Late Homework | 遅れた宿題

Late Homework | 遅れた宿題

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Late Homework walkthrough for people like me who get scared
由 Mítsuki 制作
This is my first guide ever. I loved this game, reminded me of the rpgmaker horror games back in the day but with the old PlayStation medium. I just got stuck running in circles a few times so I wanted to make a guide for me to replay and for anyone on steam to be able to check if they get stuck. I am not a completionist and this is not an achievement guide. Just how to get through the game with all 10/10 assignments. Anyone is welcome to improve upon this walkthrough or make a more complete guide using this material. I wrote it on my notes app (added spoiler text) so no cool formatting here. I do not have information on how to get good final grades.
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PROLOGUE: Entering the main school building
First off you can examine a couple of vending machines. One has a key inside, but we can’t get it yet. There’s a dumpster with nothing useful. Keep moving for short cutscene time.

School gates are locked obvi. To the left you can only examine the shrubbery. To the right you can move a dumpster to open a path. You’ll be in some sort of parking lot now. There’s a red car with the front passenger door open.

Examine the car to see a newspaper clipping of a missing girl, Mitsuki. It tells you to call the hotline 555-6545 if you have any information. Leave the car area.

You’ll see a school bus. Keep walking and you’ll see some phone booths. Interact to get -4339, and the clue that a coin was dropped in the bathroom.

Approach the school buses and enter the one with the door open. (You just walk into it, no command needed to get inside. Make sure the character is facing the entrance properly.) There’ll be a rusty key in the back seat. Take it. Exit the bus.

Use your key on the gate padlock. Go through the door. It’ll be dark but don’t worry, you’re fine.

Go down this new road and reach a yellow call box covered in razor wire. Can’t solve this yet. To the left there’s a door with a broken lock.

Go down the road to the right of the yellow call box. There’ll be a bulletin board. Examine it then keep going down this road with the flyer-littered fences. Go through the gate.

You’ll reach a more open area with a garbage bin fire in the middle, and some pulsing meat with flies. There’s a locked supply closet. To the right of the fire there’s a dumpster you can move to open the way to the bathroom.

Explore the bathroom. There’s some neon slime leaking from the shower and down the drain. Can’t get the shiny item yet. Examine the sink to get a key. With this we can head back outside the bathroom and to the door marked supply closet.

Enter the newly opened supply closet. There’s Gross Junk everywhere. There’s a blocked door that can never be opened so stop thinking about it. Look at the numbers on the wall: 945-. Get the shiny key on the cardboard box. Leave the supply closet.

Back in the open area with the garbage bin fire, look to the right of the bathroom. Walk closer and interact with the white van at the end. Open the van with your new key to get wire snips.

Go back all the way to the yellow call box (past the road with the missing person posters). Cut the wire with the wire snips. Time to use the phone.
If you call the hotline, you get weird static and noises of people speaking and some beeping.
For the Wrong Number achievement:
Hint 1: You cannot know it from playing the game alone.
Hint 2: It's related to a real life person involved in the game.
Answer: Call 5121985. Seems that is Vinesauce's birth date. Also you get a Mushroom costume.
The right answer is to combine the numbers on the supply closet wall and the numbers from the phone book to get 945-4339. The call box will explode but we’re fine. Examine the exploded call box to get a magnet.

Go down the road with the missing person posters and past the gates to reach the bathroom again. Examine the drain to retrieve the shiny object. It’s a 50 yen coin. Remember the vending machine way back at the start? Let’s go back.

Oh no, sinkholes! Let’s keep moving. Keep going past the yellow call box until you find the newly formed sinkhole. Luckily there’s a lamp post to the right of the sinkhole that we can push. Cross this new bridge and go through the wooden fenced gate back to the parking lot.

Yikes. Whatever. Walk between the school buses to watch the one on the left get taken by the sinkhole. Keep walking to go around the remaining school bus, to the right. The red car with the newspaper has been overtaken by the Sinkhole. Keep moving to the next area.

Oh no. Scary. Keep moving. We’re back at the school’s main entrance but… a glowing pentagram? Nah ok we still need the vending machine. Focus. Go outside the metal gates and to the vending machine to get your key. Nice of them to label it. Now we can go back through the metal wire gate and finally enter the school.


PROLOGUE END

PART 1: Opening the hallway
Explore the school’s entry hall, with Fushigina システム (System) encircled in the middle. There’s locked doors to the left and right of the reception desk. Check the bulletin board to the right of the shutters to collect our handy map. The map will continue updating with new information so keep checking it as you discover new areas. To the left is a glowing vending machine, very safe and harmless. we’d love a drink rn. Behind the receptionist counter is… oh right, we were collecting our assignments. So that’s assignment 1/10. There’s some monitors on the reception desk. Only one is turned on.

Interact with the blue monitor. Read the emails for story clues and hints. There’s a locked folder labeled “cute pics”, the passcode requiring a series of symbols. The folder codes.txt is also password locked, and requires a six-digit passcode. Access denied for system admin and front gate access. The file Event00537 opens a looking video file of clues and symbols. The folder "cute pics" is optional and can be solved with our current information, the solution explained in this other discussion post. Clicking on the supply room access icon opens the previously locked door next to the drinks vending machine.

New room! This one is completely in first person perspective. Guess we dropped another assignment here so that’s 2/10. Canned food and water, delicious water yet Haneko still chooses dehydration. Further in the room you’ll see a desk with a lit computer monitor. Checking it allows you to unlock the other door in the entry hall, to the right of the reception desk. The computer shuts down. To the left by a row of lockers is a TV monitor. Examine it to turn it on. (This will be your spawn spot if you die from here on and still have lives left.)

Go back to the entry hall. Check the map before you head through the newly opened door to the hallways.
PART 2: Getting into the Courtyard
The goal now is to explore the rest of the map and find a way to get into the courtyard, the big square in the middle, and gather necessary assignment pages in the process. You should have 2/10 so far. Most doors will be locked, but it's still good to check them, once you click on them they’ll be marked on the map.

From now on, the creature can kill you in the hallways. Be wary of the sound of breathing and the screen and colors glitching out. The creature roams the hallways in patterns I have not figured out but might be either clockwise or counterclockwise. To escape it, simply enter any room that isn’t the hallway.

The first item we need is in the day room at the north. Only the right door of the room can be opened. Make your way to the day room through the east side (possible refuges: classroom, ISS Room) or the west (possible refuge: science lab). Remember to touch any doors or gates if you want them marked on the map.

Once in the day room… an apparition? Um but my homework. Let’s keep looking. Interact with the bookshelves, the mattresses. Head further into the room to find diary entry 5. Walk past the gross beds and follow the bookshelf path to a stepladder. It’s ours now.

The next stop is the science lab. Either go directly to the science lab from the day room, or go back clockwise, whichever way avoids the monster.

We should be in the science lab. There’s assignment 3/10. Also diary entry 1. Further down there’s a glowing beaker. Let’s set the stepladder down and grab it. Acid! Now we can enter the courtyard.

Sadly, the west entrance to the courtyard is locked. Go to the east entrance of the courtyard, the one blocked by a wall of meat, and pour the newly acquired acid on it. Into the courtyard now.
PART 3: Solving the Courtyard
Make your way to the center of the courtyard and read the plaque. Press the button. All four ground buttons on the four corners of the courtyard are accessible by navigating the maze. The one on the north-west is reached by using a wooden plank as a ramp and falling directly on the button.

Inside the maze you fill find assignments 4/10, 5/10, 6/10, and 7/10. There’s also diary 4 on a bench by the center-west side.

When all ground buttons have been pressed, the fountain statue will descend and give you a key to the boys bathroom. That’s our next stop.

Once in the boy’s bathroom, check the item protruding from the mirror and get the screwdriver. Read the numbers on the mirror. They are randomly generated per playthrough and will reset if you lose all 3 lives and start from the entrance hall again.

We’ll want to go to the janitor closet, which is marked on the map as locker room. With the screwdriver you can remove the boards blocking it.

Explore the new room. You can examine an open locker glowing red for story clues. Can’t get the hammer yet. The bulletin board has a note by the janitor about the continued graffiti in the boys bathroom. Next to it is a locked door with a keypad. Input the code from the mirror .

In this next room we’ll find a key to the girl’s bathroom at the furthest point. There’s also a pry bar but we “don’t need that”. Once you grab the key, the lights go out and the door is locked. Check on the door, then go back and get the pry bar we needed after all. Next stop, girl’s bathroom.

The girl’s bathroom contains diary 3 on the sink counter. Next are the stalls. You can knock on all of them but only the leftmost does anything. Grab the orb. You have to.

Now we return to the courtyard and put the orb in its rightful place, at the center of the courtyard in the indentation of the plaque. We got a world history book. Come to think of it, there was that one bookshelf….
PART 4: Unlocking the Counselor's Office
Next stop, the bookshelf in the day room. Once at the day room, interact with the bookshelf to the right side of the room and reveal a door behind a curtain. Head inside.

New safe room! This is where you’ll respawn if you’re killed again. To do this, activate the TV at the deepest part of the room. You will also find an individual blood stained VHS tape to the left of this TV. Grabbing it triggers another sinkhole. Beware, changes to the terrain have occurred.

Exit to the hallway again. Oh look, assignment 8/10 can now be reached at the bottom left corner of the map! Don't forget about the creature though. It’s time to enter the classroom by the entrance hall, that should be marked with a TV symbol if you’ve entered it before. Insert the VHS tape into the TV slot. Watch the tape (easier with first person view).

When you approach the safe again, the world map covering the board should be gone, revealing letters and numbers. You have the necessary clues to open the safe.

Hint: watch the video and write down the titles.
Hint 2: the code is 6 digits
Answer: The first letter of all titles combined spell out HAMMER. Match the letters with the numbers on the board. This passcode will be randomized and if you get game over you will have a different sequence of numbers even if the word is always HAMMER. This means in every playthrough you need the VHS tape to reveal the blackboard with the numbers.

We got the emergency key! Let’s leave. We didn’t need that TV anyway. Next stop, locker room.

We can get the sledgehammer now! Perfect. Remember that room with the draft and the squelching….?

Back to the ISS room. Break the wall. New room, boiler room! You’ll see white steam blocking the way. There are three valves to the left, and to the right we have an open notebook. Read the notebook. Solve the valves.

Hint: check the options when you interact with the valves.
Hint: notice any shared words with the notebook?

Answer: middle, left, right, middle, right.

we got a stone slab called the prisoner’s placard. It was hovering over the red glowing summoning symbol, we’ve seen that before. Now we can get to the counselor’s office.
PART 5: Moment of Truth
It's time to enter the Guidance Counselor's Office. Diary 6 is here, bloodstained on the floor to the right of the door. Another homework assignment is here, but behind a wired fence that we can't reach. There’s metal bars blocking the way opposite to the entrance door. To the right of the metal bars is another shelf. Move it to reveal a lever. Pull the lever.

Oh we’re going downstairs now, fun. Diary 7 is here on the stairs. We must continue to descend despite the horrors. Nothing will attack you. Reach the bottom of the stairs for diary entry 8. Head further into the room and get ready to open the curtains.

…oh no…
There’s a new diary entry, not numbered. Walk past the hanging body to enter a new disgusting room. Your homework assignment 9/10 is there. Grab it and leave to watch a cutscene. We still have one more assignment to grab, back up the creepy stairs! Wait, there’s a purple door now. Check it out.

Go back to the hanging body. Looks like she was kind enough to pick herself up and leave behind a key, the Key of Salvation. You don’t have to tell me twice.

Exit through the purple door. The stairs aren’t there, but instead a new room. To the left is the word FAILED on the wall in big bloody letters. To the right is a chair with a faculty ID badge. Grab it. Grab your last assignment, 10/10. Next to the door, there’s a bulletin board with a newspaper clipping. Read it for story clues. Leave.

We can escape the school now. We have everything we need. Notice many routes have changed in your map. When the creature is close, the screen will lose color and go greyscale. It did not attack or chase me but I don't know for certain if it can kill you. See a question mark on the map inside the courtyard? That's new. Let’s check it out for story clues and hints. The courtyard is bright now, how long have we been in the school? Turns out there’s a police report on the bench. On the last page is a password. Write it down for later.

Go back to the entrance hall. You can enter most rooms but there’s nothing in them anyway. They look different and the areas you interacted with are closed off behind police tape. They won’t let you use the stairwell shortcuts so you have to walk the long way around.

Nothing to do in the entrance hall except interact with the lit computer. You can solve everything on it now. Your mandatory objective is to open the front gate, which you can do with your ID badge and password, another 6 letter combination.
Hint: what six-letter words have we read recently?
Hint: There's not even the full alphabet in the letters we can choose
Answer: FAILED

You can open the completely optional codes folder with the password from the police report. This is for cheat codes that you can apply on future playthroughs . You will also notice you received a new email. If you open it and read it, the monitor screen will crack and you’ll read a garbled but threatening email from Dr. Tomo about how he pretty please needs your ritual sacrifice blood. Pay him no mind. We leave. Guess we’ll remain unable to get that drink.
1 条留言
Pcm979 2024 年 11 月 16 日 上午 4:56 
Very helpful guide. I'd like to add, over the course of grinding for achievements I've discovered the placement of two of the Assignments is randomised from run to run.

Here's how I think it breaks down:

Computer desk, main hall: Always there
Gated-off area near Janitor's Closet: Always there
4 in Courtyard: Always there
Counsellor's Room: Always there
Basement: Always there

First save room: Randomised
Science room: Randomised
East entrance to Courtyard: Randomised
West entrance to Courtyard: Randomised
Girl's bathroom: Randomised
TV Classroom: Randomised