Boo-Keeping! Guide – Every Rule, the Auditor, Both Endings and How to Get 3 Stars

Glowbit Games · Updated

Boo-Keeping! is a free browser horror game about the worst night job in the afterlife. You are the night clerk at the Bureau of Departed Accounts. Spirits come to your hatch with claims for paper iPhones, paper mansions and emotional damage from the in-laws, and you stamp each one PAID or DENIED. Something is also walking up the corridor behind you. This guide covers every rule, every threat and both endings.

How a shift works

A shift runs from midnight to 6 AM. It takes about two and a half to three minutes of real time. A spirit arrives, says its name and hands you a form. If the form follows every rule in the book, stamp it PAID. If it breaks any rule, stamp it DENIED.

Two meters decide whether you make it to morning. Dread fills up over time and jumps when you make a mistake. If it reaches 100%, the shift is over. The Auditor is the second one, and it has no meter at all. You have to listen for it.

The seven rules

The rule book opens from the top bar, and it only lists the rules that apply tonight.

  • The Sum (night 1). The lines must add up to the TOTAL. Tap each line to run it through the adding machine, or add it up in your head if you trust yourself.
  • The Name (night 1). The name the spirit says must match the form exactly. Mr. Lam and Mr. Lim are different people, and only one of them is owed anything.
  • The Date (night 2). Nobody can have died after tonight. Tonight’s date is printed at the top of every form.
  • The Seal (night 3). Every form needs the eight-petal lotus seal. A spider or an eye means it is forged.
  • The Feet (night 4). Real ghosts have no feet. CAM 2, the small monitor beside the hatch, shows the floor.
  • The Mirror (night 5). The round mirror shows what is really there. If the face in it is not the face at your hatch, deny it.
  • The Slip (night 6). Any single line of 5,000 or more needs a pink PERMIT slip. Small claims sometimes carry a slip too, and that is fine.

The last three rules, plus the seal, catch impostors. Paying a greedy ghost costs you some Dread. Paying an impostor costs much more, and it shows you its real face.

The shrine

Turn left to reach the shrine. It is your only real defence.

  • Wooden fish. Each tap gives +1 Merit and takes a little Dread away. You can tap very fast, and it helps more than you would expect.
  • Bell. Costs Merit and pushes the Auditor back along the corridor.
  • Incense. A lit stick slows Dread and slows the Auditor. When it burns low, buy a new one before it goes out.

Correct stamps also earn Merit, so a clean run pays for its own bells.

The Auditor

From night 2, the Auditor starts at the far end of the corridor behind you and walks towards your chair. Every bad stamp moves it closer. It freezes while you look at it, so you can stop it for a moment by turning around, but you cannot work while you do.

Listen for footsteps. They get louder at every stage. The cat is also a tell, because she turns to stare down the corridor once it starts moving.

From night 5 there is one more rule. Once the Auditor is in the room, a long hand settles on your shoulder and the mirror shows it behind you. Do not turn around. Go to the shrine and ring the bell. If you look back, you take a large hit of Dread.

The other things in the building

  • Blackouts. The lights flicker, then die. You can barely read a form in the dark. Turn right and flip the breaker on the wall.
  • The window. If you hear tapping, the blind has lifted and something is pressed against the glass. Dread climbs quickly until you turn right and pull the blind down. If you leave it too long, the Auditor gets closer.
  • The phone. Answer it and listen for tonight’s passcode, which is in the memo and the rule book. A real call brings a bonus, such as Merit or a pre-screened claim. If the voice gets the passcode wrong, hang up at once. Staying on until the end of a false call is cursed.
  • The cat. Pet Receipts to lower your Dread. From night 6, count her eyes first. The thing with three eyes is not Receipts.

How to get 3 stars

Each night has three stars: survive until 6 AM, clear the quota of files, and make no more than one bad stamp. Speed and care pull against each other here. A good rhythm is to check the form in the same order every time: name, date, seal, sum, then the mirror and CAM 2. Go to the shrine between spirits, when the shutter is down.

Upgrades in the Break Room

You earn Hell Notes on your payslip. The Electric Adding Machine does the sums for you, which saves a lot of time on the later nights. Terrible Coffee slows Dread, Good Incense burns longer, the Bronze Bell is cheaper and stronger, and the Golden Mallet earns more Merit per tap. Cat Treats make Receipts hiss at impostors, which works like a free warning a few times a night. Stars also let you adopt new office cats.

The two endings (spoilers)

On night 7 the ledger is still off by one soul, and just before 6 AM that soul walks up to your hatch. The form carries the name you signed on your first night. Every rule checks out.

Stamp it PAID and you clock out for good. Stamp it DENIED and you stay, which opens Overtime, an endless shift where every file counts on your permanent record. Overtime opens after either ending, so you can still see both.

Gentle Mode

Settings has a Gentle Mode that removes jump scares and flashes and slows Dread. It suits younger players and anyone who wants the puzzle without the scares.

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