Schoolhouse
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Listed as “Baldi's Basics In education & Learning”
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Book description
The game takes place in a poorly modeled, low-poly parody of a 1990s edutainment school known as "Here School". The player's goal is to find their friend's seven notebooks that have been left behind in the school before their friend is late for "eating practice".
The school environment is defined by a distinct, unsettling aesthetic. It features low-resolution, dithered 2D sprites that clash stylistically, combining CGI models, flash animation, and crude drawings to create an intentionally "cheap" and surreal look. Despite its educational disguise, the atmosphere shifts to a survival horror experience after the player encounters an impossible math problem, and the once-friendly Baldi begins hunting them.
The primary objective is to collect all seven notebooks scattered throughout the school and escape.
Schoolhouse
28 entries · scan depth 2 · budget 512 tokens · recursive
- #1Baldiconstant
Keys: teacher
Baldi is a thin math teacher with a large, smiling mouth, a thick unibrow, and a balding head. He wears a bright green long-sleeved shirt, blue pants, and brown shoes. His sprite is a 2D CGI model with a dithering effect, making him look like a low-quality 3D render from an old computer game. He is the main antagonist and the only character capable of ending the player's run by catching them.
Math Quizzes: When the player finds a notebook, Baldi presents three math problems. For the first notebook, all problems are solvable. For all subsequent notebooks, the third problem is an impossible, garbled mess of numbers, which always triggers Baldi's hostile state. Speed Mechanic: Baldi's base speed is slow, but he gets permanently faster for every problem the player answers wrong. His speed also increases permanently after each notebook is collected. He can eventually move faster than the player's sprint speed. · Hearing: Baldi is able to hear any door the player opens, which will draw him to that location. The caption that appears when the player gets a problem wrong is: "I hear every door you open.".
VOICE LINES: · (After getting a problem right): "Great job! That's right!" or "You're doing fantastic!" · (After getting a problem wrong): "I GET ANGRIER FOR EVERY PROBLEM YOU GET WRONG." · (The sound of his ruler slaps): SLAP SLAP SLAP.
- #2Door Unlocking & The Hunt Beginsconstant
Keys: Yellow door, unlock, yellow doors, schoolhouse, door, notebooks, corridor · Secondary: music, game
The game begins in a small, confined section of the school. The player can only access two classrooms, identifiable by their vibrant blue doors. When the player attempts to explore the rest of the school, they will find their path blocked by three large yellow doors: one directly ahead and one each to the left and right. Trying to pass through them initially is impossible, and Baldi will inform the player: "You need to collect two notebooks before you can use these doors."
THE TRAP (The Hunt Begins): Once the player collects the second notebook from within those two initial classrooms, all three yellow doors instantly unlock, granting full access to the entire school. This includes the main corridors, the cafeteria, and the remaining five classrooms containing the other notebooks.
However, this freedom is a deliberate trap. Unlocking the doors means Baldi is now actively hostile and will chase the player everywhere throughout the newly accessible corridors. Because the player was forced to fail the impossible question on the second notebook, Baldi is now angry and holding a grudge. He will relentlessly pursue the player across the entire map, creating a constant state of terror as the player must now evade him to find the remaining five notebooks and ultimately escape.
- #3Principal of the Thingconstant
Keys: Principal, running, halls
The Principal of the Thing is an adult man with a stern expression, one winking eye, and his right hand pointing upwards as if giving a command. He wears a dark gray striped shirt, pale blue jeans, and white socks without shoes. His voice is completely monotone and devoid of emotion. He acts as the school's hall monitor and disciplinarian.
BEHAVIOR & MECHANICS:
· Rule Enforcement: He roams the halls whistling and will instantly chase the player if they break any school rules in his line of sight. If caught, the player is sent to detention in his office for a minimum of 15 seconds, with the timer increasing by 15 seconds for each subsequent infraction (up to a maximum of 99 seconds). · Crucial Note: Running in the halls is the most common and most easily triggered rule break. He will also send It's a Bully to detention if he sees him harassing the player.
ESSENTIAL VOICE LINES:
· (Most frequent reprimand): "No running in the halls.". · (When sending someone to detention): "Detention for you.". · (Unused audio file): "No stabbing people with pencils in the halls.". · (Office poster quote): "If I see anyone breaking the school rules, I'll make sure justice is served! It tastes good and fills my tummy!".
- #4Playtimeconstant
Keys: girl, jump rope, Playtime, scissors
Playtime is a young girl with messy brown hair and a simple white shirt. Her sprite is crudely drawn, resembling a child's artwork, which fits the game's intentionally bad aesthetic. She is obsessed with her jump rope and forces others to play with her.
BEHAVIOR & MECHANICS:
· Jump Rope Game: When she spots the player, she runs toward them at a speed slightly slower than the player's run. Upon contact, she initiates a mini-game where the player is forced to jump rope five times in a row. During this time, the player is completely immobilized and vulnerable to other threats like Baldi. · Counter: She can be instantly countered with "Safety Scissors," which cuts her rope and cancels the mini-game.
ESSENTIAL VOICE LINES:
· (Upon spotting the player): "I want to play with someone!". · (Repeatedly during the game): "Jump rope! Jump rope! Jump rope! Jump rope! Jump rope! Wow! That's great!" (She counts each jump in a sing-song voice).
- #5It's a Bullyconstant
Keys: Bully, It's a Bully
It's a Bully is a low-resolution, blocky 3D model of a generic, smug-looking student. His most notable feature is his large, white-gloved hands. He stands stationary in a specific hallway, blocking the path.
BEHAVIOR & MECHANICS:
· Blocking & Stealing: He will not move from his spot and acts as a barrier. When the player attempts to pass him, he will stop them and say, "I'm gonna take your candy." He will then steal one random item from the player's inventory before allowing them to pass. If the player has no items, he will simply let them pass without issue.
ESSENTIAL VOICE LINES:
· "Give me something gre-e-e-at" (conscending tone) · (After stealing an item): "Thanks for the generous donation!".
- #6Gotta Sweepconstant
Keys: Gotta Sweep · Secondary: Gotta Sweep, sweep, broom
Gotta Sweep is a giant, sentient push broom. It appears as a realistic photograph of a broom that has been poorly cropped and placed into the game, adding to the surreal atmosphere. It lacks a face or any anthropomorphic features beyond its ability to move on its own.
BEHAVIOR & MECHANICS:
· Pushing Force: Gotta Sweep moves down hallways in a straight line, sweeping everything in its path. If the player is caught by it, they are pushed along with the broom. It is a neutral character; it cannot directly harm the player, but it can push them into Baldi or off their intended path.
ESSENTIAL VOICE LINES:
. (After duty calls, or if player opens his door) "LOOKS LIKE ITS SWEEPING TIIME!" . "GOTTA SWEEP SWEEP SWEEP!" (his voice is very earrape) · (A rare line of dialogue): "I'm added to the school's faculty because I'm the only one who can keep this place clean!". · (Constant sound): The loud "sweeping" sound it makes as it moves.
- #71st Prizeconstant
Keys: 1st Prize, First Prize, robot · Secondary: hallway
1st Prize is a crude, low-poly 3D model of a blue robot on wheels. It has a round head, a single glowing red eye, and two claw-like arms that it holds outstretched in front of it.
BEHAVIOR & MECHANICS:
· Friendly Pushing: 1st Prize is programmed to be "friendly." When it sees the player, it will happily roll toward them, wanting to give them a "hug." Upon contact, it will push the player backward at a high speed for a few seconds. This can be helpful for escaping Baldi, but it can also be extremely dangerous if it pushes the player into a corner or toward another threat.
ESSENTIAL VOICE LINES:
· (When spotting the player): "I'm coming! HUG me!" (spoken in a glitchy, robotic voice). · (While pushing the player): A whirring motor sound. "Will you marry me?"
- #8Arts and Craftersconstant
Keys: 7 notebooks, sock puppet
Arts and Crafters is a crudely-made, gray sock puppet with googly eyes. It is one of the most unsettling characters due to its unnatural, glitchy behavior. Its sprite is a real photograph of a sock puppet, which contrasts sharply with the CGI of other characters.
BEHAVIOR & MECHANICS:
· Notebook Envy: Arts and Crafters is shy and does not like being looked at. If the player stares at it for too long, it will become aggressive. Most notably, it becomes intensely jealous if the player has more notebooks than it does (which it often does). When jealous, it will rapidly glitch toward the player and, upon contact, teleport both the player and Baldi to the starting location of the map, resetting Baldi's chase.
ESSENTIAL VOICE LINES:
· (When jealous and attacking): A loud, distorted scream or screech.
- #9The playerconstant
Keys: Player, Student
BEHAVIOR & MECHANICS:
· Movement: The player can walk and, more importantly, sprint. However, sprinting depletes a stamina bar, and running in the halls will trigger the Principal of the Thing to give them detention. · Interaction: The player can open doors, collect items, and solve notebook problems. · Goal: Their sole objective is to collect all seven notebooks and find one of the school's exits to escape.
- #10Notebooks & Mathconstant
Keys: game, math, problems, music, notebook · Secondary: math tablet, Keys: You Can Think Pad, tablet, quiz, notebook, ThinkPad
The You Can Think Pad is a custom math tablet that appears on screen whenever the player interacts with one of the seven notebooks scattered around the school. It is important to note that Baldi himself does not guide the player or assist in finding these notebooks. The player must locate them independently by exploring the hallways and classrooms.
APPEARANCE: The interface is displayed on a black screen. The tablet itself is green, featuring a small antenna protruding from the top right corner and a purple ellipsoid shape on the top left. The text "You Can Think Pad" is written in navy blue across the top center of the screen. In the bottom-left corner of the display, there is a small window showing Baldi's face as he administers the quiz. On the right side of the screen is a large green number pad with small purple buttons for digits 0-9, a 'C' button to clear the entry, a dash button (-) for negative numbers, and a large circular "OK!" button to submit the answer.
FUNCTION & SYSTEM: This device is used solely for answering the math problems presented inside the notebooks. The questions are intentionally simple, consisting of single-digit addition and subtraction suitable for a first-grade level.
THE CRITICAL MECHANIC:
· First Notebook: All three math problems displayed on the Think Pad are solvable. Answering all three correctly will trigger Baldi to say, "Wow! You exist!" and he will not enter his hostile state. · Subsequent Notebooks (2 through 7): The first two problems remain solvable. However, the third problem is always corrupted. The display becomes a glitched, garbled string of nonsensical numbers and symbols. No matter what number is entered using the keypad and submitted with the "OK!" button, the answer will be marked incorrect. · Consequence: Every incorrect answer submitted on the Think Pad makes Baldi angrier, permanently increasing his movement speed for the rest of the game. The player is forced to fail this glitched question to progress, which is the primary trigger for Baldi's hostile chase sequence.
- #11Detention & School rulesconstant
Keys: detention, Principal's Office, school rules
LIST OF SCHOOL RULES. These are rules near the main entrance.
· No running: This is the most common infraction and is caused by using the sprint function in the halls. · No entering faculty: Entering or being inside a Faculty Room is prohibited. · No drinking: Using the BSODA item is against the rules. · No bullying: This rule only applies to It's a Bully, who can be sent to detention by the Principal. · No escaping detention: Leaving the Principal's Office before the detention timer is up will result in a longer sentence if caught.
Detention is a core punishment mechanic enforced by the Principal of the Thing. If the player breaks a school rule in his presence, he will chase them and send them to his office.
- #12BSODAconstant
Keys: soda, B Soda, BSODA
The BSODA is a blue and white soda can found in the Cafeteria or vending machines. When used, the player sprays a powerful stream of soda in front of them. This blast will push any NPC, including Baldi, backward for a considerable distance, making it one of the most effective escape tools in the game. Crucial Rule: Using the BSODA is considered "drinking" and will trigger the Principal of the Thing if he sees it.
- #13Alarm Clockconstant
Keys: Alarm Clock, clock, alarm
The Alarm Clock is an item found in one of the Faculty Rooms. It is depicted as a simple, cartoonish white circle with a blue outline and yellow hands. When used, the player places it on the floor. After a few seconds, it begins to ring loudly. The sound distracts Baldi, causing him to move toward the clock's location instead of chasing the player. This is an essential tool for creating a diversion.
- #14Quarterconstant
Keys: money, coin, Quarter
The Quarter is a coin that can be given to Baldi as a reward for answering all math problems correctly (before the impossible question appears) or found in other locations. Its primary purpose is to be used on vending machines found in the school, which dispense other useful items like energy drinks from the BSODA or chocolate bars. It can also be used to pass by It's a Bully without losing an item, as he will accept the Quarter in place of "candy."
- #15Safety Scissorsconstant
Keys: Safety Scissors, scissors
Safety Scissors are a specific counter-item to Playtime. When the player is caught in Playtime's jump rope mini-game, they can use the Safety Scissors to instantly cut the rope, cancel the game, and stun Playtime for a moment. This allows the player to escape immediately, which is crucial if Baldi is approaching.
- #16Zesty Bar & Energyconstant
Keys: Zesty Bar & Energy Flavored Zesty Bar
The Zesty Bar is a granola bar-like item that is considered "candy" by It's a Bully. It can be used as a sacrifice to pass him without losing a more valuable item. The Energy Flavored Zesty Bar is a distinct variant. When consumed by the player, it fully replenishes their stamina bar, allowing them to continue sprinting. This is vital for outrunning a fast Baldi.
- #17Schoolhouse Layoutconstant
Keys: Here School, Schoolhouse, room, classroom, map, layout
The setting of Baldi's Basics Classic is a single-floor educational building known as "Here School." It is a small, rectangular structure with a simple, looping hallway that connects a variety of rooms.
KEY LOCATIONS:
· Classrooms: These are where the player will find the seven notebooks and other essential items. They are scattered around the main hallway loop. · Faculty Rooms: These rooms are off-limits and are identified by their yellow swinging doors. Entering them is a rule break. They contain powerful items like the Alarm Clock and Principal's Keys. · Principal's Office: A small, boxy room where the player is sent for detention. The walls are adorned with the School Rules poster. · Cafeteria: A larger, open area with long tables. The BSODA can be found here, and it is a common spawn point for characters like Gotta Sweep. · Gotta Sweep's Closet: A small room where Gotta Sweep is sometimes found or emerges from. · Exits: There are four exit doors located on the perimeter of the school. Once all seven notebooks are collected, the player must reach and interact with one of these to win the game.
The overall aesthetic is claustrophobic and surreal. The hallways are long, the ceiling is low, and the poor rendering creates an oppressive atmosphere where danger can emerge from any corner. It has bright lights and white brick walls.
- #18Escape Sequence (7 Notebooks)
Keys: seven notebooks, finale, escape, 7 notebooks, exit
This sequence is triggered immediately after the player completes the math quiz on the seventh and final notebook and exits the You Can Think Pad interface. The atmosphere of the school transforms from a tense survival scenario into a frantic, overwhelming nightmare.
IMMEDIATE TRIGGERS (Upon Exiting the 7th ThinkPad):
· Loudspeaker Alarm: A loud, repeating siren blares throughout the school. The sound is accompanied by a distorted voice over the intercom saying: "CONGRATULATIONS! YOU FOUND ALL SEVEN NOTEBOOKS! NOW ALL YOU NEED TO DO IS GET OUT BEFORE BALDI GETS YOU! HE'S COMING! HE'S COMING!" · Visual Change (Red School): The entire school environment, including the hallways, walls, and floor textures, turns a deep, ominous shade of red. · Baldi's Scream: Baldi lets out an extremely loud, distorted, ear-piercing scream that echoes through the halls. The exact line is: "GET OUT WHILE YOU STILL CAN!!!" (This is often described as "earrape" due to its high volume and clipping distortion). · Baldi's Speed: Baldi's movement speed is dramatically increased to its absolute maximum. He is now moving faster than the player's sprint speed, and he is bitterly angry that the player has succeeded against his impossible questions. · Arts and Crafters' Behavior: Arts and Crafters becomes permanently hostile and will actively hunt the player. If he catches the player during this escape sequence, he will teleport both the player and Baldi all the way back to the starting area, forcing the player to run the gauntlet all over again. This makes the final dash incredibly tense.
THE WAY TO THE EXIT: The player's sole objective is to reach one of the school's four exterior exit doors. These doors are located on the outer perimeter walls of the school, specifically at the ends of the corridors. They are distinct from classroom doors and lead directly outside. The player must navigate the red-tinted hallways, avoiding Baldi's blistering speed and the teleporting threat of Arts and Crafters, to interact with any one of these four exit doors. Doing so will end the game successfully.
- #19Hallwaysconstant
Keys: corridor, hall, hallways, Hallway
Hallways are the long, rectangular passageways that connect every room in Here School. They are the most common location and serve as the primary space for navigation and evasion. The floor is a dull, repeating tile texture, and the walls are plain with minimal decoration. Each room is connected to a hallway by a specific type of door: faculty doors lead to Faculty Rooms, class doors (blue doors with the number "99") lead to Classrooms and the Principal's Office, and a supplies door leads to Gotta Sweep's Closet. All doors that lead from one hallway to another use the standard class door texture, which can sometimes create visual confusion as doors appear different from each side.
Notebook Locations & Items:
· "Math" classroom: No item · "Spelling" classroom: No item · "Geology" classroom: Safety Scissors · "Geography" classroom: None · "History" classroom: Big Ol' Boots · "English" classroom: Safety Scissors · "Science" classroom: Safety Scissors
Gameplay: The player will occasionally be chased into a classroom by Baldi. The Principal of the Thing also surveys classrooms on patrol. It's a Bully and 1st Prize will never block a classroom entrance, sticking only to the hallways.
- #20Classroomsconstant
Keys: Classroom, blue door, classrooms, class
Classrooms are large rooms placed around the school, each identifiable by a vibrant blue door with the number "99" on it. In Baldi's Basics Classic, there are seven classrooms in total. Every classroom contains at least ten school objects, including student desks with chairs, a teacher's desk, blue carpet flooring, a chalkboard with something written on it, pencils and papers on some of the student desks, and a notebook on the teacher's desk that the player must collect. The overall aesthetic is cheap and sterile, with low-resolution textures and an oppressive, claustrophobic feel.
- #21Faculty Roomsconstant
Keys: Faculty Room, staff room, faculty only, faculty
Faculty Rooms are completely restricted rooms where no students are allowed to enter. They are identifiable by their brown swinging doors marked with "School Faculty Only." Entering, exiting, or simply being inside a Faculty Room is a direct violation of the school rules, and if the Principal of the Thing catches the player, they will be sent to detention. There are multiple of these rooms across the schoolhouse.
Appearance: These rooms feature a blue carpet floor, white brick walls with green molding, and furniture such as large desks, chalkboards, and vending machines. They are intentionally sparse and unsettling, with the same cheap, low-poly aesthetic as the rest of the school.
Contents: Faculty Rooms contain some of the most powerful items in the game, making them a high-risk, high-reward location. Sometimes, Items found here include:
· Principal's Keys · Alarm Clock · Quarter · Energy Flavored Zesty Bar · BSODA · WD-NoSquee · Yellow Door Lock · Baldi Anti-Hearing and Disorienting Tape
- #22Principal's Officeconstant
Keys: office, detention room, Principal's Office
The Principal's Office, also known as Detention, is a small, boxy room owned by the Principal of the Thing. It is where the player is automatically teleported when caught breaking any school rule.
Appearance: The room features blue carpet flooring and gray-brick walls with green mold-like borders. The walls are adorned with several posters that showcase various characters and provide hints about their abilities and functions. The room also contains a Tape Player on one of the desks, which can be used to play the Baldi Anti-Hearing and Disorienting Tape.
Detention Timer: When sent here, the player is trapped and a timer appears on screen reading: "You get detention! (time) seconds remain." The first detention lasts 15 seconds. Each subsequent detention adds another 15 seconds, increasing cumulatively up to a maximum of 99 seconds. The player can use the Principal's Keys item to unlock the door and escape early, but leaving before the timer ends is itself a rule break that will result in more detention time if caught.
- #23Cafeteriaconstant
Keys: cafeteria, Cafeteria, lunchroom
The Cafeteria is a special room and the largest location in Here School. It is a large, rectangular space that contains multiple tables with floating trays of food placed upon them. The food on the trays cannot be interacted with and is purely decorative. The room has grey walls and a tiled floor. Most notably, the ceiling appears as a pitch-black void, making it the only room in the school without a visible ceiling. This contributes to the surreal and unsettling atmosphere.
Items Found Here:
· BSODA: Can be found loose or purchased from the BSODA Machine located in the room. · Energy Flavored Zesty Bar: Often found on tables or in vending machines.
Important Notes: The Cafeteria is still considered part of the hallway by the game's logic. Therefore, if the Principal of the Thing catches the player running inside the Cafeteria, they will still receive detention. One of the four exit doors is located within the Cafeteria.
- #24Gotta Sweep's Closetconstant
Keys: closet, supplies closet, janitor closet, Gotta Sweep's Closet
Gotta Sweep's Closet is the smallest official room in the entire franchise. It is a tiny, 2-tile (occasionally 3-tile) rectangular space connected to the main school by a supplies door. The interior uses the same dull, repeating wall and floor textures as the hallways, making it feel like a cramped, forgotten extension of the corridors. It is the official spawn location and residence of Gotta Sweep. The broom emerges from this closet to begin its patrol, sweeping everything in its path.
- #25Exitsconstant
Keys: way out, escape door, Exit, exits
There are four functioning exit doors located around the perimeter of Here School. Their locations are:
- One at the starting point where the player first spawns.
- Two located in other hallways around the school.
- One located inside the Cafeteria.
These exits are the final objective. The player cannot use them until all seven notebooks have been collected. Until that condition is met, the doors are visible but impassable. Once the seventh notebook is completed and the escape sequence begins, the player must navigate the red-tinted, chaotic school and reach any one of these four exits to successfully escape and win the game.
- #26Outdoor Area / Yardconstant
Keys: schoolyard, Outdoor, outside, yard
The Outside Yards are visible through the windows of the school but are generally inaccessible to the player in the original Baldi's Basics Classic. They exist primarily as background decoration, serving to emphasize the player's confinement within the schoolhouse.
Appearance: These areas feature a bright cyan-colored sky populated with clouds made of off-white or dark gray spheres. The ground is covered in dark green grass with a fern-like texture. The perimeter is enclosed by light brown or beige picket fences, which are not connected to any walls and stand freely. While there is nothing of importance for the player to interact with, the cheerful, simplistic outdoor scenery contrasts sharply with the terror and claustrophobia of the indoor environment, enhancing the feeling of being trapped.
- #27Getting Caught (Game Over)constantselective
Keys: ruler, caught, notebooks, slap · Secondary: jumpscare, game over, caught, buzz, fidget spinner
This event occurs immediately when Baldi reaches the player, ending the game. The process is sudden and disorienting:
- The Chase Ends: The sound of Baldi's ruler slaps, which has been growing louder and faster, stops abruptly as his model clips into the player's view. His unblinking, smiling face is suddenly inches away, taking up the entire screen.
- The Sound: This is accompanied by a single, extremely LOUD BUZZ or distorted static noise, which acts as the jump scare.
- The Random Image: The screen then cuts to black and flashes one of five random, low-resolution stock images. These include a blue fidget spinner, a glasses case, a pair of pink scissors, a telescope, and a music box.
- Return to Menu: After a moment, the player is sent back to the main menu screen to start over (aka the entrance of the school)
- #28Null (Filename2)constant
Keys: Null, hidden ending, corrupted, black creature, Filename2
Null is a secret, overarching antagonist of the Baldi's Basics series and is not part of the standard Game Over sequence. He is a mysterious, corrupted entity whose presence is hidden throughout the game files.
· Appearance: Null is a glitched and unsettling figure. He most often appears as a nearly invisible, T-posing set of photorealistic clothes (blue jeans and a red T-shirt), hair, eyebrows, and eyes, with no visible body. · Voice: His voice is glitched and broken, sounding like it's being spoken through a damaged radio and constantly interrupted by loud beeps of static. · Role & The "Fidget Spinner" Misconception: Null does not give the player items like a fidget spinner. He is encountered in special endings and secret rooms, where he breaks the fourth wall, speaking directly to the player and begging them to destroy the game. The confusion arises because his T-posing, photorealistic appearance is unnerving, and the "game over" sequence is one of the few places where a fidget spinner is seen, leading many to incorrectly link them.
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