ESCAPE FROM BOYKISSER

ESCAPE FROM BOYKISSER

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ARTI'S ULTIMATE BOYKISSER GUIDE
By Artizap
A complete run-down of both levels, including hand-made maps and screenshots to help.
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Introduction
ESCAPE FROM BOYKISSER is definitely a video game, and I'm here to help you through it.

The goal is simple, escape. Unfortunately, a giant, slimy cat is trying to smooch you. This guide is here to show you all the things I know about this game, with the goal of making your life a little easier.

Let's get started.
Level 1 - Gameplay Loop
The gameplay loop of Level 1 is the same of your typical indie survival horror game. You're placed in a building, and need to use items hidden around to find the exit and escape.
The only issue is that a boyhungry Boykisser is wandering the halls with you, so you need to avoid detection while finding the items you need to escape.
Level 1 - Map

Made by yours truly. ;3
Map includes areas of interest, and all spawn locations of items.
The code numbers have their own section, because it would clutter the map.
Level 1 - Boykisser
The Boykisser is the main threat that will persist you throughout most of your gameplay.


Roaming
The Boykisser spawns in once the valve behind the bathroom has been turned, or if two fuses have been picked up.
His presence is indicated by a slimy sound, and his field of vision is dependent on which way his head is looking. He occasionally stops to look around for a bit.

Chasing
When he spots the player, a slowed down version of Christell - Dubidubidu begins to play. The song stops once The Boykisser loses the player.
He will chase until line of sight is broken for a certain amount of time, so it's best to know the exact layout of the map to lose him efficiently.
The Boykisser is just barely slower than the player, meaning turning tight corners is necessary to lose him. However, this may not work if you let him get too close, as eventually he'll catch up with the player.

Floodlights
The Floodlights are bright, blue lights placed around the map that scare off The Boykisser. They turn on and off at random intervals. A Floodlight will begin to flicker when it's about to run out.
When the Boykisser finds himself near these lights, he will run away. He cannot kill you while running away, and it can end a chase. The Floodlights will not turn on until the Boykisser has spawned.

There are 3 Floodlight spawns, those being in:
  • Bathroom Hallway
  • Forklift Room
  • Office Hallway

Level 1 - Key Items
To progress through the game, there are key items that you need to use. These include:
  • Wrench
  • Key
  • Fire Extinguisher
  • Ladder
  • Flashlight

Wrench
The wrench is used to turn the valve behind the bathroom. This unlocks the key in the toilet.
It has 3 different spawn locations.
  • Forklift Room
  • Kitchen
  • Storage Room


Key
The key is used to unlock the case of the fire extinguisher.
It has 1 spawn location.
  • Bathroom



    Fire Extinguisher
    The fire extinguisher is used to extinguish the fire near the exit. It has 2 different spawn locations.
    • Forklift Room
    • Storage Room


    Ladder
    The ladder is used to reach high fuses.
    It has 3 different spawn locations.
    • Exit Room
    • Spawn
    • Storage Room


    Flashlight
    The flashlight is used to highlight the numbers for the exit code.
    It has 1 spawn location.
    • Office
Level 1 - Fuses
To open the exit, before you put in the code, you need to fix the fusebox to the right of the keypad.


You need two fuses, and two spawn per game.
There are five fuse spawns in total.

Low Fuses
Low fuses are fuses that can be picked up on ground level. These are found in:
  • Bathroom
  • Forklift Room
  • Lounge


High Fuses
High fuses are fuses that require a ladder to reach. They are indicated by a lightning bolt drawn next to them. These are found in:
  • Kitchen
  • Office

Level 1 - Code Numbers
To open the exit, after you fix the fusebox, you need to input a code in a keypad.


Well, how do you get this code, exactly?
In the office, there is a set of 4 images that correlate to certain rooms. These rooms being:
  • Bathroom
  • Forklift Room
  • Lounge
  • Storage Room

The order of the images are randomized each run, and the order of the images correlate to the order of numbers for the code.


To find these numbers, you need to grab the flashlight on the office desk, and locate the rooms. Hidden somewhere in the room is a number, only visible by shining the flashlight on it.

The numbers are randomized, and their locations are different every run.

Here's all the number spawns I managed to find:

Bathroom



Forklift Room



Lounge


Storage Room

Level 1 - Escaping
When you have the code and both fuses, you first need to bring the two fuses to the fusebox.
It's recommended that you drop the fuses by the fire/couch in order to avoid taking a trip to get them back.
Once you've put them both in, the fusebox will stop sparking.

Below is an example of a completed fusebox.


After that, you input the code by hovering your reticle over the desired number and pressing the interact button. You'll know your code is right if you hear a "ding" indicator and the text above the keypad says "CORRECT".

Below is an example of a completed keypad.


When all is said and done, interact with the door, and you've officially escaped Level 1!


Now, you'll get a cutscene, and then it's on to Level 2.
Level 2 - Gameplay Loop
We're at Level 2! But what does that entail?
After a cutscene where you run from The Boykisser, you will find yourself in the corridors of Level 2.


The gameplay loop is similar to that of games such as 'The Exit 8', where you walk through a single corridor with several items placed throughout. You need to memorize the locations of these items, because there is a chance they can change.

If everything seems intact, proceed forwards and enter the door.
If you notice something has changed, turn around and enter the door you came from.

If you walk the wrong direction, then you will be greeted with a padded hallway and a bed with The Boykisser at the end. He will then sprint at full speed and instantly kill you.


As the game starts, in front of you will be a pillar labeled '0'. Room 0 will be your safe area. No anomalies can spawn here, and it is used for the player to learn the locations of every item.


Once you enter the door ahead, the game begins, and you proceed to Room 1.

Level 2 - Map

Made by yours truly. ;3
Map includes general layout of hallway.
Flowers and trees have unique markings because there's so much of them.
Level 2 - Anomalies
This section won't have every anomaly at first, but I'll keep updating it as time goes on as I discover more.

Anomalies are things that have changed from the original layout. When you notice something different from the original layout, turn around and enter the door you came from.

Below will be every anomaly I've found. This will be updated as time goes on.

Every anomaly will have two image examples, on the left will be the original state of the item, and on the right will be the anomaly.

Auditory Anomalies

Auditory anomalies are special anomalies in which certain items will play noise.
These items can include:
  • Bathroom Toilets (Sound of flushing)
  • Gas Tanks (Sound of flowing air)
  • Luggage Crates (Sound of beeping)
  • Microwave (Sound of humming, then microwave beeping)
  • Oil Drum (Sound of tapping on metal)
  • Staff Only Room (Sound of faint footsteps)
  • Water Dispenser (Sound of water)

ACHIEVEMENT - The View
There is a chance a hole in the wall will open up near the entrance with a white passageway at the end.
Getting this anomaly will unlock "The View" achievement.


The giraffe has the chance to have bloodshot red eyes, instead of it's normal eyes.

Camera
The camera has the chance of turning on and looking at you.


Clock
The clock has the chance to begin spinning around.


Error
Error is a special anomaly that spawns in a giant "ERROR" text anywhere in the room.
I still don't know if it has anything to do with the "BLRT" Achievement.


Fish
The fish has the chance to begin to jump up and down with an audible wet slapping sound.


Flower Pots
The flower pot on the coffee table has the chance for its flowers to disappear.


Giraffe
The giraffe has the chance to look at directly at you.


The giraffe has the chance to have bloodshot red eyes, instead of it's normal eyes.


Hammer
The hammer on the oil drum near the entrance has the chance to become a screwdriver.


Room
The room has the chance to be clean, instead of dirty.


Shopping Cart
The shopping cart near the women's bathroom has a chance of pushing itself when you walk past.
(Bonus anomaly: The 'normal' example image has the bathroom sign swap anomaly)


Signs
The Bathroom Signs have a chance of being swapped.


The CCTV Sign has a chance of being inverted.


The No-Smoking Sign has a chance of disappearing. (it happened i swear i still need to get a pic)


The Warning Sign has a chance of being inverted.


The Warning Sign also has a chance of disappearing.

Level 2 - Escaping
To escape, you need to complete 6 Rooms.


Once you complete Room 6, you will be greeted with a long hallway with a glowing green light (and some pretty spooky eyes).

Walk through the hallway, interact with the exit door, and you've successfully ESCAPED FROM BOYKISSER!
15 Comments
Pebby 29 Jul @ 12:10am 
i got the removed no smoking sign if you want it
femboycxrpse♡ 12 Jul @ 12:54pm 
how to get BLRT achievement?
Jesus is coming soon 13 Jun @ 6:34pm 
The smoke sign can also be inverted which counts as an anomaly :WhiteWolfInterset:
baid 6 Jun @ 5:22pm 
The anomaly isnt that the flower pot on the table has no plant, its that all the pots in the level all have no plants. Also the bathroom sign can be inverted in addition to them being swapped
trissiboy462 20 May @ 12:44am 
The flowers of the flower pot next to the hammer disappeared for me which leads me to believe that all of them can disappear
suhar1ck 19 May @ 2:16am 
Hi, I have a picture where the no smoking sign has disappeared. Do you need it?
MikeZ 11 May @ 4:06pm 
I've missed that section. I sometimes wondered why i kept getting the boykisser even after no visual anomalies xD
Artizap  [author] 11 May @ 1:10pm 
yeah i have that listed under auditory anomalies
MikeZ 10 May @ 10:02pm 
If the red cylinder is hissing gas, it's an anomaly
knuxtoast 16 Apr @ 11:12pm 
New anomaly alert! I've discovered one more. This one being the lights on the sides (above the plants) flickering.