About Bootham
A failing flashlight and coded doors turn Bootham's ruined school into a resource-aware search. Spare batteries keep rooms visible, while scraps of numbered paper provide access to new sections. Searching carefully can matter more than covering a long distance.
How to Play Bootham
Explore classrooms and corridors for batteries and code fragments. Associate the numbers you find with the locked doors blocking progress. Use the light to inspect cluttered corners before moving deeper into the school.
Controls
| Input | Action |
|---|---|
| Arrow keys | Move |
| Mouse | Look |
| E | Take an item |
| F | Flashlight |
| Tab | Equipment |
Batteries and Coded Doors
The school opens up as you find numbered scraps and use their codes on locked doors. When you discover a note, associate it with the door you could not open; otherwise you may have to repeat a long search through similar corridors.
Spare batteries can be tucked behind books or under chairs. Search the area around furniture while you still have enough light to see it. A depleted flashlight leaves the room dark until a replacement is found, so searching for power is part of reaching the next code, not an unrelated collectible task.
When a newly opened room leads away from a known junction, remember the route back before continuing deeper into the school.
Practical Tips
- Remember where a code-locked door is when you find a numbered note; otherwise solving it can require another full search.
- Look around furniture during a room's first visit, when the route and available light are still fresh in your mind.
Frequently Asked Questions
What happens when the flashlight runs out?
You lose its light until you find another battery. Search for replacements before the current supply is exhausted.








