in-place, blocks paths
Yes; via Button
Conveyor Belts
Moves player/NPCs in the direction of the belt
Yes**; via Button
*Super Doors can spawn as part of an event on the floor in Schoolhouse layouts, in which case they will not be controlled by buttons. Super Doors can also be set to only open (used in the Tutorial), in which case the button does nothing after.
**Isolated conveyors only, the conveyors in the center can't be controlled.
Important to note- Roto-Halls have two variants to them, being 90 degrees or 180 degrees.
Laboratory-specific
Structure
Action
Controllable?
Faculty-Only Superdoor
Closes after brief delay if it detects player without a Faculty Name Tag
No
Teleporter
Takes player to select room
Yes; Button chooses destination
Wormhole
Sucks entities inward, teleporting them randomly
No
Maintenance-specific
Structure
Action
Controllable?
Valve
Enables/disables nearby steam
Yes
Breaker
Toggles power of attached room
Yes
Generator
Resets power if too many breakers are enabled
Yes
Vent
Sucks up entities, placing them elsewhere in the level
No
Breakers and Generators are always located in a Faculty room, Vents can attach to any sort of room, while Valves can be found in rooms or hallways.
Deafening Objects
There are currently two objects in the game that, when interacted with the correct item, will play a disorienting noise disables Baldi's hearing ability. Both these objects have a cooldown after being used (v0.1.5), and can be used to make an NPC flee the area, unless they are already pursuing you. (v0.4)
For the Tape Player, you must use Baldi's Least Favorite Tape, and for the Pay Phone you just need a Quarter!
(See my items guide for more details about items mentioned throughout this guide!)
Decorations and more
Structures aren't the only things you see lining the walls and filling the halls(+Rooms)!
• A Poster can spawn on any valid wall and often give the player hints for gameplay mechanics. Posters are often multi-coloured and vibrant, while only taking up a small section of the wall they're on
• A Chalkboard will spawn inside classrooms and specific faculty rooms. Chalkboards often don't offer the player as many tips as a poster might, but at least two chalkboards do give a hint at this time. If a chalkboard in a classroom is blank, that means Chalkles can spawn in that location- so watch out!
Posterboards are decorations reserved for Faculty Rooms, and are purely decorative.
Large posters may be seen occasionally along the walls that are also purely decorative. Some images seen in-game were provided by Kickstarter Backers as a reward for the $500 backer tier.
Multi-Part Posters are similar to large posters in that they don't offer hints and aren't the size/shape of regular posters, but they are nowhere near as big as large posters. Spawning across several adjacent walls, currently the only existing multi-part poster is the mailbox comic.
Potential obstacles
Most decor and structures have collision and can block your path... They can also, subsequently, block an NPC's path as well, causing them to have to move around slightly to get to you.
Please note that NPCs have a smaller hitbox than you, so something you might not be able to get by may not stop a character from reaching you! The differences in hitboxes can also be helpful, such as preventing yourself from being pushed any further
Taking a Pit Stop
Added in v0.6, The Pit Stop is a location between floors that will offer several options of things you can do. Currently, you can Save&Quit, access a Storage Locker, attend a Field Trip, or purchase items/a map for YTPs

To the left is a long hallway leading to a blue 99 door. As an image of Baldi on the wall describes, this is how you save & quit a run. Along a wall to the right is a set of Storage Lockers where you can store/swap out items as needed. Through swinging doors on the left is where you'll be able to attend a Field trip, and directly across from the elevator is the automatic doors to Johnny's store.
Gone Shoppin'
Johnny will greet you upon entering; You'll see two tables on either side with items on them (their prices on tags below them), Johnny standing across from you behind a counter, and a small counter to the left of Johnny where you can purchase a filled out map for the floor you're going to. Your YTP counter will appear at the bottom of the screen for as long as you're in the store.
_ Currently, only a maximum of 6 random items can be sold at a time, though there are slots for up to 12 items. There's a small chance items go on sale, so keep an eye out!

When you look at an item on the counter, the description for the item will appear at the top of the screen in a white text box with a red border. Clicking the item will purchase it (if possible), and buying something with a full inventory will leave whatever item you were hovered over in place of the item you just purchased.
_ Once-per-game, Johnny will let you buy an item if you're no more than 100YTPs short of being able to afford it, saying that he'll "take care of it"


Johnny's store also appears as a standalone shop in Endless mode. Initially it starts off closed, but will open after 5 notebooks are collected. Afterwards, it will restock every 5 notebooks collected.
_ If you can manage to get inside the shop before it's open, Johnny won't be there to stop you... Be aware, though, that it's very dangerous- stealing an item will make an alarm blare and if you're caught inside before it's open, you can get detention!
Baldi's Bus
In the Pit Stop after F2, Baldi and his bus will appear in the small outdoors area. If you have a Bus Pass in your inventory, you'll be able to interact with the Bus doors to go to that field trip's hub area.
_ You can also walk up to Johnny and use the Bus Pass on him, giving him the pass and having him attend the trip for you. He'll thank you for the pass, a quick loading screen will show, and when he returns he'll leave 3 items for you waiting in the Pit Stop

In the field trip's hub, you'll find a Baldi to your left explaining how the hub works, and two other Baldis standing near an activity area. Clicking on the Baldi near an activity will open a tutorial on their respective minigame, and clicking the activity's associated object will start said minigame

Beating a minigame successfully will spawn 8 items in the center of the map, of which the player can choose 3 of them. Perfectly beating a minigame (no mistakes) will also reward the player with an additional 250YTPs

Learn more about the available minigames here!
https://steamcommunity.com/sharedfiles/filedetails/?id=3323773943
Some tips to help you succeed
Now that you've (presumably) read up about what to expect, here's some info to help you start off in a new round!

Before you begin...
When you start up a new game of Hide-and-Seek, you'll have to the count of 10 once you leave the elevator area to grab as much as you can. While grabbing notebooks before the chase starts no longer affects Baldi's final speed (v0.3), it can still make a difference earlier on since Baldi's starting speed is not affected*! Grab what you can to take advantage of that, or alternatively use the time to get items you want, or some good distance from Baldi!
*(Please note that grabbing all notebooks before Baldi begins the chase makes him start at his max speed for that floor.)
Priorities, priorities
While Baldi relies on his hearing most the time, the most useful indicator of where to find you is if he actually sees you. If he loses track of you, where he goes tends to be in the following order:
  1. Where he last saw you
  2. Where he last heard you
  3. Somewhere he hadn't checked (Essentially, wandering off randomly)
He'll continue to do this until he spots or hears you again, which then becomes his next priority. He won't inspect sounds immediately if his priority is elsewhere, though, so be careful

As mentioned in the overview, the Baldicator can tell you if a sound he heard was his priority based off the facial expression it makes. Pay attention to it and it might just be your warning that Baldi's already headed your way!
Who's there?
Because the levels are randomly generated, you can be confused on who all's on your current floor with you. While the Principal's Office can help you know what to expect, that doesn't mean you know where everyone is. You can usually hear a character before you see them, unless you're unlucky and they spot you first from far enough away.
There are currently only 5 characters to worry about that lack an idle sound:
  • Chalkles (Which you can just look for a blank chalkboard to see if they're there)
  • Arts and Crafters (Who, if he's on the floor, you'll likely see him around anyways early on)
  • Gotta Sweep (Find the Supplies Closet to see where he starts!)
  • It's a Bully (Doesn't move from his chosen spot until he gets bored or detention, has a sound cue if you get close enough to him)
  • The Test (This one's tricky since he teleports away when you look away from him, but at least staring at him is generally safe)
Another helpful thing is that who you get on earlier floors will be on later floors. If you start with It's a Bully on F1, he'll show up on all floors for that seed!
Delaying the inevitable
Delaying a character is a handy skill that can certainly help if you're able to pull it off in the right situations. For instance, using BSODA on a faster character can give you enough time to get away without giving them a chance to catch up!
• Other ways to delay characters is using structures to redirect an NPC's path (e.g. Rotohall, Lockdown door) or even just hiding from said character so they don't catch you right away...
• Another way to delay the inevitable is by using an item to get away quickly, but keep on your toes to make sure your escape from one NPC doesn't put you in danger from another!

As you may've gathered from Baldi's priorities, you can make Baldi take a detour by letting him see you in one location then swiftly going to a different one. This is most helpful if you have an item that allows you to travel distance quickly, since his priority will be elsewhere! You can also make him take a detour by causing an interesting sound away from where you want to go, but be aware that sight will always be top priority.

As of v0.5, you cannot delay Baldi by catching his attention before being teleported by Principal or AnC. Plan ahead! You can use WD-NoSquee earlier on to preemptively silence the Principal's Office, or place an Alarm Clock down with a short timer before you're teleported to try and distract Baldi with afterwards!
(Author's note)
Apologies for this being a long guide and if there's any weird wording, the more content is added the harder it is to figure out how to format this (and the easier it is to miss minor errors ^^'')

Good luck playing!
(Other guides by me: Characters guide,Items guide,Field Trips guide)
Komentarzy: 14
Stradile 16 lutego o 19:56 
Small nitpick, but Subtitles are called Captions since V0.3.6.
denisadogaru516 6 września 2024 o 7:24 
anyone reading this if your saving coupons can i have one bc i broker than mr beasts offbrand twin mr homeless and i need like a £3 copoun to buy a game bc i refuse to refund bbp
|i.c.c.n|  [autor] 17 sierpnia 2024 o 9:32 
@Logdrew apparently you were onto something; since at least v0.2 it's been how you answer Math Machines. I never noticed how they change it though since I usually answer them right when Baldi's active ^^''
GregTheBPlayer 4 sierpnia 2024 o 4:14 
"Time (being fast awards bonus YTPs!)" yeah, you need to beat F2 before 8:29 and F3 12:59
|i.c.c.n|  [autor] 18 maja 2024 o 11:33 
@Arthur do you have mods installed? having mods installed around the time of an update has caused problems in the past for some players

if mods aren't an issue, try resetting the control mapper. or, if you're using a controller, check to make sure that steam is properly registering your controller
Arthur 17 maja 2024 o 6:46 
bro i cant move for some reason
Logdrew 10 maja 2024 o 9:33 
That’s alright, I’ll do some testing but it might just be a fixed bonus for each floor right now
|i.c.c.n|  [autor] 9 maja 2024 o 17:42 
I don't know, sorry. for all I know it's only partially implemented
Logdrew 9 maja 2024 o 9:15 
Amazing guide! Although do you know what the grade is actually based on? Is it questions answered correctly/incorrectly?
jositom 10 marca 2024 o 7:52 
i love how you're still updating this lol