Advanced Education with Viktor Strobovski/Game Mechanics

This is a list of *Advanced Education with Viktor Strobovski*'s mechanics.

## Controls

Note: These controls can be changed at any time in the controls menu. The controls shown here are the default controls.

\*\*\*\*To enable teleport mode press the following buttons in this order: forward-slash, asterisk, minus, plus.\* - TheEnigmaticArray\*

## Difficulty Levels

Before starting a game, you can choose a difficulty level. The difficulty mainly affects the difficulty of the questions in notebooks, but other things in general will also be enhanced or buffed.

Some other things that the difficulty level changes are Viktor's speed, the number of notebooks you need to collect before Viktor starts walking quietly, and how much you need to fight in order to escape Mr. Cleany-Clean.

*Puss Mode* is not a true mode - in fact, completing levels in *Puss Mode* have their own achievements and won't unlock the next level. *Puss Mode* is, as said by mrdrnose, a trainer mode that allows you to explore the level without being chased.

**Puss Mode:** Practice mode. All questions in all notebooks are solvable, meaning Viktor doesn't get angry. All items are still present, however doors to some secret areas are locked.
**Easy:** Easy mode. Recommended for new players.
**Normal:** Medium mode.
**Brainiac:** Hard mode. Beating this mode gives the player a special end screen.
Upon starting the level, the player can also choose whether teachers will continue to move while the protagonist is answering notebooks. Note that if the player turns this off, DCoins and Achievements will not be available.

## User Interface

### Main

File:Hud.PNG

1. How many notebooks of each subject you have collected so far. (In later levels, you need to collect multiple notebooks of each subject.)
2. Your inventory. Shows you which items you have at the moment. The selected item will have a red ring around it. It can only hold four items at a time.
3. The offhand slot. Shows which item you are currently holding in your left hand.
4. **Stamina** bar.
5. **Sanity** bar.
6. **Air** bar.
7. **Blood** bar.

### Inventory

File:InvUI.PNG
This menu is accessed by holding down the Tab button.

1. The equip menu. This shows which items you currently have equipped, such as necklaces, goggles, and the artifact belt.
2. The bag. You can store items in here, as long as they don't exceed the weight limit.
3. The belt menu. This will only appear if you have collected the artifact belt. You can store any special item you find in this belt, and transport them between levels. There is also a "Save" button below that saves the belt's current contents.

## Controlling Angell

In this game, you play as Angell. Angell has many different abilities that can be used to help her in different ways. Here are a few:

### Using Items

You can pick up items by pressing E and store them in your inventory. These items can then be selected and used by pressing the Right Mouse Button. Keep in mind that only some items have uses. Also, certain items are on the Head Teacher's blacklist, and if she sees you holding any of these items she will lock all of your items inside the safe and send you to the punishment room.

### Crouching

You can hold Left Control to crouch, and then move to crawl across the ground. This can be used to hide under tables, meaning characters such as Viktor and Mr. Mix cannot reach you. It can also be used to fit through certain secret passageways. While crawling, stamina will decrease, but if it it's empty, you will still be able to crawl.

### Dual Wielding

You can press T at any time to transfer the item you are currently holding to your left hand. This can be used to hold two items at once, essentially giving you another inventory slot. The left hand item can be used if the selected right hand slot is empty.

This mechanic is also necessary to use the needle gun with the needle pack.

### Throwing Items

Any item can be thrown varying distances in front of you. To do this, hold down the R button. While the R button is being held, a circle will appear on the screen. Then, scroll using the Mouse Wheel to change the force of the throw. Once the R button is released, the item will be thrown. This can sometimes be helpful, especially when attacking characters from a distance with muffins, flashes or dust piles.

### Equipment

There are a few items that can be worn, the most notable being the artifact belt. Any equippable item can be picked up and used, causing you to put it on. You can see which items you have currently equipped, and where you've equipped them, by holding Tab. Most equippable items can also be taken off by clicking on them in the equip menu, however the belt cannot be taken off.

### Crafting

In some cases, items can be combined together to make entirely new items, to repair broken items, or to take apart previously crafted items. To do this, open the inventory and press the "Add to craft" button next to any items you wish to combine, then press the "Craft" button above the inventory.

### Jumping

In Alpha 0.16, Angell is now able to jump. This can be done by pressing the Space button. When this is done, Angell will lose stamina, and won't be able to jump without at least 25% stamina. In older versions, you needed to hold space to get power, for about 3 seconds, and in even older versions, about 10 seconds. Jumping also used to require more stamina.

### The Bag

The bag is a mechanic added in Alpha 0.27.0.4. Angell can store an item in here by pressing the "Add to bag" button next to the item. Any items stored inside the bag can be taken out by right clicking the item and pressing either "Add to inventory" or "Drop item". However, the bag has a weight limit of 1500, so the player cannot add any items that would exceed this limit.

## Vital Bars

Vital bars are special meters that communicate certain information about Angell. You should always keep an eye on these bars, as they can greatly affect Angell's health and vulnerability.

### Stamina

File:BarStamina.PNG
**Stamina** is the most notable of all the vital bars. It appears as a green bar in the bottom left corner of the screen.

It acts as an indicator of how much "energy" Angell has left. While Angell is running, jumping, or doing any other action that would require physical strain, the stamina bar will decrease accordingly. If the stamina bar runs out, the protagonist will no longer be able to perform any of these actions. While the protagonist is standing still, however, the stamina bar will slowly recover.

The lower the stamina bar is, the slower the protagonist will walk or run, although it is not affected by much.

Stamina can also be recovered, either partly or fully, by eating food items such as chocolate or chips. Certain food items will also keep the stamina bar at its maximum for a certain amount of time, allowing for infinite running and jumping within that period of time.

In this game, there are a few other ways to recover stamina:

* Using a green needle will boost stamina for a while.
* Holding an impetuosity gem or wearing a stamina necklace will constantly regenerate the stamina bar.
* In certain stressful situations, the protagonist will experience an adrenaline rush, which keeps their stamina at its maximum infinitely.

### Sanity

File:BarSanity.PNG
**Sanity** is another extremely important vital bar. It is shown as a red bar at the bottom of the screen. The purpose of the sanity bar can be difficult to figure out at first, but in certain situations it can become extremely important.

Initially, the sanity bar is at maximum. It decreases when Angell looks at certain things that would generally be disturbing or traumatizing to humans. This includes many characters, like Grandma, Puppet, Kostyan, and Followers. Some objects and items can also decrease sanity, like the deadly painting, the appeasement gem and dead tarwill eggs.

The lower the sanity bar is, the more "unstable" Angell gets. This means that Angell will begin to stumble, shake, switch inventory slots randomly and sometimes drop items. At a certain level, a loud screeching sound will start to drown out all other sounds. If her sanity bar is empty, she will become basically uncontrollable.

Sanity recovers constantly, although it is at a very slow rate. There are multiple faster and more efficient ways to regain sanity, however.

* By breathing in for about a second, then breathing out again. If this is done repeatedly it can recover a large amount of sanity, though it takes up some time.
	+ In the med rooms, as well as some other areas, pills can be found, either individually or in packs of up to 6. When Angell takes one of these pills, her sanity bar will be set to maximum for a limited amount of time. This can be very effective, although it can be difficult to use when the sanity bar is too low, as due to the effects of low sanity Angell may drop the pill instead of taking it. If another pill is used while a pill's effect is active, the sanity will drop to zero once the effect ends.
* If Angell manages to find a medical syringe containing a blue liquid, she can inject it in order to have unlimited sanity for 120 seconds.
* With the sanity necklace. This item constantly recovers sanity at a fast rate and doesn't take up any inventory space, but it is very difficult to obtain.

In older versions, losing sanity didn't have any effects, apart from causing the screen to shake slightly. However, if the sanity bar ran out, Angell would die. This system was removed in 0.13 and replaced with the current system.

### Air

File:BarAir.PNG
**Air** is the least important vital bar. It is shown as a bright blue bar at the bottom right corner of the screen.

Air is a way of indicating how much air Angell has in her lungs. Usually it is full, but Angell can hold her breath by pressing a certain button (C by default), which decreases the bar at a constant rate. Once she stops holding her breath, she will breathe out again, and the bar will refill quickly. If Angell holds her breath until the air bar runs out, she will begin to cough, and the air bar will begin to refill again at its normal rate, meaning Angell can't commit suicide by holding her breath.

If Angell's sanity bar is low, she can recover it by breathing in and out repeatedly. However, apart from this, the player hardly ever has to pay attention to this bar.

There are a few situations in which the air bar is important, however:

* If Angell is wearing the Gas mask, it becomes much harder for her to breathe, which causes the air bar to constantly decrease.
* If Angell is in an uninsulated area containing rotten items, such as Mr. Mix's fridge, her air bar will decrease.
* When Angell is facing the Antibreather, the air bar is extremely important. If the Antibreather sees Angell and she isn't holding her breath, it will charge towards her and kill her.

If Angell is suffocated (meaning, if her air bar runs out and she is physically incapable of recovering it), she will die.

### Blood

File:BarBlood.PNG**Blood** is an important vital bar that was added in Alpha 0.15. It appears as a small vial of blood on the right-hand side of the screen.

This can be considered a "health bar" of sorts. The blood bar stays full for most of the game, however if the "blood loss" effect is inflicted upon Angell, it will begin to go down.

Blood loss can be caused in many ways:

* Some characters, such as Konstantin XI or Nobses, can bite or claw at the protagonist.
* Injecting any kind of syringe will cause minor blood loss.
* If Angell steps on a bear trap or spike trap, blood loss will occur.
* If Angell falls from a distance and doesn't die on impact, blood loss may occur.
* Caustic gas emitted from a bottle of acid will dissolve Angell's skin, causing extreme blood loss.
* A curative gem causes blood loss either when held, or when Angell is near it.

The lower Angell's blood meter is, the more nauseous she will become. This mainly means that her vision will become slightly darker (in older versions, also blurry), and she will start to wobble uncontrollably. It also means drops of blood will fall onto the floor, although they serve no purpose other than decoration.

If given enough time, Angell will eventually recover from blood loss herself, and regenerate any blood she lost because of it. If necessary, though, there are a few items that can be used to speed up the process. These include patches, bandages and syringes filled with panacea. There are also some ways to increase the maximum amount of blood Angell can have, like the immortality necklace and gamma radiation.

If the blood bar runs out completely, Angell will die.

(If a necrotoxin is injected into Angell's bloodstream and she survives, it will turn her blood into necrotic blood. This doesn't do anything apart from turn her blood a dark black color.)

### Energy

File:Nrg.png
**Energy** is a vital bar that only appears in the untitled10 mini-game. It acts as the health bar; when Angell is damaged by a Bacteriophage, the energy bar will decrease. This bar can be refilled by collecting the lightning bolt powerups that sometimes spawn at the centre of the level.

## Status effects

In certain situations, status effects may be inflicted upon Angell. These effects can either be beneficial or detrimental to the protagonist's health.

## Deaths

There are a number of ways that Angell can die. If any of these occur, the game will end and the player will be taken to a "game over" screen.

### Caused by characters

Viktor Strobovski catching the player while in his angered state.Laura's final punishment.Mr. Mix throwing the protagonist into the cauldron.Marzia V. catching the protagonist while angered.Phonty-Phonograph catching the protagonist after his record finishes playing.Konstantin XI biting the protagonist to death.Doggos snapping the protagonist's neck.Antibreather slitting the protagonist's throat.Alice Freudenmacher catching the protagonist after she has been possessed by Tiara.
### Caused by the environment

Suffocation, due to continued exposure to gases produced by rotten items such as Hamon.A stroke, caused by asking Torus to kill you, or from holding an appeasement gem for too long.Exposure to deadly radiation from objects such as Uranium 235.Caustic gas produced by the acid bottle.Fall damage, due to the protagonist falling from a height.
### Miscellaneous

Blood loss (if the blood bar runs out)Injecting a necrotoxin into the bloodstream.
## The School

Here are a few helpful things to know about how the school and its inhabitants work:

### Rules

In the starting room, you can find a plaque listing the school's rules. If you break any of these rules while the Head Teacher is looking, she will chase you and lock you in the punishment room for a certain amount of time. If you get sent to the punishment room for the 5th time, she will get angry and use the level's punishment device (either the Cauldron or the Iron rod) to kill you.

The rules are as follows:

* No running in the corridor during the lesson time, or in the classes.
* No eating food during the lesson time, or in the classes.
* No drinking in school during the lesson time, or in the classes.
* No littering (a.k.a. dropping items on the ground, removed in 0.27.0.4)
* No holding blacklisted items.
* No entering "Staff Only" or "Do Not Enter" rooms.
* No leaving the punishment room while the timer is still going.
* No setting off alarm clocks in school (removed).

One of the rules is blacked out. It's unknown why this was blacked out or what it even was.

### Bell Times

 File:Bell2.PNG  It's often hard to notice this, but the school actually alternates regularly between "lesson time" and "break time". You can tell when it's alternating by the sound of a the school bell ringing. In "lesson time", the bell will ring at a lower pitch, and you won't be allowed to run, eat, or drink in the corridors, and the Head Teacher will send you to the punishment room if she sees you doing any of those things. In "break time", the bell will ring at a higher pitch, and those actions will no longer be prohibited, meaning you can run in the corridors all you like until it's lesson time again. Keep in mind that in break time, all rules apart from those three still apply everywhere in school.

### Transit Doors

There are a few doors in the school, called "transit doors", that have unique and somewhat supernatural properties. When you walk through one of them, you will be greeted by a small, starry area with another door on the other side. You can then walk through that door, and when you do, you will be teleported back to the starting room. This can be used to quickly move from one part of the level to the other. However, there is an actual use for these doors later in the game. (See Rusty knife for more info, but if you have not discovered this yet, please don't read it as it gives away some very major secrets.)

## DCoins

    DCoins are Advanced Education with Viktor Strobovski's main currency. They can be used in the Store to buy items, hints and bonus levels.

There are numerous ways to obtain DCoins:

* They can sometimes be found around the level, either on the ground, behind paintings or inside urns.
* Answering all questions correctly on a notebook will grant a varying amount of DCoins, depending on the level and difficulty.
* Collecting achievements will usually grant between 5 to 30 DCoins, although some achievements can grant more.
* Completing any main level will grant some DCoins.

## See Also

* Math Level
* Language Level
* History Level
* Panacea PAP Station

ja:ゲームの仕組み