Key | Action |
---|---|
Q | Up |
A | Down |
O | Left |
P | Right |
F | Fire |
J | Jump |
W | Write |
S | Sit/stand |
H | Attack |
Caps | Run |
Control | Action |
---|---|
Up | |
Down | |
Left | |
Right | |
Fire | |
Jump | |
Write | |
Sit/stand | |
Attack | |
Run | |
No |
In this arcade adventure game, help Eric steal his report card from the school safe before he gets into trouble. Collect pieces of the safe combination from the school teachers by hitting shields. Guess the History Master's age. Use your catapult. Write on the blackboard. Don't get caught.
The game begins with demo mode active. To exit demo mode, press any key on the keyboard or button on a controller.
After demo mode is exited, a prompt is shown asking if the player wishes to enter their own names. Selecting Yes allows the player to rename characters in the game.
To play the game using a controller without renaming any characters, Press the No button when a prompt is shown asking if you want to enter your own names.
Fire Eric’s catapult using the Fire key. The catapult can be used to hit other students, teachers, and some of the shields placed around the school.
To begin finding the combination to the safe, all of the shields within the school must be hit by Eric or his catapult - some of the shields can be hit by standing on staircases and using the catapult, others require more creative solutions!
Other students can be knocked to the floor by Eric if they are hit. Eric can jump upwards on the spot by pressing the Jump key. When jumping on top of a fallen student or teacher, Eric’s jump height is increased.
Some of the other students also have catapults, and will occasionally punch. If you are hit by another student and fall to the floor, press the Sit/stand key to stand back up.
Hit all of the shields on the walls of the school until they are all flashing, then knock each teacher over to uncover the safe’s combination.
Performing certain actions in front of teachers will get Eric in trouble:
Some of these rules will need to be broken to complete the game - avoid performing these actions in front of teachers, or Eric will be given lines.
When Eric gets in trouble, he is given a number of lines to write in a later detention. If Eric receives over 10,000 lines in total, he is expelled, and the game is over.
The school works on a timetable which requires Eric to be in certain places throughout the day. The time table is shown in sections at the bottom of the screen. Eric should be inside the classroom shown in his timetable - if he is found outside of the classroom by a teacher, he is given more lines.
Eric must find the combination to the Headmaster’s safe, by hitting all of the shields in the school, then knocking each teacher over to receive parts of the combination. Once the full combination is known, Eric can write the combination on a clean blackboard, and attempt to open the safe! If the combination is in the correct order, the safe will open. If the safe doesn’t open, try a different order on another blackboard.
Once the correct combination has been entered, you’ll need to stop all the shields from flashing. Hit all of the shields again to complete the game!
In the role of our hero, Eric (or any other name you decide to call him and the rest of the cast), you know that inside the staffroom safe are kept the school reports. And, being Eric, you realise that you must at all costs remove your report before it comes to the attention of the Headmaster.
The combination to the safe consists of four letters, each master knowing one letter and the Headmaster’s letter always coming first. To get hold of the combination, you first have to hit all the shields hanging on the school walls. Trouble is, this isn’t as easy as it looks. Some of them can be hit by jumping up. Others are more difficult. You could try and hit a shield by bouncing a pellet off a master’s head whilst he is sitting on the ground. Or, being Eric, you may decide to knock over one of the boys and, whilst he’s flattened, clamber up on him so that you can jump higher.
OK. So all the shields are flashing wildly, disorientating the poor masters. Knock them over now and, before they can stop themselves, they’ll reveal their letter of the code. All except for the history master, of course, who because of his great age and poor eyesight can’t be trusted to remember. His letter has been implanted into his mind hypnotically. To make him reveal it, you must find out the year he was born (which, in case you were wondering, changes each game). Then, creep into a room before he gets there and, if the board is clean, write it on the blackboard. When he goes into that room and sees his birthdate he will, as if by post-hypnotic suggestion, give away his letter.
Now that you know all the letters of the combination, all you have to do is work out which order they go in. You know that the Headmaster’s letter is always first, but as for the other three… you’ll just have to try the various possibilities. Find a clean blackboard and write out a combination.
Rush back to the staffroom and jump up to reach the safe with your hand. If nothing happens, then the combination must be wrong, so you’d better find another clean blackboard and try a different one.
With the safe open, your troubles still aren’t over, as the flashing shields are rather a giveaway. To stop them flashing, you now have to hit all of them again.
Done it? Congratulations! You are now allowed, along with all your friends, to move on to the next class at school. But remember, there will be reports at the end of this term…..