EVIL STEPMOMMMY Walkthrough, Updated for 2.0
Posted: Mon Oct 24, 2022 8:14 pm
Updated for 2.0.
EVIL STEPMOMMY WALKTHROUGH:
This is a walkthrough for version 2.0 of EVIL STEPMOMMY. Play here:
https://milovana.com/webteases/showtease.php?id=70158
There are no major ending changes for 2.0. The main change is to gameplay, which should be more transparent and flexible when it comes to WILL and ADDICTIONS.
MECHANICS:
WILL is now rated 01-100, which is roughly the percentage chance you have to succeed facing a WILLCHECK. You can customize WILL to make it lower or higher, which will adjust game difficulty. In EASY mode, WILL starts at 120. In HARD mode, WILL starts at 80. If you play enough, you can unlock VETERAN mode, which will let your set your WILL from 10 to 300.
There is always a 10% chance to succeed or fail any WILLCHECK, regardless of WILL, as long as you don't have a FLAG which causes you to autofail. (See FLAGS below.)
WILL can rise and drop. Normal WILL changes are +/-2d6. Critical WILL changes are +/-2d6+6. Minor WILL changes are +/-1d3. It's also possible to gain or lose 1 WILL. Many encounters have the option to FLEE instead of RESIST. Fleeing generally imposes a normal WILL loss but automatically ends the encounter. If you RESIST an encounter but fail to escape, generally your WILL loses will be less. Finally, there are situations where you can lose most of your WILL instantaneously. WILL cannot increase if it's over 100 and generally cannot decrease if it's below 10.
ADDICTIONS are penalties imposed on applicable WILLCHECKS. So for example, if you have a WILL of 90 and an ASS addiction of 10, your chance to succeed for most will checks is still 90%, but if there's ASS involved, your chance drops to 80%. Addiction categories are:
Finally, there are many conditional FLAGS that can be imposed on the player via gameplay. The most important FLAGS are:
Note, this is a bit rough since there are multiple ways to get each ending.
Right now there are approximately 20 ending, depending on how you count them. They're listed below (names might not be exactly right, but more or less...). There are 2 "Good" endings,1 that might be considered "Good" but maybe not, 1 Neutral, and 16 "Bad" ones.
They fall into a few basic paths:
COLLEGE ENDINGS (4 endings)
The GOOD BOY endings depend on your Boob, Ass, Pussy, Submissive, and Bi scores, all of which are hidden from the player. The highest of these (more or less) will determine your Good Boy ending. There are three scenes where the player can push toward one of these endings.
New for 1.8! All of Mrs. White's endings require meeting her for coffee in the morning after breakfast (go through the living room). Your behavior determines if she sees you as a Good Boy or a Bad Boy. To get her Good Boy endings, be polite and obedient to her. To get her Bad Boy endings, try to be strong with her (but don't run away too soon). You'll know which path you're on when she texts you in the late morning.
MRS. WHITE'S GOOD BOY ENDINGS (3-5 endings depending on how you count.
You'll know you're on this path if Mrs. White texts you pictures of her in the black and blue latex in the late morning. If you text with her in the evening, be strong with her, but not too strong, because if you are (say if you refuse her final invitation) that could prevent you from running to her at all. There is one bad boy ending:
If you're a sissy and run away to Mrs. White, she'll be happy to continue your sissification!
EVIL STEPMOMMY WALKTHROUGH:
This is a walkthrough for version 2.0 of EVIL STEPMOMMY. Play here:
https://milovana.com/webteases/showtease.php?id=70158
There are no major ending changes for 2.0. The main change is to gameplay, which should be more transparent and flexible when it comes to WILL and ADDICTIONS.
MECHANICS:
WILL is now rated 01-100, which is roughly the percentage chance you have to succeed facing a WILLCHECK. You can customize WILL to make it lower or higher, which will adjust game difficulty. In EASY mode, WILL starts at 120. In HARD mode, WILL starts at 80. If you play enough, you can unlock VETERAN mode, which will let your set your WILL from 10 to 300.
There is always a 10% chance to succeed or fail any WILLCHECK, regardless of WILL, as long as you don't have a FLAG which causes you to autofail. (See FLAGS below.)
WILL can rise and drop. Normal WILL changes are +/-2d6. Critical WILL changes are +/-2d6+6. Minor WILL changes are +/-1d3. It's also possible to gain or lose 1 WILL. Many encounters have the option to FLEE instead of RESIST. Fleeing generally imposes a normal WILL loss but automatically ends the encounter. If you RESIST an encounter but fail to escape, generally your WILL loses will be less. Finally, there are situations where you can lose most of your WILL instantaneously. WILL cannot increase if it's over 100 and generally cannot decrease if it's below 10.
ADDICTIONS are penalties imposed on applicable WILLCHECKS. So for example, if you have a WILL of 90 and an ASS addiction of 10, your chance to succeed for most will checks is still 90%, but if there's ASS involved, your chance drops to 80%. Addiction categories are:
- Spoiler: show
Finally, there are many conditional FLAGS that can be imposed on the player via gameplay. The most important FLAGS are:
- Spoiler: show
Note, this is a bit rough since there are multiple ways to get each ending.
Right now there are approximately 20 ending, depending on how you count them. They're listed below (names might not be exactly right, but more or less...). There are 2 "Good" endings,1 that might be considered "Good" but maybe not, 1 Neutral, and 16 "Bad" ones.
They fall into a few basic paths:
COLLEGE ENDINGS (4 endings)
- Spoiler: show
- Spoiler: show
The GOOD BOY endings depend on your Boob, Ass, Pussy, Submissive, and Bi scores, all of which are hidden from the player. The highest of these (more or less) will determine your Good Boy ending. There are three scenes where the player can push toward one of these endings.
- Spoiler: show
- Spoiler: show
- Spoiler: show
- Spoiler: show
- Spoiler: show
New for 1.8! All of Mrs. White's endings require meeting her for coffee in the morning after breakfast (go through the living room). Your behavior determines if she sees you as a Good Boy or a Bad Boy. To get her Good Boy endings, be polite and obedient to her. To get her Bad Boy endings, try to be strong with her (but don't run away too soon). You'll know which path you're on when she texts you in the late morning.
MRS. WHITE'S GOOD BOY ENDINGS (3-5 endings depending on how you count.
- Spoiler: show
You'll know you're on this path if Mrs. White texts you pictures of her in the black and blue latex in the late morning. If you text with her in the evening, be strong with her, but not too strong, because if you are (say if you refuse her final invitation) that could prevent you from running to her at all. There is one bad boy ending:
- Spoiler: show
If you're a sissy and run away to Mrs. White, she'll be happy to continue your sissification!
- Spoiler: show