Gameover Screen

**Gameover Screens** are events in Around The Clock at Bikini Bottom. They occur if the player dies or fails an objective, they usually feature a drawing of whatever threat it is that killed them or caused them to fail an objective with advice on how to avoid this fate next time.

## How they work

Once the player is jumpscared and killed by an enemy, the screen transitions into bubbles, and the player is brought on the Gameover Screen. It features the artwork of the enemy who killed them with the words "GAME OVER" at the bottom. It then features a hint on how to avoid the enemy. Then, the player is given a chance to restart from the previous checkpoint they gotten to, restart the level entirely, or exit. The background is blueish-blackish, although some enemies will cover the background.

For failed Objective Screens, the background is reddish-blackish, intense hostile music plays, and the word is "YOU FAILED". The Overlord's Gameover Screen also has a red background, but the normal "GAME OVER" word is used, and the regular game over theme is used.

In SpongeBob's Pineapple and Industrial Park, DoodleBob and the Plankton Clone will taunt the player for dying.

In Patrick's Rock, Prowler Patrick and the Shadow Spawn's Gameover Screens have no background.

In Mrs. Puff's Boating School, the Gameover Screen is unique as it features SpongeBob's dismembered body.

## List of Gameover Screen Hints

**Tutorial**

* If you've been caught, try to outrun your pursuer; they'll eventually lose interest!
* Use large patches of kelp to remain hidden from nearby enemies.

**Glove World**

* Keep an eye out for any pinkies joyriding in roller coaster carts.
* Keep an eye out for any potential shortcuts to close the distance between you and Left Glovey!
* Left Glovey loves surprises! Be sure to spot him before he can give you the surprise.
* Right Glovey is shy, so keep eye contact with her as often as possible.
* The Red Menaces will drop down from above when a pressure pad is triggered; when released, you're simply doomed.
* Clamu will wake up and defend her children if you attempt to sprint in her room.
* Unless you want to fry, stay away from malfunctioning fish motifs' exposed wiring.

**3451 Anchor Way**

* When Pearl is fully awakened, stay out of her line of sight until she falls back asleep.
* When Pearl hops out of bed, she causes certain floorboards to jut out. Keep an eye out for these creaky boards.
* If the Pinkie's close enough, it'll zap you and thus, wake Pearl up.
* Try using the Mayo Minigun to blast her to smithereens before she gets you.

**Squidward's Monument**

* Evade Big Lenny's big jolt of electricity when he spots you!
* Big Lenny is sluggish, but that doesn't mean he's not attentive.
* The elevator is a good method of escape in the worst case scenario

**SpongeBob's Pineapple**

* Stick to the shadows to go unnoticed by DoodleBob, but avoid bumping into him.
* DoodleBob will catch you in no time if you're discovered, so be extremely careful.
* No matter what, DoodleBob will rush to the aid of Squid Drawing if he's injured.
* Gary will become startled, alerting DoodleBob to your location. Reach the front door before he catches you!
* Doodle Patrick may attempt to trick you, so make sure to watch that he's gone before proceeding.
* Doodle Patrick's a sly seastar, so take note of his ceiling markings to know where he can ambush you.

**Patrick's Rock**

* Prowler Patrick will always stalk his prey...
* The exit you seek may not always be in the Same location.
* Don't be afraid to Stare down Prowler Patrick's shadow spawn to Scare them off.
* The shadow spawn come in waves, so be observant and listen for movement.
* Prowler Patrick will lunge at you if he's close enough, so keep your distance at all costs.
* Prowlers are masters of the art of ambush; be on your guard as you hurriedly move through the area.
* Prowlers are transparent tricksters, so keep your eyes and ears about you.
* Be careful where you step!
* You need to make it to the escape exit before the Prowler fully consumes you.

**Tentacle Acres**

* The Nestler's pretty sloppy when digging towards their prey, so listen for burrowing.
* When the guards have been alerted, they'll sic worms on you to finish the job.
* Avoid approaching Squid Guards who have worms, since they'll be able to sense you nearly.
* Use vases scattered around the garden to draw the attention of nearby guards.
* When a Squid Guard has been distracted, they'll investigate their immediate surroundings; time your movement to avoid being discovered.
* Study the guards patrol routes before telling Patrick to move in a specific direction.
* Remember that you can instruct Patrick to hide in a bush if guards are closing in!
* Escape the surveillance area while dodging any threats that'll cross your path!
* Try to keep moving before Iron Dogfish catches up to you!
* Once Iron Dogfish calms down; Patrick will have some spare mayo for you to chuck at the cloned hound.
* Iron Dogfish will fling rocks into the air, dodge the incoring hail of debris!
* Try to avoid approaching the mermutt, unless you’re into being a clones chew toy.
* Iron Dogfish's tailfin is pretty strong, being able to chuck boulders down the lane; make sure you stay mobile to avoid them!
* Try finding a better hiding spot next time, Squid.

**Barg'N-Mart**

* Bumping into clones will raise your suspicion level; be on the lookout for passersby!
* If you want to buy the mayo, you'll need to avoid raising suspicion as you plunder for cash.
* Bumping into cloned children causes them to cry out, immediately alerting the store.
* Patrolling officers will tail you if they notice something's off, so it's best to keep out of sight.
* Shelf-stocking employees will tail you if they notice something's off, so it's best to keep out of sight.
* Officers are faster than your average fish, so stay alert if things go awry.

**Mrs. Puff's Boating School**

* Avoid the lighthouse searchlight, unless you want to disturb the slumber of a sensitive hive.
* The key is located within one of a few specially marked boatmobile trucks.
* Anglers are dim, buying you time to duck into cover if you've been noticed.
* When caught by the Belcher's tongue, struggle to release yourself before the Puff clone arrives.
* You can't rescue the students until you find the janitor's key.

**Goofy Goobers**

* Look up before proceeding in order to avoid being caught by a poised Belcher.
* Wait until you hear a chuckle, then check your surroundings for any signs of the suit.
* The suited Prowler will retreat when blinded by your clam cam.
* The more you provoke the suited Prowler, the swifter it'll become when pursuing you.
* The suit will begin stalking from the front door, and slowly make his way towards you while invisible; he'll only reveal himself when he can see you!
* When blinded by a Clam Cam, Alphas will be stunned for a short period of time or blindly run about.
* Don't approach a Volter who's popped out of their hiding spot, or else they'll slash you with their lethal stingers.
* When you clog a hive with mayo, it will eventually rupture, and Jelliens will begin to swarm the building.
* Volters are immune to the blinding effects of your camera.
* Belchers are immune to the blinding effects of your camera.

**The Mermalair**

* Be cautious; not every jellien's out to simply halt your progress.
* Be careful where you step!
* Being trapped in an Alpha's goo puddle is a one-way ticket to your demise, especially while being chased.
* Blue is safe, yellow is a warning and red means death. Evisceration to be exact.
* Check the pattern of the disco floor and the beat being played before proceeding, or else you'll be burned alive.
* Time your jumps over the energy beams to avoid being fried.
* Despite being clones, Mermaid Man and Barnacle Boy are still old coots at heart; you can easily outrun them as long as they don't corner you.
* Use the Mermalair's kelp patches and rock cubbies to hide from enemies!

**Industrial Park**

* Anglers are dim, buying you time to duck into cover if you've been noticed.
* It's generally a good idea to avoid falling into pools of radioactive goo... just saying.
* Red Menaces are easily coaxed, allowing you to lure them away from your objective.
* Try to avoid staying near a mayo tower that has been struck by Plankton. It may explode, y'know?
* Be careful where you step!
* Wait for the satellite ray to enter it's cooldown phase before proceeding.
* Stay away from Plankton's acidic belch bubbles!
* Keep moving to avoid thrown boatmobiles!
* Duck down to avoid Plankton's laser sweep!

**Krusty Krab**

* Listen for knocking on the office hatch to know if the Hash-Slinging Slasher clone is attempting to get in.
* Listen for tapping on the bathroom window to know if the Hash-Slinging Slasher clone is attempting to get in.
* Listen for pounding on the back door to know if the Hash-Slinging Slasher clone is attempting to get in.
* Listen for a scratch on the front door to know if the Hash-Slinging Slasher clone is attempting to get in.
* Be sure to lure the Prowler away from tight areas, or spots with deadends.
* Manage the clam torch's burnout time so you can keep track of the Flying Dutchman.

**Larry's Gym**

* Boxing Menaces' tentacles are stronger than your average Red Menace, making them efficient at taking down their prey.
* Larry will investigate various rooms for anyone who knocks on his door, allowing you time to explore the office before he returns.
* I'd recommend running to the front door and getting out before Larry catches you. It's just a thought...
* Anglers are dim, so it'll take a second before they realize what they're looking at.
* Try finding a better hiding spot next time, Sponge.

**Jellyfish Fields**

* Run back and take cover if Pinkies are blocking your chance of outrunning Prince Jellien's ambush.
* Patrick can't swim if he's got a hefty tub of mayo in his arms, not to mention he can't swim to begin with.
* Prince Jellien will slowly hover after you, confident that his minions can close the distance.
* Be cautious; not every Jellien's out to simply halt your progress.
* Prowlers are cunning, so you may have to spot and juke them before they get a chance to attack you.
* Look up before proceeding in order to avoid being caught by a poised Belcher.
* Being coated in goo from Squirter and Alpha Jelliens allows other threats to approach you undetected.
* Mind your head; nasty ol' Alpha Jelliens are hurling boulders at you, so be sure to steer clear when they come barreling down!
* Space yourself From Bessy as much as possible, until she charges at you.
* Don't approach a Volter who's popped out of their hiding spot, or else they'll slash you with their lethal stingers.

**Goo Lagoon**

* Avoid crossing into Nestler territory by staying behind the bamboo struts.
* You can hide in large clumps of kelp to avoid threatening Jelliens.
* Chucking pebbles at most Jelliens will either draw their attention towards you, or stun them momentarily.
* You can knock an alarmed Alpha out if you hit them with a pebble.
* Anglers will only be fooled if you don an appropriate disguise.
* Take advantage of Dennis' cockiness and outrun him; beware of ambushes!
* Try to escape before the flames consume you!

**Sandy's Treedome**

* Being within close proximity to Sandy's bedroom, running is very noisy and can wake her up instantly.
* Watch where you step; fallen tree branches litter the ground, and can wake Sandy up upon being stepped on.
* Nutalarm 1000 will track you down until his prime directive of waking you up has been fulfilled.
* Nutalarm 1000 will eventually tail behind you when entering Sandy's tree; be aware of potential escape routes if it corners you.
* The immense snowfall will stall the treads of Nutalarm 1000, but it can adapt by burrowing to keep pace.

**???**

* The Jelliens won't let up, only growing more desperate; protect Patrick at all costs!
* Pay attention as some Jelliens aren't after Patrick; prioritize the Jellien swarms.
* What were you expecting? Fanfare and some confetti? A clamsicle, perhaps?
* Listen for the rumbling sands, then flash the clam cam at the source to scare it off!
* The Parasitic Worm's a hunter at heart; use the clam cam to reveal her position.
* When you catch a glimpse of the Parasitic Worm, be sure to carefully walk around her.
* Flashing the Parasitic Worm in very close range, or walking in darkness for a while, is extremely risky.
* The Overlord's projectiles are tricky to avoid, keep moving and you'll be A-okay!
* Once your guitar fully charges, blast the Overlord at any point to damage him!

**Starfishman Sections**

* Avoid blocking for extended periods of time in order to conserve POW! power.
* Watch your step!
* Move around as often as possible to evade incoming attacks!
* Look out for the vulnerability over an enemy's head; that's your chance to strike!
* Manage your POW! power to ensure you don't run out of stamina.
* Move around as often as possible to evade incoming attacks.

## Trivia

* The gameover screens in Glove World are accompanied with a strange laughter, possibly from Left or Right Glovey.
* There is a glitch where the Clam Cam sometimes remains on screen after dying in ???.
* DoodleBob and Jellien Plankton are the only enemies that speak to you in the gameover screen.

## Gallery

Big Lenny's gameover screen.The gameover screen if the player fails to keep up with Left Glovey in Glove World.Left Glovey's gameover screen.Right Glovey's gameover screen.Red Menace's gameover screen in Glove World.Clamu's gameover screen.The Fish Motif's gameover screen in Glove World.The Pearl Clone's gameover screen.The gameover screen if the player steps on a creaky floorboard in 3451 Anchor Way.Gameover screen if the player is shocked by a Pinkie in 3451 Anchor Way.DoodleBob's gameover screen.Doodle Patrick's gameover screen.Prowler Patrick's gameover screen.Shadow Spawn's gameover screen.A Prowler's gameover screen.Gameover screen if the player falls off the map.gameover screen if the player fails a Starfishman segment.Berry's gameover screen.A Nestler's gameover screen.A Jellien Worm's gameover screen.A Squid Guard's gameover screen.Gameover screen if Patrick is caught during the Survey the Seastar mission.The Iron Dogfish's gameover screen.Gameover screen if the player is killed by a Jellien Customer or Clerk after filling the suspicion meter.An Angler's gameover screen.The Mrs. Puff Clone's gameover screen.A Belcher's gameover screen.The Suit's gameover screen.An Alpha's gameover screen.A Volter's gameover screen.Alternate gameover screen if the player falls off the map.Gameover screen if the player steps on the red disco floor or walks into the lasers in The Mermalair.Jellien Mermaid Man and Barnacle Boy gameover screen.Gameover screen if you fall in toxic waste.Jellien Plankton's gameover screen.Jellien Hash-Slinging Slasher gameover screen.The Flying Dutchman's gameover screen.A Boxing Menace's gameover screen.The Larry the Lobster Clone's gameover screen.Gameover screen if the player is crushed by boulders in Jellyfish Fields.Jellien Prince's gameover screen.Gameover screen if Patrick falls into goo.A Blue Alpha's gameover screen.Gameover screen if the player is killed by the Dennis Clone.Gameover Screen if the player fails to escape the Salty Spitoon as it burns down.Hibernating Sandy's gameover screen.Gameover screen if Patrick dies in ??? in the Krusty Krab segment in phase 1.Gameover Screen if Mr. Krabs dies in phase 2 or above in the Kruty Krab segment in???.The Alaskan Bull Worm's gameover screen.Parasitic Worm's gameover screen.The Overlord's gameover screen.