SURVIVE AT JOHN THE PIXCAXE, don't annoy him and don't bother him, DO THE TASKS THAT JOHN THE PIXCAXE ASKS YOU IS HE REALLY FRIENDLY? CAN HE HELP YOU? IS HE DANGEROUS? Do the tasks he asks you and do everything he says or something bad will happen
SURVIVE AT JOHN THE PIXCAXE! DON'T ANNOY HIM, DON'T BOTHER HIM, AND ALWAYS COMPLETE THE TASKS THAT JOHN THE PIXCAXE ASKS YOU TO DO! John may look like an ordinary friendly pixcaxe, but something about him is not quite right. He lives in a strange place where the lights flicker, the walls make strange noises, and mysterious messages appear when nobody is looking. At first, John seems friendly. He welcomes you, explains the rules, and promises to help you survive. He tells you that everything is perfectly safe as long as you listen to him. He gives you simple tasks, such as collecting objects, repairing machines, opening doors, and exploring strange rooms. Every time you complete a task, John becomes happier. He congratulates you and tells you that you are doing a great job. But sometimes, when you turn away from him, his smile disappears. You don't understand why, and whenever you ask him about it, he pretends nothing happened. You decide to continue following his instructions because you have no other choice. After all, John is the only one who seems willing to help you. Or at least, that's what you think.
As you explore the area, you discover strange symbols carved into the walls. Some of them look like warnings, while others appear to be instructions left by someone who was here before you. You find a locked room containing old photographs, broken equipment, and a notebook filled with disturbing messages. Most of the pages have been ripped out, but one sentence remains visible: NEVER TRUST THE ONE WHO GIVES YOU TASKS. You suddenly hear John's voice coming from the hallway. He asks what you are doing and why you have stopped working. You quickly leave the room and return to him. John doesn't seem angry, but he looks directly at you and asks whether you have been reading things that don't belong to you. You tell him no. He smiles again and gives you another task.
Your next mission is to find three missing objects hidden throughout the building. John explains that these objects are extremely important and that you must bring them back before the lights turn off. You begin searching through the rooms, checking cupboards, opening drawers, and exploring abandoned corridors. Everything seems normal until you discover a door that wasn't there before. The door is covered in strange marks, and a message has been written across it: HE IS ALREADY INSIDE. You step closer, and suddenly you hear something moving on the other side. You immediately step back. Then your radio turns on by itself. A quiet voice whispers your name. You ask who is speaking, but the voice doesn't answer. Instead, it says three words that make your blood run cold: JOHN CANNOT HELP YOU.
You rush back to John and explain what happened. For the first time, he doesn't smile. He stares at you in silence before telling you that you must forget what you heard. He claims that the building sometimes produces strange sounds and that you should never investigate them. You ask him about the mysterious door. John becomes furious and orders you never to approach it again. You have never seen him act like this before. After a few seconds, he calms down and apologizes. He says he only wants to keep you safe. He promises that if you finish the remaining tasks, everything will return to normal. You reluctantly agree.
But something has changed. The lights are darker, the corridors seem longer, and the doors no longer lead to the rooms you remember. You begin to notice strange figures standing at the end of hallways. Whenever you approach them, they disappear. Sometimes you hear footsteps following you, but when you turn around, nobody is there. John insists that you are imagining things. He tells you to focus on your missions and stop asking unnecessary questions. You try to obey him, but deep down, you know that something is terribly wrong.
Then, one night, EVERYTHING CHANGES.
You are completing another task when every light suddenly shuts off. The entire building becomes silent. Your radio starts making a strange noise, and a message appears on the screen: WARNING. UNKNOWN ENTITY DETECTED. You hear a loud sound somewhere in the distance. Then another. Then another. Something is moving through the building, slowly approaching your location. You call John's name, but he doesn't answer. You try contacting him through the radio, but all you hear is static. Suddenly, a new message appears: THE VISITOR HAS ENTERED THE BUILDING.
You freeze. You remember all the strange warnings, the locked door, and the voice that told you not to trust John. You slowly turn toward the corridor. At the very end, a tall, dark figure is standing perfectly still. You cannot see its face clearly, but you know it is looking directly at you. You take a step backward. The figure doesn't move. You take another step. The lights flicker once. When they turn back on, the figure is much closer.
YOU HAVE MET THE VISITOR.
You immediately run toward the nearest room and close the door behind you. You hear something moving outside. It stops directly in front of the door. For several seconds, nothing happens. Then three slow knocks echo through the room. You hold your breath. A familiar voice speaks from the other side.
It sounds exactly like John.
The voice tells you to open the door because he has come to rescue you. You reach for the handle, but suddenly your radio turns on. A distorted whisper comes through the speaker: THAT IS NOT JOHN.
You step away from the door. The voice outside becomes impatient. It tells you that you are making a terrible mistake. It reminds you that John ordered you to obey every instruction and that refusing him could have serious consequences. The voice sounds increasingly angry. Then the knocking stops.
Silence returns.
You wait several seconds before checking the room. There is a small window overlooking the corridor. You carefully look outside. Nobody is there. You begin to feel relieved, but then you notice something written on the wall opposite the door.
YOUR TASK IS NOT FINISHED.
You turn around, and your radio displays a new objective. Find John. You don't know whether this is a trap, but staying in the room forever is not an option. You unlock the door and carefully step into the corridor. The building looks completely different now. Furniture has been moved, familiar doors have disappeared, and strange symbols cover the walls. You follow the objective marker until you reach John's workshop.
The workshop door is open.
Inside, you find John standing beside a table covered in papers. He seems perfectly calm, as though nothing happened. He welcomes you back and asks whether you have completed your mission. You explain that the Visitor is inside the building. John looks confused. He claims that he has never heard of the Visitor before. You remind him of the warning on your radio, but he simply laughs and tells you that the system is malfunctioning.
Then you notice something behind him.
A second John is standing in the corner.
This other John has the same appearance, the same clothes, and the same familiar smile. He doesn't move or speak. He simply watches you. You look back at the John standing beside the table, but he seems not to notice the figure behind him. You point toward the corner.
John slowly turns around.
The second figure is gone.
For a moment, John looks genuinely frightened. Then he turns back toward you and whispers something you can barely understand.
IT HAS LEARNED HOW TO LOOK LIKE ME.
Before you can ask another question, the workshop alarm begins to ring. Red lights flash across the walls. A new message appears on every screen in the building: SECURITY BREACH. THE VISITOR IS APPROACHING. John immediately orders you to follow him. He runs toward a hidden passage behind the workshop, and you follow him into the darkness.
He explains that there is an emergency room where the Visitor cannot enter. You must reach it before the entity catches up with you. Along the way, John gives you several tasks. You must restore the power, find a keycard, activate a security system, and close the doors behind you. Every task becomes more difficult as the Visitor draws closer. Sometimes, you hear it moving through the corridors. Other times, you hear John's voice coming from places where John cannot possibly be.
You eventually reach a control room containing several monitors. The screens show different parts of the building. On one monitor, you see the workshop. On another, you see the mysterious locked door. On a third, you see yourself standing in the control room.
But there is something else on that screen.
A figure is standing directly behind you.
You turn around immediately.
Nothing is there.
You look back at the monitor. The figure has disappeared. Then the screen displays a message: YOU ARE NOT ALONE.
John tells you to ignore it and continue working. You activate the security system, and the doors begin locking one by one. For a moment, you think you have succeeded. The alarms stop. The lights return to normal. John congratulates you and says that the danger has passed.
Then every monitor turns black.
A single line of text appears across the screens.
THANK YOU FOR OPENING THE DOORS.
You stare at the message, confused. John stops smiling. He slowly looks toward the security console, then toward the corridor outside. You ask him what the message means.
He doesn't answer.
Suddenly, every locked door in the building opens at once.
The Visitor is free to move everywhere.
John tells you that you must reach the emergency room immediately. You run through the corridors while alarms sound around you. You pass rooms filled with broken machines, abandoned equipment, and strange objects you have never seen before. You hear doors slamming behind you. You hear footsteps approaching from the darkness. You hear your own name being whispered from the walls.
Finally, you reach the emergency room. John enters first and tells you to activate the lockdown system. You approach the console, but a message appears on the screen.
LOCKDOWN REQUIRES TWO AUTHORIZED USERS.
You look at John. He says he will authorize the system. He places his hand against the scanner, but the console rejects him.
IDENTITY NOT RECOGNIZED.
John tries again.
IDENTITY NOT RECOGNIZED.
You step backward.
You ask John who he really is.
He stares at you for a long moment. Then he slowly lowers his head.
I TOLD YOU THAT YOU COULD TRUST ME.
The lights turn off.
When they turn back on, John is standing much closer to you than before. His expression has changed. His familiar smile looks strange and unnatural. He tells you that you have completed every task perfectly and that you have been very helpful.
Then he says something you will never forget.
YOU WERE NEVER SUPPOSED TO ESCAPE.
You run toward the emergency exit, but the door refuses to open. You try the console again, searching for another option. A final message appears on the screen.
FINAL TASK: CHOOSE WHO TO TRUST.
Two buttons appear. One is marked JOHN. The other is marked THE VISITOR.
You hear John's voice behind you. He tells you to select his name. He promises that everything will be fine if you obey him one last time. Then another voice comes from the speakers. It sounds distorted, but its words are clear
