Viscera Cleanup Detail

Viscera Cleanup Detail

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The Viscera Handbook of Trivia
By S.D.U AUS
The most packed full monstrosity of a player's guide in viscera ever to be conceived!

This guide goes over a lot of game mechanics, from more basic stuff to hidden mechanics. There will be no spoilers in this guide, it's all gameplay mechanics and useless info!

It should be noted that this game is usually intended to be played in a blind fashion, as you are not given information on how anything works and that is what makes the first few playthroughs so interesting, you don't know the jist of the game yet, so you have to come to conclusions on your own and work over hurdles that you don't know how to deal with yet. This guide does not intend to inform the player about basics despite its ability to, but allows someone to improve their overall knowledge and abilities in this game, as there is a point where you need to start experimenting to learn new mechanics.
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Physics
Viscera's physics is built with duct tape. Everyone knows this if they've played the game for even a little.

There are two types of objects in Viscera, Tangible and Intangible.
Tangible objects are the ones that the player can walk into. These are things like crates, barrels, chairs, wet floor signs, and machine parts. They are usually big and clunky.
Intangible objects are the ones that the player walks over, For example trash and gibs.
in the code this is referred to as a variable called canstepon

If the player walks into a specific slope, they will stutter vertically. This is normal and just because UE3's physics engine is weird.
Additionally, there are other angles which will push the player away from them horizontally in a hard snap, this can be used to gain a lot of speed but is ordinarily quite annoying as it tends to happen in those tight tunnels when you're trying to squeeze around things you don't want to knock over.

When objects get stuck in static collision, they will freak out and the game will try to push it out, if it cannot do so it will delete the object by killing it via a failsafe. Objects killed in this manner DO count towards percentage, and in certain cases objects can be manipulated to activate this failsafe even if not stuck, especially prevalent on tiny items that have inaccurate collision boxes, such as PIDs or clipboards

The game does not like stacking objects next to each other. Make a small gap between your crates and barrels or they will move. This is because UE3 is bad at physics and is incapable of handling that many collision responses for some reason.

Every object in the game has a mass. The higher this mass, the more sloppy it feels to hold. This is why big crates are really jiggly while you hold them.

A Ragdoll's bones are unaffected by regular physics calculations which cause things to slow down, and therefore will always continue to swing around if they do not hit something.
Score
Viscera's percentage is often referred to as score by older players of the game, This is because the game scores the player based on "Points" instead of a genuine percentage.

The points are calculated into a percentage by the game afterwards to give you, the player, a feeling of accomplishment, as if you had done something good, this is how the game rewards the players, by giving them high percentages which max out at exactly 100% with no extra tasks done when they do well instead of just meaningless points.

The game has a starting penalty and a final penalty. It compares the final penalty to the starting penalty to evaluate your percentage. A positive penalty is bad, A negative penalty is good.

Scoring, specifically refers to these penalty points.

These penalty points effectively means that messier maps are more lenient, and cleaner maps are more strict. The same is true for stacking, where messier maps make stacking have less of an effect, and cleaner maps make stacking have more of an effect. This is why stacking is most of the time underwhelming on those really messy maps, it isn't that it's not counting, it just takes THAT much to get one extra percentage.

Going over 100% is usually very simple, all it takes is 1 crate or doing paperwork, and that is where the line between a meaningful percentage and true completionism really starts to take over. You want to get that number as high as possible, hell, you are encouraged to by the general mechanics of the game itself.

most things that remove points will leave notes in your office. Read them carefully. If everything is right, you should get four notes total on Exceptional or 3 on Promoted

Office notes disappear when you exit the office. You do not need to get rid of them yourself.

Anything in the following list with a + is not necessary for 100%, they are overwork and add extra percentage over 100%. Overwork can be useful as a safety net against being fired or demoted, as these two ranks have punishments.

Here is a list of things that will modify the point values: (note that the signage is percentage-wise, not penalty-wise)
  • Leaving Debris or splats on the map -
  • Destroying or stealing Company Property -
  • Leaving the Incinerator open -
  • Having specific Tangible items overturned (the most notable example being barrels) -
  • Not filling medkit holders -
  • Not repairing and refilling Vulcan Turrets -
  • Not replanting seeds -
  • Not restoring incubators -
  • Leaving TNT (Santa's Rampage) on the map -
  • Leaving Orbital Strike Beacons (Vulcan Affair) on the map -
  • Leaving a Cursed Artifact (Unearthly Excavation) on the map -
  • Leaving bins on the map (regardless of whether or not they've been used) -
  • Leaving buckets on the map (regardless of whether or not they've been used) -
  • Paperwork +
  • Stacking (objects have to be specifically upright in their stacking zones or else they do not count) +

Paperwork is special because of the way that it is for gaining points. The amount of points you gain from Paperwork is based on your accuracy. This means you need to get incident particulars and all death cases correct. All text boxes should be filled to their max limit EXCLUDING the bottom one, that one removes points.
for more information regarding paperwork, go check out this guy's guide, otherwise, you can just continue reading this if you're looking for something else.


Stacking is weird as well, The way the game does stacking is not based on the writing, but by invisible triggers that are usually placed on the writing. This is a three dimensional box. So try to stack as close to the ground as possible. stackable objects outside of this trigger will not count.

The game has a variable in stacking volumes for the minimum number of crates that can be put into a stacking zone before it gives a bonus, but these limits are never used because the devs thought that it was too jank. Any "caps" that you may hear about should be promptly ignored.

Here's the list of possible ranks.
Company Liquidation (less than 0%)
Fired (0% - 50%)
Demoted (50% to 90%)
Promoted (90% to 100%)
Exceptional (over 100% internally, even by a decimal)

If you get Fired or Company Liquidation, your office will be reset.
If you get Demoted, nothing put in your trunk will be taken with you. (likely confiscated by the company)

Santa's Workshop has 2 special conditions for ranks. These can be seen in the achievements.

Sanitized earth - over 100% and burn every item in santa's workshop, including the pesky baubles on the ceiling (while considered exceptional, it has different flavour text)

Christmas Crisis Corrected - over 100% without breaking any christmas themed items (while considered exceptional, it has different flavour text)
Objects
There are three kinds of objects in Viscera.
Debris, Neutral, And Company Property.

Debris are objects that have to be burned. They always have to be burned. These are trash, gibs, Contraband, Notes, Bins, Buckets, Stealable items (HoH) and broken items.

Neutral items don't have to be burned, but the game generally doesn't care what you do about them. These are things like utensils, chairs, and trolleys.

Company Property are items that the game doesn't like you burning. These are specifically all utility janitor items as far as the game is concerned, most notably, the JHARM and the Welder do this.

There is a bool value in every item which determines if the game deducts points for burning it.

On top of the aforementioned categories, melting objects through the welder or other means has 2 outcomes, either the object disappears, or turns into a melted pile. Melted piles count as debris.

Melted piles inherit the colors of what it was, however i have no clue how it does this.

The smallest melted debris comes from cans.

If you use a bit of common sense, it should be clear that you should not burn things unless you really have to, because keeping track of exactly what objects count as company property is hard.

Barrels and Crates should not be burned but there is no actual penalty for burning them other than the stacking bonus.

If objects touch the kill barrier below the map, they will be deleted. There is no exception to this.

Some objects will leave splats behind if they hit a surface. If they hit a surface very gently, this will not happen.

The Molotov Cocktails specifically found in Santa's Rampage can be disposed of without the trails of fire if you break them before incinerating them (just press E while looking at the ground with them). It is only when they are damaged by fire that they put flare sparks everywhere.

Some maps, Specifically Incubation Emergency, Core Sample, and Pestilent Penitentiary have dynamic debris objects. They have to be melted with the welder, or in the case of core sample, broken with the mop or broom.
Stacking Zones
Stacking Zones are the special writings found on the floor that you have to put specific objects in. These zones are very complex in how they work and there is a lot to go over involving them.

stacking zones are overwork, meaning that they are not necessary in 100% completion.

The actual writing has nothing to do with the stacking zone, there is what is called a stacking volume on top of that writing, which is the actual stacking zone.

The stacking zone has to be specifically assigned to each individual object that you can stack inside of it. This includes not only specific models but also the individual sizes of each object, so since there are 3 sizes of the normal crate, you'll see the 3 different sizes of crate in the stacking volume's list of accepted objects.


Three conditions must be met to satisfy a stacking zone:
The object's origin must be inside the stacking volume
The object object must be specifically what is listed in the stacking volume to count as stacked.
The object must be upright to count as stacked
(most of the time, there are exceptions, such as specifically, and strictly round crates.)

Stacking Zones have a variable that make them not count unless a specific amount of objects is added to them, and then count like normal from there, this is off by default and off in all official levels as the feature is apparently buggy.

The hardest stacking zone to max out in the game is the sign stacking zone in Evil Science. Since signs are dispensable on this map, you can fit the volume's worth of signs in the stacking zone. This requires a LOT of sub-unit placement and a TON of luck. Signs have triangular prism hitboxes so they can not be stacked how you think they can.
Hands
The hands are the most essential tool in Viscera. They let you pick up and drop items.

What is not very well known among the community is that you can press E to throw objects. How far you throw objects is based on the mass of the object internally.

Throwing is a underused mechanic. Throwing lets you get objects into the incinerator from a decent distance, allowing you to save the time of filling your bin with trash that is near the incinerator. At worst this will save a few seconds, at best, minutes. Don't throw the trash and gibs near the incinerator into a bin, instead, use the E key and throw it directly into the incinerator. It takes a while to get used to the throwing mechanic as the mass of an object determines how far you can throw it, though a lot of trash and gibs can be thrown a far distance, the only real exception being paper balls for whatever reason. Shells, casings, and cans are especially thrown far by the E key.

Fragile objects that are thrown will (almost) always break upon contact with something, regardless of how gently it hits it.

When you grab something, the object will bring its origin to the front of your face, However, there is a catch - it only does this when you move your camera. when you move your camera, the item will subtlely float to where it wants to be. You can use this to your advantage if you want to pull an item closer. When it reaches this origin point, it will no longer use this function.

If you pick up a splatting object, your hands will become slightly dirtied by it, picking them up consecutively makes them even dirtier. You can clean off your hands by repeatedly swapping between your hands and another tool (don't do this as it will lag the game out because of the duct tape viscera is built on, tools don't stop existing until like 30 seconds after they are put away)

The hands becoming dirty has nothing to do with the game. It's purely visual aesthetic.

You are incapable of picking something up if you are standing on it, though that does not stop a fellow janitor from picking it up and giving you a boost.

In certain scenarios, you can stand on something that is inside of something else, allowing you to fly with 2 tangible objects, such as a upside down sign in a bin.

Yeeting is a special technique that a lot of more experienced players use, it is a much harder throw than the E key, but is significantly less accurate. to do this, simply flick your mouse and release the object.

You can use Yeeting to fling yourself if you flick fast enough so that the object moves into you to try to get to where your hands are.

Additionally, there is another movement tech referred to as an Upfling. These are a lot harder to perform, but if you stand on top of a tangible object, jump, grab it and flick the mouse upward very quickly shortly after jumping, you will be sent upwards with the object. While in an upfling, you can also surf on an object using the movement keys to subtly adjust the rotation of the object you are standing on. This allows for some really cool tricks, like getting a bucket on the upper alcoves in Athena's without spilling it and without a jharm.

Certain tangible objects (tangibility is a mechanic mentioned in a previous section) will collide with you if you hold them the wrong way. This will neuter your movement speed, so you should try to hold things in a certain way if they are oblong for example.
Keypads
Keypads are the little code locks you find in certain maps. These are special things, in most cases there is a code for them. But there is a way to get around this.

Every time a digit is gotten right, the screen will flash white, and a small click sound is audible. This is called hacking.

It should be noted that in most instances in the game where locked code doors appear, there is in fact a note which gives you the combination anyway. You just need to look for them. This is one way of getting players to look around and do other things while looking for that code. It adds a progression system to certain maps.
Welding
Most players hate welding at first, but you get used to it as you use it.

The welder plays sounds with a lot of highs and lows in its audio. You can use this audio as a cue for when to stop welding.

The welder cools down passively when it's not used. The amount of time it takes for it to cool down is relative to how hot it is.

If the gun overheats, it will send flare sparks everywhere which can burn, melt, or explode things. This is a good sign to let it cool down, unless you're trying to melt a lot of things.

A flare spark is also created when you accidentally create a welder scar.

A flare spark is also created when you melt specific objects, for example buckets.

Some maps have larger or smaller things to weld. These generally have more or less "health" than a regular bullet hole and take longer or shorter to weld.
Some map creators are really sadistic and like to place bullet holes that are large enough to overheat your welder if you aren't spot on with the release.

The welder cools down slightly faster than bullet holes can heal, so if you are worried you can let it cool a little before continuing.

Due to a bug in the game, there is an unintentional feature with the welder called Stashing.
Stashing is when the player stores the welder in the inventory, this is a single frame window in singleplayer or hostside, but is incredibly easy for any clientside player to perform due to ping delaying the time at which the welder can be thrown after being picked up. After stashing, the welder can be found in the 4th slot, if you already have a 4th slot tool, it is in the first spot of the 4th slot, but if you do not have a 4th slot tool and then pick up a 4th slot tool after stashing, it'll appear in the second spot of the 4th slot.
Splats
Splats refer to every interactible decal in the game, which is mostly moppable and weldable decals.

Every splat has a seperate health value. Some splats make the mop dirty more than others. By default, the two splats which make the mop dirty the most are blood pools and the "We're Doomed" drawing.

Certain splats also take longer to mop up than others. The "We're Doomed" splat taking the longest excluding functional graffiti lacking acid.

Graffiti are special splats that have extremely high resistance to mopping unless you put an acid splat over top of it using an acid vial.

Bullet holes are special splats that can only be removed with the welder.

A Nosplat zone is a zone in the map that splats cannot be placed on via objects. They exist in unreachable areas usually, but they don't always catch everything.

The splats created from specifically the pus pods found in Hydroponic Hell when it hits something hard will ignore Nosplat zones and as well as (surprisingly) net actor saturation on clientside, as well as actor limiting on hostside. They will be created regardless of all of this. This is because the splats related to the pus pod shooting a splat somewhere uses different code that was never made to abide by the checks that a splat on collision does. As for why this ignores Clientside Saturation, no clue. Clientside Saturation should just stop any new splats from being loaded for a client, and yet the splats from pus pods somehow ignore it.
Mop
The mop is another essential tool.

The mop has two functions, one is to clean up splats, and the other is to knock objects around.

The mop has an alternate fire which smacks the surface or object with it. This pushes the object more than mopping regularly. If you hit a fragile with this, it'll always break.

The push radius is smaller than the cleaning radius, so you can mop up blood around objects without moving them if you are careful.

The mop can only clean up so much blood at once. This is equivalent to one third of the mop's blood limit. If your mop gets bloody in 3 uses, it is being used to its full capability and there is a ton of splats that it is interacting with.

The mop has a blood limit. The blood limit can go over, but if it hits the blood limit it will create a splat. when a splat is created from the mop, the amount of blood on the mop drops slightly. This happens until the mop goes back down below its limit.
Broom
The broom is one of two optional tools that the player can pick up. it appears in the fourth slot.

The broom is a minmaxed mop, it pushes more and cleans splats less.

The broom's main purpose was introduced in Core Sample, however existed long before the map was released.

The broom, just like the mop has a blood limit. This blood limit is significantly lower than the mop.
Shovel
The shovel is the second optional tool which the player can pick up. The shovel can pick up sand from specific surfaces. The shovel has exactly one purpose, which is to cover up the pits found in Unearthly Excavation.

If the shovel drops sand on a non-sandy surface, it'll make a sand pile. the mop can clean sand piles up, but they make the mop dirty stupidly fast.

Sand piles can be made bigger by putting more sand on them, and will slowly shrink if mopped. Shovelling will also reduce their size, but a lot faster.

Sand piles should be avoided where possible, as they are extremely irritating for multiple reasons, including being able to clip bins on them, spilling your bin and the ability to hide gibs and blood.
Incinerator
While the incinerator may seem like it doesn't have much to talk about at first, as soon as you look at one in the editor, that changes quite a bit.

The incinerator, obviously, is your main way to get rid of gibs, trash, etc in a map.
The incinerator's main mechanics are pretty intuitive but some of them take a while to acknowledge.

When the incinerator doors are open, it takes progressively longer and longer for things to burn. If one door is open, you are penalised a little, and if both are open, things take actual minutes to burn. Long story short, keep at least one door closed at all times.

The amount of doors present on the incinerator is chosen by the map creator, allowing you to have wall incinerators that the player cannot softlock out of max%.

The incinerator also has its own nosplat zone, however you should still mop the bottom of it, as explained in the splats section, they don't always work. Most notably with exploding TNT.

The incinerator's burning speed is also chosen by the creator of the map. however, it is different from how you expect. Things burn based on "health" which is defined in the editor. The incinerator subtracts 1 every tick with no penalties applied, however, the incinerator's burning speed is actually a "incinerator power", where 1 is 100%, 2 is 200%, and 0.5 is 50%.

In House of Horror, there is an incinerator alternative at the back of the house as the Wood Chipper. The Wood Chipper unlike the incinerator does not have a nosplat zone. However, to make up for this, the Wood Chipper passively removes splats on its teeth. Maps with Wood Chippers are the only maps where true sourceless is possible, as you can use RMB with the broom or mop to put splats on the Wood Chipper's teeth, which will slowly remove the splats on its own. This is the most tedious way to remove blood from the game.

Walking into the wood chipper's teeth will cause you to explode, similarly to dying to TNT or a sarlacc pit.

In House Of Horror, there is a mini incinerator in the cabin as the fireplace. This can actually burn objects, but it has a extremely small incinerator power, making it take minutes to incinerate a piece of paper using it.

In House Of Horror, there is another incinerator alternative in the basement of the cabin as the Inter-dimensional portal. This instantly removes objects that touch it. Walking into the portal yourself makes you explode.

In Vulcan Affair, there is an incinerator alternative as the shark pool. This incinerator alternative doubles as a water source. The sharks will eat all objects that make a splat, including things like trash bags from House of Horror, and destroy non-splatting objects with the laser on their back. If a player falls into the shark pool, the sharks will relentlessly follow that player, even if they somehow escape. If the sharks touch you, you will explode.
All objects float in the shark pool, regardless of whether that makes sense or not with buoyancy
In certain cases, the sharks will struggle to steer into an object and circle it for a very long period of time.
Movement
The player's movement is a lot more complex than it may seem at first.

Firstly, the player's movement is directly tied to the framerate. The game makes the player move faster if the game lags. But the inverse is also true. Somewhere over double the game's normally capped framerate of (unusually) 62, the player's speed will be halved.

The artifact found in Unearthly Excavation makes the player move randomly. This effect has a timer that eventually wears off. The timer becomes longer as you hold the object.

The player bounces off of slopes they hit, This only happens in midair as momentum for the player only exists while they are airborne.

In zero gravity, the player will stick to the ground if they touch it, and will begin to float if they jump off the floor.
Sniffer
The sniffer is the tool in the 3 slot. It's a hot and cold detector, which means it becomes more active when you get closer to something it is detecting.

The sniffer has two modes, Organic (lmb/m1) (bing) (blue background green lines) and Inorganic. (rmb/m2) (berp) (green background blue lines)
Mess can be put into one of three categories:
Organic, Inorganic, and Invisible.

Organic is things like gibs and blood.
Inorganic is things like trash, bullet holes, soot, bullet casings, lightning guns, and machine parts.
Invisible are things like unused buckets, bins, and orbital strike beacons.
Objects that do not fall under organic or inorganic are not pinged at all.
Buckets
Contrary to popular belief, Buckets don't have a specific amount of times they can be used, but rather a specific amount of blood that can be put into them.

If the blood limit of a bucket is hit, subsequent uses will make the mop or broom instantly dirty.

A bucket will penalize you more depending on how bloody it is, at most it will penalize you by 45 points, and at least, 15 points. It may penalize more, if the bucket is oversaturated.

A bucket will also become increasingly dirty over time if you drop a splatting object into it.

The bucket is not detected by the sniffer unless it is used, however will always deduct points.

Most importantly of its more simple mechanics, putting TNT in buckets simply prevents them from exploding, letting you safely dispose of it in a incinerator or putting out lit TNT safely.

The Slosh-O-Matic's punishment function is a gamble. it has nothing to do with how many buckets are present or anything. It's just if you get unlucky. The game refuses to let this happen more than a number chosen by the creator in a row in the current version, however before this could happen an infinite amount of times in a row if you were just that unlucky. yeah, this was such an issue the devs literally patched in a limit to how many times it could happen in a row

The amount of times it can happen in a row is chosen by the developers of the map, for example, on Evil Science, the first time you use the bucket machine can only have it 2 times in a row, and after that, 5 times in a row before it'll be forced to give you a bucket.

The RNG thing is also chosen by the creator. The chance in Evil Science is 23%.

The Bucket can be used in zero gravity if you position yourself over it very carefully, so that when the knockback of the mop or broom interacts with it, no rotational force is applied and is instead pushed down into the ground. This can be easily set up in a corner.

Additionally, the items that are dispensed during "happy rewards" (the editor's reference to when the machine gives you a gib) are also chosen by the creator. The game chooses them at random with each having a equal chance.

It should be noted that you can in fact catch the "happy rewards" before they hit the sloshomatic to save a single splat if you time it right, just be sure you have somewhere to put it or else it is pointless.

In Santa's Rampage, the sloshomatic has a chance to dispense lit TNT. In Santa's Rampage, and for that matter, any custom map, you should have a safety bucket next to the sloshomatic so you can easily put it out.

No RNG events happen in Speedrun Mode, so gibs dispensed by the Slosh-O-Matic will never occur in Speedrun Mode.
Bins
The bin is a item which you can use to hold gibs and trash.

The bin has a lot of health. A technique the Mythical Efficiency Gods Of Viscera use is called Bin Reuse.
You can reuse a bin multiple times if you dump its contents into the incinerator rather than throwing it into the incinerator. People who throw the bin into the incinerator instead of dumping its contents are wasting resources, as using the machines as little as possible is better efficiency-wise

The bin must be burned. It is not detected by the sniffer, even if there is blood visible on it.

The bin's bloodiness depends on how many collisions it has with splatting objects.

The What-A-Load machine's punishment is a gamble, like the bucket machine. It can also only happen an amount of times chosen by the creator in a row and has absolutely nothing to do with how many bins are present.

The chances and "happy rewards" (what the game calls it when it gives you gibs) chances for the bin machine are separate from the bucket machine.

on Evil Science, the chances are 19%, and the amount of times it can happen is 2 from the start of the map, and 5 after the first bin is given.

The gibs given during "happy rewards" are chosen by the creator, and can literally be anything, from a troll bucket to a lit piece of TNT. Like the bucket machine, the "rewards" are chosen at random and all have an equal chance of occurring.

The bin machine has an additional RNG variable relating to just how many gibs it can dispense, again, chosen by the creator. This is how many gibs it can give you total. In Evil Science, this is 7.

No RNG events happen in Speedrun Mode, so gibs dispensed by the What-A-Load will never occur in Speedrun Mode.
Vending Machine
The Vending machine (sometimes referred to as the vendor) is responsible for giving you a bunch of miscellaneous utility items, such as medkits, flares, lanterns, among other things.

The items in vending machines is, surprise surprise, chosen by the devs or map creator.

The vending machine may sometimes produce spam letters. These are RNG, much like the bin and bucket machine, and like the bin and bucket machine, they have a set chance to occur, and additionally, like the bin and bucket machine, the map creator can choose what it can dispense.

on Evil Science, the chance of getting a spam message is 10%.

however, UNLIKE the bin and bucket machines, the vending machine can do this an infinite amount of times in a row.

No RNG events happen in Speedrun Mode, so notes dispensed by the vending machine will never occur in Speedrun Mode.
J-Harm
Arguably one of the most controversial tools in the game, The J-Harm is a vertical assistance tool. Before it was added, you would stack crates and barrels to get to higher ledges. This made Athena's Wrath take nearly 3 times as long just trying to get onto all of the window ledges.

The J-Harm's punishments are more likely to happen under certain conditions, however it is never guaranteed that you don't have them happen.

The J-Harm jams more often on its faster settings.

The J-Harm is more likely to error out if you repeatedly jump on it while it is moving up.

When the J-Harm errors, when it snaps to the full extension it will send the player flying into the air. The player can use this to reach really high ledges, This is referred to as a J-Harm Boost.

The J-Harm's error and jam chances are also in fact, chosen by the creator of the map! who could of guessed?!

in Evil Science (you barely use it on this map, big surprise there) the error chance is 0.25%, and the jam chance is 0.35%. Obviously, these work based on a interval instead of use-to-use, hence why these variables are so low.

Additionally, on top of this, the error also has defined numbers of how long it can last, in Evil Science, this is between 2 and 4 seconds.
Challenges that people have come up with
Mopless - Use the broom instead of the mop to clean up blood.
Bucketless - Use no buckets.
Water Sourceless - Use no water sources.
True Sourceless - Use no water sources, and also do not save abuse or death abuse.
Binless - Use no Bins
Acidless - do not splash graffiti with Acid.
Footprintless - Make 0 footprints.
JHARMless - Do not use the Janitor Height Assistance Relocation Machine
Play Styles
I don't want to push any stereotypes or hate towards certain people. People can play how they want, but these are the three main ways that people play.



Mop first
These players will always clean blood before everything else, While not the most efficient, they save a lot of time by not leaving nearly as many footprints of the ground. These players are pretty decent at their job. They try to avoid footprints where possible and will clean up any extra splats if they leave a splat on any surface.



Gibs first
These players will always pick up the gibs first. These players are the most inefficient. They track footprints everywhere, and they build up so much that they end up taking multiple extra buckets when they go through mopping everything again, which can tack on an extra 30 minutes to multiple hours extra.



The Multitasker
These types of players are the penultimate of viscera players. Unlike the previous two mentioned, Multitaskers are 100% efficient at their job, they don't care what they are doing, as long as they are doing something in the moment. They will take their time to make sure one area is fully cleaned before moving onto the next of absolutely everything, sometimes even side tasks like crates and PIDs too. If a multitasker makes a splat or footprint, they'll clean it up. If they find a blood pool, they'll clean it up. If they find a pile of gibs, they'll bin it. If they find a empty medkit holder, they'll fill it. If they find a bullet hole, They'll weld it. There is no limit to how much multitasking a multitasker may do. These kinds of players are a variant of the Mythical Efficiency Gods Of Viscera. Multitaskers most of the time will focus harder on blood on the floor over the walls and ceiling, as the blood on the floor is what is the worst of it.
17 Comments
PuggleLeDog 15 Jun @ 10:08am 
I find myself switching between all three play styles over the course of a map, though I guess this technically puts me into just the third play style.
Flannel 7 Jan, 2024 @ 11:15am 
i feel personally attacked by the Play Styles section :unpackingsalt:
Awtysm 25 Dec, 2023 @ 9:13am 
Oh thx<3
S.D.U AUS  [author] 23 Dec, 2023 @ 3:21pm 
I've updated the numbers, i still don't know if they are right because testing for this is a pain
S.D.U AUS  [author] 23 Dec, 2023 @ 3:19pm 
i might have gotten the numbers wrong, i haven't looked into it too much
Awtysm 23 Dec, 2023 @ 10:19am 
I'm new so this might be stupid but, I got demoted when playing the first two levels for the first time, no idea the first one but the second one I got 89%, so why am I demoted? (that %i got it from a screen in the office, idk if you're actually referencing that)
Quambas 15 Dec, 2023 @ 4:54pm 
Excellent beginner's guide
S.D.U AUS  [author] 12 Jun, 2023 @ 12:10pm 
the problem with making a guide involving connection issues is that there are literally thousands of reasons for why someone can't join, without specifics there is no way to pinpoint a problem.

It doesn't help that the game shoves the connection error off the side of the screen when it fails to connect.
Fl1ckm8 10 Jun, 2023 @ 6:12am 
How does one join another's job? I can't join my friend's game at all. Can there be a guide for that please?
Dytra 4 Jun, 2023 @ 3:43pm 
Also, I know overturned barrels were bad, but signs? Does that affect your score? If so, I've been messing up big time. :steamfacepalm: