Recognize the School Encounters
Cartman is the pursuer: look for his blue-green hat, torn red clothing, and yellow gloves. Ike is an encounter during a run, while A.W.E.S.O.M-O is a box-shaped robot that appears in a scare.
A slender creature can appear in front of a locker with a Search prompt. A small character with a white round head, green shirt, and blue shoes can appear in a school corridor.
Cartman's Chase and Distractions
Cartman can hear running and microphone input. Reduce that noise when moving near him. If he approaches, enter a hiding locker with E, click the circles that appear, and watch through the vents until he leaves. He can follow you to the locker and attack the hiding place. The basement and Safe Room are alternatives when you can reach them: Cartman cannot enter either area.
You can also create an opportunity to leave or hide:
- Throw Fried Chicken where Cartman can find it to attract him.
- Place an Alarm Clock and move away; its ringing draws him toward it.
- Keep another escape route when using a Trap, since Cartman can walk around it.
- The paid Boombox can stop his chase and make him dance for 10 seconds.
For deployment controls and timing, see the distraction guide.
Keep the Flashlight Off Ike
When you encounter Ike during a run, keep your flashlight beam pointed away from him. This precaution concerns the Ike you encounter in the school; see the character roster for the selectable character.
A.W.E.S.O.M-O and Other Scare Encounters
A.W.E.S.O.M-O appears as a box-shaped robot with its name on it during a scare encounter. If a teammate warns you not to look at a particular target, turn your view away from that target.
Hiding, Distractions and Difficulty
For the full hiding process and what to do after capture, use the survival guide. The distraction guide covers placing clocks and traps and throwing chicken. Compare lives, lighting time, and Cartman's speed in the difficulty guide.



