Sunrider Academy

Sunrider Academy

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Sunrider Academy Comprehensive Guide
By Ranpie
A Sunrider Academy guide explaining the more technical aspects of the game, including:
  • Stats, Activities, Stress, and SIckness
  • Class and Jobs Analysis
  • Tournaments and Exams
  • Affection: Encounters, Conversations, and Gifts
  • Shopping District and Charm Analysis; Purchasing Order
  • Avoiding Bad Ends
  • Stat Routing (for both non-Chivo and Chivo)

    What I Won't Cover:
  • Affection Gating
  • Event Routing
    (since they've been done many times over by other guides)

    Will Provide Links To:
  • Stat Management Spreadsheet
  • Common and Character Events Guide
  • Developer Console Tutorial
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Stats Overview
Your stats are the key to success in this game. In order of display on your Holo, they are:
  • Fitness
  • Intelligence
  • Charisma
  • Stress
  • Money
  • Luck
  • Prestige
  • Homework
Every activity (which can appear with a Red "X" or a Green "O") is run against a "Skill-Check," defined as a "to-beat" roll in the code. These skill-checks are also compared against other stats that DO NOT show up on the Holo. These include (in no particular order):
  • Calendar Progress (in months and/or weeks); Total Prestige
  • Difficulty Rating
  • Club Stats: # of Club Members, Readiness, Morale
  • Times at the Arcade / Shrine
  • Donation Size (Only at the Shrine)
  • Number of Times Failed at Homework / Exam Score
Throughout this guide, I will be using the terms Success Roll and Success Rate. Both Success Rolls and Success Rates are dependent on various combinations of the stats above. These two terms look similar but are opposites of each other:

Success Rolls are what the game considers to be the baseline to determine whether you succeed or not. These numbers are relatively stable and are derived purely mostly from the stats that show up on the Holo. Think of Success Rolls as "the house" or "the dealer" in card games, but fortunately, they don't usually win here if you plan well.

Success Rates are the odds that you beat the Success Rolls ("the house" or "the dealer") at their own game. However, these numbers are rolled with a random number generator in addition to some stats, so the outcome is not always controllable. In keeping with the metaphor, Sucess Rates are the player's odds at beating "the house" or "the dealer". See {Quick Saving: Optimizing Your Odds} to see how to mitigate these unfortunate outcomes.
(Major) Stats and Activities
The term "Major" refers to the stats you can see directly on your Holo bar.

Fitness increases the success rates for
  • Kendo / Swim Practice
  • Park / Shrine Job
  • Recovery from Sickness
You can increase your Fitness through the Gymnasium and the Park.

Intelligence increases the success rates for
  • Class / Exams / Homework Score
  • Studying / Doing Homework
  • Science Research
  • Student Council
  • Museum Visit / Job
You can increase your Intelligence through
  • Class
  • Studying at the Library
  • Visiting the Museum
You can reduce your Intelligence by Visiting the Arcade.

Charisma increases the success rates for
  • All Club Practice / Research
  • Recruitment
  • Student Council
  • Shopping District Job
You can increase your Charisma through Student Council.

Stress decreases the success rate of most rolls in the game.
You can increase stress by
  • Class / Exams
  • Studying / Doing Homework in the Library
  • Recruiting
  • Gym
  • Student Council
  • Jobs
You can reduce stress by eating Asaga's lunches, and Visiting the Arcade / Park / Museum.
NOTE: However, if you are sick, all stress-increasing activities have higher stress, stress-reducing activities (except eating lunches from Asaga or Chigara) increase stress instead, and non-stress-influencing activities also increase stress. Basically, Stress and sickness are your enemies.

Luck increases the success rate of all rolls in the game.
You can increase luck by praying at the shrine. Depending on your donation amount, you can increase the luck payout. (You can actually donate nothing and still get +Luck)

The category "Prestige" as it shows up on your Holo will not show the cumulative total prestige of each club as you progress the calendar.
You can increase Prestige by winning tournaments. +10 for Bronze, +30 for Silver, and +50 for Gold
Total Prestige (cumulative, not monthly) increases the success rates for member recruitment.

Homework shows how many assignments per week you have left to complete. Doing Homework at the Library increases the grade on your exams and the grade for every week.
(Minor) Stats and Activities
The term "Minor" refers to values you cannot readily see on your Holo (except for Calendar Progress). There are ways to keep track of these (by specifically looking for them or writing them down).

Number of Times Failed at Homework / Exam Score

Calendar Progress decreases the success rate of
  • Class / Exam Score
  • Studying / Doing Homework in the Library
  • Science Research
  • Student Council
  • Museum Visit / Job
  • Shopping District Job
  • Tournament Success (except Qualifiers, Regionals, Nationals, and Galactic, which have their own rolls)
Difficulty Rating affects
  • Tournament Success (especially in Qualifiers, Regionals, Nationals, and Galactic)
  • Club Members Quitting
  • Conversation Success
  • Retry Chances (with Retry Charm)
Higher Difficulty Rating = Harder to get into routes, harder to win tournaments

You must maintain at least 5 members for a club to avoid disbandment.
The number of members increases tournament success but reduces the success rate of recruitment.
Tournament Success is mostly dependent on Club Readiness and # Club Members.

Club Morale slightly increases tournament success but is mostly used to prevent members from quitting the club. To minimize the risk of club members leaving, try to keep morale high.

Donation Size at the Shrine increases your success rate when Praying. A donation size of 5 creds almost makes your success roll 100% (unless your stress is too high).

The number of times you've visited the Arcade or the Shrine increases your success rate at their respective jobs.

Your Homework and Exam Scores are factored into whether you receive an academic probation. If you receive a total grade of 60 or lower, you will have (1) academic probation on your record. (3) academic probation warnings will immediately end your run.
How Sickness Affects (Most) Success Rates
You can become sick whenever your Stress exceeds Fitness. However, as long as your Fitness is higher than your Stress, you won't get sick. (To get the Living on the Edge Chivo, you need at least 50 stress across 20 consecutive days)

Sickness greatly influences your ability to work, study, and engage in activities. While sickness should never be on anyone's itinerary, here are all the activity alterations due to sickness (excluding jobs, which will be covered in {Jobs Analysis}:

Success (Not Sick)
Success (Sick)
Failure (Not Sick)
Failure (Sick)
Monthly Exams
+3 Stress
-5 Exam Score
Final Exams
+3 Stress
-10 Exam Score
Swim and Kendo Practice(1)
+2 Readiness; +1 Stress
+2 Readiness; -1 Morale; +1 Stress
+2 Readiness; +2 Stress
+2 Readiness; -1 Morale; +2 Stress
+1 Readiness; =1 Morale; +2 Stress
+1 Readiness; -1 Morale; +2 Stress
+1 Readiness; -1 Morale; +4 Stress
+1 Readiness; -2 Morale; +4 Stress
Swim and Kendo Morale
+3 Morale
+3 Morale
+1 Stress
Student Council
+2 Charisma
+1 Stress
+2 Charisma
+2 Stress
+1 Charisma
+2 Stress
+1 Charisma
+3 Stress
Gym
+3 Fitness
+2 Stress
+3 Fitness
+4 Stress
+1 Fitness
+3 Stress
+1 Fitness
+6 Stress
Arcade (Visit)
-4 Stress
-2 Intelligence
-2 Stress
-2 Intelligence
-1 Stress
-2 Intelligence
+1 Stress
-2 Intelligence
Park (Visit)
-2 Stress
+1 Fitness
+1 Stress
+1 Fitness
+1 Stress
+1 Stress
Shrine (Visit: 0 Donation)
+2 Luck
+2 Luck
+1 Stress
-1 Luck
+1 Stress
-1 Luck
+1 Stress
Shrine (Visit: 1 or 2 Donation)
+2 Luck
+2 Luck
+1 Stress
+1 Stress
+1 Stress
Shrine (Visit: 5 Donation)
+4 Luck
+4 Luck
+1 Stress
+2 Luck
+1 Stress
+2 Luck
+1 Stress

As you can see, being sick is REALLY BAD for all your outcomes. If you do get sick, you can also receive the "Hospitalization" bad end when your Stress exceeds your Fitness by 40 and you get a bad roll. While you can easily get out of being sick by purchasing medicine for 15 creds, you shouldn't really get sick. Ever. Unless you're doing some crazy Ripped Chivo route or botching a Space Whale run.
Activities Not Affected by Sickness
The following shows the success and failure payouts for most activities not affected by stress.

Success
Failure
Study (In Class)
+1 Intelligence
+1 Stress
+2 Stress
Study (Club Hours / After-School)
+2 Intelligence
+1 Stress
+1 Intelligence
+2 Stress
Science Research
+3 Morale
Cannot Fail
Doing Homework
-1 Homework
+2 Stress
-1 Homework
+3 Stress
Tutoring (On Probation)
+3 Intelligence
+1 Stress
+2 Stress
Recruitment (Club Hours)
+1 Member
+2 Stress
+2 Stress
Recruitment (Recruitment Day)
+1 Member
+1 Stress
Museum (Visit)
+3 Intelligence
-1 Stress
+1 Intelligence +1 Stress
(Visual will say +2 Intelligence)
Culture Festival
+1 Stress
Cannot Fail
Major Events: Tournaments and Exams
Tournaments and exams are major gates that progressively become more difficult as you progress through the game. However, they also allow you to maintain affection points with each of the (main) characters (not sorry, Maray).

The success rate of each tournament is:
  • Increased by # of Members, Readiness, Morale, and Luck
  • Decreased by Difficulty and Progress (for Qualifiers, Regionals, Nationals, and Galactic)
Fortunately, tournaments and exams aren't fruitless efforts. They give prestige and grades. Missing your monthly prestige (40 for M1, 60 for M2-M8) or failing exams (score<60 three times) will result in bad ends, so be sure to do the bare minimum succeed in these whenever you can (although you will never find yourself in these situations unless you're doing some crazy Chivo route).

The payout of each tournament is dependent on placement:
  • Gold: +50 Club Prestige (persistent throughout the game); +50 Monthly Prestige
  • Silver: +30 Club Prestige (persistent throughout the game); +30 Monthly Prestige
  • Bronze: +10 Club Prestige (persistent throughout the game); +10 Monthly Prestige
Additionally, you must:
  • Place Bronze or higher in Regionals to access Nationals
  • Place Silver or higher in Nationals to access Galactic
Exams are quite similar. The success rate for each monthly exam is:
  • Increased by Intelligence, Luck, and any Study Charms you might have
  • Decreased by Calendar Progress (months) and sickness (the effects of were covered in {How Stress Affects (Most) Success Rates}.
Did I forget that tournaments and exams also give affection? Yeah, they help you catch up on some very much needed love-time missed from prepping the clubs or studying.
Affection from tournaments only applies to their respective club captains. Affection gained is dependent on placement:
  • No Placement (Loss): -3 Club Captain Affection (Avoid at all costs)
  • Bronze: +2 Club Captain Affection
  • Silver: +4 Club Captain Affection
  • Gold: +6 Club Captain Affection
Affection from exams only applies to Ava. Affection gained is dependent on exam score:
  • Less than 60: -3 Affection; +1 Academic Probation
    (Academic Probation: Tutoring with Ava until you can pass the next exam; to be avoided)
  • 60 - 69: +3 Affection
  • 70 - 79: +6 Affection
  • 80 - 99: +9 Affection
    (no 100 unfortunately, even if you cheat your stats on developer console)
Club Prestige (cumulative) increases your odds of recruitment. Ironically, the most ideal time to recruit members for a club is immediately after their competition (at least, as soon afterward as possible).
Jobs Analysis
You can earn money by working at the following locations. Each of them has it's own success roll and positive/negative influences.
  • Museum (Science Center)
    • Increased by Intelligence
    • Decreased by Stress and Calendar Progress (months and weeks)
  • Arcade
    • Increased by # of Arcade Visits
    • Decreased by Stress
    • Best for Gamer Chivo Route
  • Park
    • Increased by Fitness
    • Decreased by Stress
  • Shrine
    • Increased by Fitness and # of Shrine Visits
    • Decreased by Stress
The following table describes the Payout and Effects for each Job:

Museum
Arcade
Shopping District
Park
Shrine
Success
+9 Money
+2 Stress
+5 Money
+1 Stress
+7 Money
+2 Stress
+4 Money
+1 Stress
+4 Money
+1 Stress (+2 if sick)
Failure
+4 Money
+3 Stress
+2 Money
+2 Stress
+3 Money
+3 Stress
+2 Money
+2 Stress
+2 Money
+2 Stress (+3 if sick)
-1 Sola Affection
Class Analysis
From the onset of the game, you are presented with 6 classes with various bonuses:
  • Athletic
    • Fitness: +20
  • Intellectual
    • Intelligence: +20
    • Homework: -1/week
  • Charismatic
    • Charisma: +20
  • Good Karma
    • Fitness: -2
    • Intelligence: -5
    • Charisma: -5
    • Luck: +25
  • Well-Rounded
    • Fitness: +5
    • Intelligence: +5
    • Charisma: +5
  • Wealthy Heir
    • Fitness: -2
    • Intelligence: -2
    • Charisma: -2
    • Money: +40
    • Prestige: +10/month
In my eyes, the only two classes that actually matter are Intelligent and Wealthy Heir.

My rationale for Intelligent for being the best class for any standard run without chivos:
  • You are reducing the number of homework each week from 3 to 2. While this doesn't seem like much when you first play the game, it really adds up over time. The game has a total of 50 weeks with 3 or 2 homework a week.
  • The game will have a total of 150 homework without the intelligent class while it will have a total of 100 homework with the intelligent class. (While a few of these weeks don't have homework due to vacation, I will be ignoring those few weeks for calculation's sake.)
  • The only way to do homework is in the library during lunch (when you have Pre-Made Bentos or Asaga/Chigara make lunch for you after an event), during club hours, or during after-school hours. Your club hours could be better used... for your clubs. Likewise, your after-school hours are better used for other activities which can only be done during the after-school hours. Usually, I only do homework during lunch so I have time during club or after-school hours, so I can use my lunch hours to decrease my stress with Asaga's lunch in the classroom instead.
  • Doing homework increases stress by 2 (by 3 if you fail the roll). By going with the Intelligent Class, you are eliminating at least 100 stress throughout the game. As stress is one of your major enemies, this gives you so much more to do other activities.
My rationale for Wealthy Heir for being a second-best class overall and the best class for any chivo-based run:
  • The baseline prestige qualification is 40 for M1, 60 for M2-M8, and 0 for M9 and M0. At worst, you only need to get the science club to 5 members and score:
    • 40 Prestige for M1: Gold + Bronze, or 2 Silvers, at Minimum
    • 50 Prestige for M2 - M8: 1 Gold + 2 Bronze, or 2 Silvers at Minimum.
  • You basically only need to have two teams get through the M8 competitions. This spares more time for homework (unfortunately, the trade-off with intellectual is 3 homework/week as opposed to 2/week) and more importantly, after-school activities after qualifiers are unlocked in M7.
  • While you are given the opportunity to do club activities during after-school hours in this period, it's quite wasteful since club hours are enough for at least one team to make it all the way to galactic championships. (At VN difficulty, you should have no difficulty getting all three clubs to galactic championships without much effort anyway).
  • Most of the chivos require an absurd number of visits or stats. The Wealthy Heir class allows you to skip out on some of the club management side of the game to focus on the chivos (in a non-cheated run on developer console, of course).
The other classes don't give any substantial benefits since stats are accumulated throughout the game anyway.
Affection: Encounters
Affection and certain events are critical to opening character routes.

The following table shows the encounter rates of each character at each possible encounter location:
Asaga
Ava
Chigara
Maray
Sola
Arcade
60%
0%
10%
20%
10%
Cafeteria
10%
50%
10%
0%
30%
Classroom
50%
0%
50%
0%
0%
Courtyard
20%
10%
10%
0%
60%
Gym
40%
30%
10%
0%
20%
Library
10%
50%
30%
0%
10%
Museum
10%
20%
50%
10%
10%
Park
10%
30%
20%
30%
10%
Shrine
10%
10%
10%
10%
60%

NOTE: The encounter charm DOES NOT directly increase encounter rates.
  • Encounter rates rolled from 1 to 100. The "major" character with the highest encounter percentage occupies the range from 1 up to their respective percentage. For example, Sola's encounter rate the shrine occurs at 1 to 60 while the other four characters are spread out amongst 60 to 100.
  • The encounter charm adds +10 to the encounter rate roll so that actually, the roll is now from 11 to 100. This reduces the encounter roll of Sola at the Shrine down to a range of 11 to 60.
  • Essentially, the roll for encounters is now out of 90, with the "major" character now having a decreased chance and the "minor" characters getting a marginally increased encounter rate.
Affection: Conversation
You begin with four conversation topics:
  • Classwork
  • Weather
  • Gossip
  • Flirt
You can unlock the rest of the conversation topics by breaking certain stat thresholds or visiting a specific location a certain number of times:
  • Politics: Intelligence > 80
  • Games: Times at Arcade > 20
  • Sports: Fitness > 30
  • Joke: Charisma > 30
  • Science: Intelligence > 100 and Times at Museum > 10
  • Religion: Times at Shrine > 10
  • Reminisce: Charisma > 25
  • Pervy Joke: Collective Affection of Asaga, Ava, Chigara, and Sola > 50
  • Job: Money > 40
  • Charm: Charisma > 50
Once a conversation topic has been unlocked, it can disappear. For example, the topic "Job" will disappear if you spend all your money.

The success of conversations is also subject to a dice roll:
  • All Conversations
    • Increased Success: Charisma, Affection
    • Decreased Success: Stress
  • Politics and Science
    • Increased Success: Intelligence
    • Decreased Success: Calendar Progress (each Month)
  • Games
    • Increased Success: # Visits at Arcade (not Temp Job)
  • Sports
    • Increased Success: Fitness
  • Religion
    • Increased Success: # Visits at Shrine (not Temp Job)
  • Job
    • Increased Success: Amount of Money (as seen on Holo, not total accumulated)
  • Reminisce
    • Increased Success: Calendar Progress (each Month)
The following table shows the +Roll (Success Rate) / Affection (Success) and Affection (Failure) of each conversation topic for each character. +Roll increases the chance of failure of a conversation topic: the higher the number in "+#," the more difficult the success roll. Lower numbers in "+#" are preferred for success rolls.
Each cell is a 3 number code showing (+# / +# / -#). For example, conversing with Ava about Classwork will give a +Roll of +7, +1 Affection if Success, and +0 Affection if Failure.

Asaga
Ava
Chigara
Maray
Sola
Classwork
+7 / +1 / -1
+7 / +1 / 0
+7 / +1 / 0
+7 / +1 / -1
+7 / +1 / 0
Politics
+7 / +1 / -1
+6 / +2 / 0
+7 / +1 / -1
+7 / +1 / -1
+7 / +1 / -1
Games
+6 / +1 / 0
+7 / +1 / -1
+7 / +1 / -1
+6 / +1 / 0
+7 / +1 / 0
Sports
+6 / +1 / 0
+7 / +1 / -1
+7 / +1 / -1
+7 / +1 / 0
+7 / +1 / 0
Weather
+10 / +1 / 0
+9 / +1 / 0
+9 / +1 / 0
+9 / +1 / 0
+8 / +1 / 0
Gossip(1)
+5 / +1 / -1
+6 / +1 / -1
+7 / +1 / -2
+5 / +2 / 0
+7 / +1 / -1
Joke
+6 / +1 / -1
+7 / +1 / -1
+7 / +1 / 0
+6 / +1 / 0
+7 / +1 / 0
Flirt(2)
+8 / +2 / -1
+10 / +3 / -2
+10 / +3 / -3
+10 / +1 / -1
+10 / +1 / -1
Science
+7 / +1 / -1
+7 / +1 / -1
+6 / +2 / 0
+7 / +1 / -1
+6 / +1 / -1
Religion
+7 / +1 / -1
+7 / +1 / -1
+7 / +1 / -1
+7 / +1 / -1
+5 / +1 / -1
Reminisce
+7 / +1 / 0
+6 / +1 / 0
+7 / +1 / 0
+6 / +1 / 0
+7 / +1 / 0
Pervy Joke
+6 / +1 / 0
+10 / +1 / -2
+8 / +1 / -2
+6 / +1 / -1
+9 / +1 / -1
Job
+8 / +1 / -1
+6 / +1 / 0
+6 / +1 / 0
+7 / +1 / 0
+7 / +1 / -1
Charm
+7 / +2 / -0
+8 / +2 / -1
+7 / +2 / -1
+7 / +1 / -1
+8 / +1 / -1
NOTE 1: Gossip will randomly reduce the affection of a different girl (except for the person you're talking to) by 1 (not 1 heart, which is 10 affection each).
NOTE 2: Flirt rolls for Asaga, Ava, Chigara, and Maray will be +9000 if you have successfully entered Sola's route after Pure Day, essentially making it impossible to flirt with any of them on Sola's route.

Some brief observations of conversation topics:
  1. Everyone hates talking about the weather, but no one will fault you for it.
  2. Flirt and Pervy Joke have the lowest success rates, but reward you well if you use it properly. Asaga and Maray usually won't mind.
  3. Reminisce has a decent success rate without any penalties, but also not a very high affection.
  4. You can also use the conversation topics to steer away from certain girls (but why would you do that when you can get all the girls since you don't actually start on any of their routes until you want to)
  5. The topics each character favors most (in terms of success rate):
    • Asaga: Games, Sports, Joke, Pervy Joke. (Actually, Gossip is the best, but it hurts the affection for another girl, so do this only if you're doing her route)
    • Ava: Politics, Reminisce, Job (Actually, Gossip is tied for best, but it hurts the affection for another girl, so do this only if you're doing her route)
    • Chigara: Science, Job
    • Maray: Games, Joke, Reminisce, Pervy Joke(Actually, Gossip is the best, but it hurts the affection for another girl, so don't do this since Maray doesn't even have a route)
    • Sola: Religion, Science (a close second)
Affection: Gifting
The following table gives the affection or loss for each of the gifts for each character
Asaga
Ava
Chigara
Maray
Sola
StarRaider HoloGame(1)
+6
+1
+2
+1
+1
Holo
+1
+1
+1
+1
(2)
Fuzzy Socks(1)
+1
+4
+3
+3
+3
Stuffed Whale Pillow(1)
+5
+1
+1
+5
+1
Incence Set(1)
+1
+4
+1
+1
+5
Hungry Veniczar Apron(3)
+5
+1
+5
+1
+1
Holonovel: Snake Pit(3)
+1
+7
+1
+1
+3
Sexy Panties(3)
+5 / +8
-5
-5 / +5
+3
-5 / +3
Recipe Book(3)
+1
+1
+5
+1
+1

NOTE 1: Only available Month 2 Onwards
NOTE 2: Only available after Sola's Holo Event (M3W1)
NOTE 3: Only available Month 3 Onwards

Some observations regarding gifts:
  1. The Sexy Panties usually incur a loss of affection (except for Maray and Asaga) until after specific events in their respective routes. Unfortunately, Ava will always disapprove of the gift.
    • Asaga: Summer Practice in Month 5
    • Chigara: Home Visit in Month 5
    • Sola: Kayto's Birthday in Month 6
  2. Each gift has at least one recipient who will favor it. To maximize the affection given to all characters, you can give the following:
    • Asaga: StarRaider HoloGame, Stuffed Whale Pillow, and Sexy Panties
    • Ava: Fuzzy Socks, Holonovel: Snake Pit
    • Chigara: Hungry Veniczar Apron, Recipe Book
    • Maray: She gets nothing because she's not important a character who has a route
    • Sola: Holo (especially if you want her route), Incence Set
  3. By the time you can actually give Sexy Panties (to greater effect), you will probably have had enough affection with the specific character, making the gift ineffective (unless you give it to Asaga or Maray)
  4. None of the gifts are necessary to completing the game except for Holo, which is necessary for getting onto Sola's route.
Shopping District and Charms Analysis
The total cost of every item (necessary for the "Soldout" Chivo) is 1,287 creds.

The items can be categorized as
  1. Charms
  2. "Personal" Items
  3. Charisma Items
  4. Club Readiness Items
  5. Gifts
  6. Remedial Items
Charms
Total: 220 creds
  • Encounter Charm: Refer to the section {Affection: Encounters} for more details.
    • Should You Buy It? No.
  • Retry: Allows you to retry certain activities. Failed activities will still incur their penalties.
    • Should You Buy It? Yes.
    • However, you should only save it for the major offender: Recruitment. You shouldn't need to use all the charges if you properly Quick Save and Reset before every time you try to recruit a member.
  • Study Charms: Increase your homework / study success in the library and exam scores.
    • Should You Buy It? Not really.
    • Only buy these unless you're specifically doing the Gamer or Genius Chivos and need the intelligence boost. Any other standard route will easily pass the exams and homework rolls.
  • Minor Love Charm: This is the worst charm in the game. It doesn't even do what it says on the paper.
    • What It Says It Does: Supposed to help you get into a relationship
    • What It Actually Does (in the code): It only boosts your success rate for flirting only .
    • Should You Buy It? You might as well put the 20 creds elsewhere instead of on this piece of scrap.
    You can do better by just choosing better conversation topics.
"Personal" Items
These are the best items in the game. Depending on your route, you will get to them sooner or later. However, for a cheap invest, you can drastically improve your time with the game.
Total: 115 creds
  • Pre-Made Bentos: Buy this first. Every Run. It only costs 15 creds for 7 charges.
    1. It gives you access to Classroom and Library as possible lunch locations.
    2. If you route properly, you should only be using the Bentos to do homework in the Library until you have enough affection with Asaga to have her make lunches for you.
  • Memory Foam Pillow: Mitigates any stat loss when sleeping (reviewed in {Non-Chivo Routing}). Especially useful in Genius, Landslide Victory (explained in {Chivo Routing}).
  • Alpaca Blanket: 50% chance of decreasing one more point of stress per sleep. With 452 days, you are mitigating 226 points of stress, on average, per run.
    Useful in Sold Out, Genius, Rich. Especially useful for Ripped Chivo
Charisma Items
Total: 123 creds
In order of cred-to-charisma efficiency:
  • Best: Admiral Watch, Space Whale Cologne (1:4)
  • Second-Best: Cement Hair (1:~4.29)
  • Second-Worst: Ryuvian Shampoo (1:4.5)
  • Worst: Fancy Tie (1:5)
If you really are in need of charisma, the Admiral Watch and Space Whale Cologne should give you enough charisma (15) for a non-Chivo route for 60 creds. If you really are hurting for more charisma, you're going to be sinking more money for less charisma. It's easier to just go to Student Council a few times instead of buying the three other charisma items. Only buy Fancy Tie if you're going for the Sold Out Chivo.

Club Readiness Items
Total: 645 creds

If you are considering the Sold Out Chivo, this is the major offender for where all your creds go. As you shell more money for Club Readiness Items, they gradually become more cost-inefficient. You shouldn't ever need these in a VN or Casual difficulty playthrough; higher difficulties may begin to require these in routes if you are struggling. You can just train club readiness if you're too worried about failing the next tournament instead of buying these.

Gifts

As stated in {Affection: Gifting}, gifts are an entirely optional facet of the game which give you more affection with the girls. Only Holo is absolutely necessary for finishing a route (Sola's).
Gifts for each of the girl's birthdays are events activated merely by Shopping and cannot be bought through the shopping interface.
Unless you're going for the Everyone's Kayto achievement, these aren't necessary. However, if you're going for Asaga's route, buying her a birthday gift is absolutely necessary.

Remedial Items
If you are in VN or Casual Difficulty, you should never need these, especially if you get the Alpaca Blanket ASAP.
  • Medicine: When you're sick (after accumulating stress). Shows up every time you are sick.
  • Eroge: Reduces 20 stress. Shows up whenever you have more than or equal to 15 stress.
The only chivo which would ever need this is possibly Ripped due to the high stress of hitting the gym 200 times.

Event Gifts
These gifts do not actually show up in the shopping district or shrine charm shop. You can only buy these the week before each character's birthday, except for your own :(. They will be automatically prompted when you go to the shopping district. These are not necessary for any routes, although they will aid in getting affection if you still need it. The cost for each of the birthday gifts of the four main girls is 20 creds. Maray's birthday gift costs 10 creds.
General Purchasing Order
The order in which you buy items will largely influence how smoothly you progress through the game.

The buying priority for items ranges from "Must-Buy ASAP" to "Not Worth Buying":
  1. Must-Buy ASAP (in no particular order):
    • Pre-Made Bentos
    • Alpaca Blanket
    • Memory Foam Pillow
    • Total Cost: 115 Creds
  2. Efficient Items Worth Getting Early (M1 to M3)
    • First-Tier Club Readiness Items: Balanced Swords, Union Goggles, Lab Beakers
    • Charisma Items: Admiral Watch, Space Whale Cologne
    • Charms: Minor Study Charm
    • Total Cost: 170 creds
  3. Items Worth Getting Later (M4 to M6)
    • Retry Charm; Cement Hair (for late-game recruitment success)
    • Second-Tier Club Readiness Items: Light Bogu, Swim Cap, Ore Sample
    • Study Charm (as studying, doing homework, and taking exams become more difficult)
    • Total Cost: 235 creds
  4. Items Worth Getting Much Later (M7 to M9)
    • Third-Tier Club Readiness Items: Master Sword, Protosuit, Union Scanner
    • Major Study Charm (as studying, doing homework, and taking exams become more difficult)
    • Gift(s) to make sure the girl whose route you're on gets affection >80 before a certain point (mentioned in {Non-chivo Routing})
    • Ryuvian Shampoo: If you're still hurting for recruiting success
    • Fourth-Tier Club Readiness Items: Dragon Bogu, Massage Machine, Ryuvian Artifact (if you still have enough money left over)
    • Total Cost: 413 to 450 creds (depending on whose route you're on)
  5. Items You Should Never Buy (unless you're getting the Sold Out Chivo)
    • Fancy Tie (so cost-to-charisma inefficient)
    • Charms: Encounter, Minor Love (easily outclassed by picking the right conversation choices)
    • Gifts for any girl whose route you're not on (especially Maray)
    • *Sexy Panties: You really don't need this unless you're hurting for affection with the girl whose route you're on before a certain point (mentioned in {Non-chivo Routing})
    • Medicine or Eroge: You should never need these unless your route has gone really off
    • Total Cost: 100 to 200 creds (depending on whose route you're on)
Bad Endings
There are multiple bad endings, each of which will come easily if you're not paying attention. These bad endings are (in order of increasing difficulty:
  • Disbandment by Members
  • Disbandment by Prestige
  • Hospitalized
  • Disappointed Sister
  • Flunking Out
  • Love Triangle*
*This bad ending doesn't actually have any way to activate it, but it's present in the code.

Disbandment by Members
This bad end is self-explanatory. You need at least 5 members in each club, or it will be disbanded. However, the game gives you a warning (not the bad end) on how many days you have before the club is actually disbanded. You should never really see this warning unless you've skipped on recruiting for the science lab or members have run away. You must raise morale to preserve the number of club members (for each club).

Disbandment by Prestige
This bad end occurs when you fail to meet the monthly prestige (40 for M1, 60 for M2-M8). There is no warning and you will immediately receive the bad end. You should be mindful of how many wins in tournaments you have. The primary way to avoid this is to stay on top of the number of members and readiness for each club by:
  • Recruiting at least 1 member per club, per week. Made easy by Quick Saving and Retry Charm
  • Keeping morale up so members don't quit on you
  • Increasing readiness (and buying Club Readiness items if you really have to)
  • Increasing your luck
  • Decreasing your difficulty (unless you're already on Waifu Mode, but how are you failing on Waifu mode?)
  • If you're having frequent trouble with this bad ending, consider choosing "Wealthy Heir" as your class so you can focus on other things besides club management (so you can decide to play the VN instead of the actual game).
Hospitalization
When your stress exceeds your fitness, you have a chance of becoming sick. When your stress exceeds your fitness by at least 40 points, the system rolls every day out of (100 + some luck + difficulty modifier) to determine if it exceeds your stress points. If the roll is lower than your stress, you will get this bad end when you are already sick. You can easily prevent this bad ending:
  • Keep your stress in check with activities (Love Bento, Park, Arcade, Museum) when you aren't sick. You should have bought the Alpaca Blanket to make sure you get maximum stress relief during your sleep.
  • If you have high stress, consider skipping out on stressful activities (Gym, Recruit, Jobs) until you can relax enough to do work again. Sickness makes every activity more stressful.
  • You can go home early (at H6 instead of H7) to relieve an additional point of stress. This consumes your after-school hours, however.
  • As a last resort, go to the shop and buy either the Medicine, which cures sickness, or the Eroge, which relieves 20 points of stress whenever you are above 15 stress (unless you really need to buy both.
Disappointed Sister
This bad end occurs when you fail to get a girlfriend by Pure Day. This can be easily done if you miss certain events in a route (or forget to click a route button at all) or miss all your conversation rolls. If you follow various route guides, you should never find this bad ending. If you want to just play the game without using guides, be prepared to see this ending a lot (unless you're on the Ava route, where the devs got lazy and just made it an auto-reader where you can't get this Bad Ending).

Flunking Out
You have to score less than 60 on three exams total. THREE EXAMS! When you score less than 60 on any exam the first two times, the game automatically forces you into academic probation where you have to be tutored every D4 and D7 during club hours. That should be motivation enough to avoid this bad end. And these tutoring sessions (if they succeed) gives you a significant boost in intelligence (in-game and out-of-game. Yes. You. The player). The only way you could ever hit this bad end is if you were gunning for the Gamer Chivo and forgot to increase your intelligence by studying at the library during lunch. Consider choosing "Intellectual" as your class so you don't have to do homework in the game as often (although you will have a lot more homework outside of the game... to solve that problem of yours) and so you get smarter in-game (not going to help outside of the game though).

LOVE TRIANGLE
This bad ending can't actually occur in the game, but I'm guessing that it was intended to happen when you gained too much affection with a girl whose route you're not on. However, this is not implemented in the final game and only shows up as a relic.
Common and Character Route Links
I will not be covering Common or Character routes in this guide as those have already been done:

This guide shows you the minimum amount of places and events you will have to go to for the Common Route and each of the character routes (including Ava's route... which is pointless)
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=426915574
This guide provides in-depth events coverage of every single arc event in the Common Route and every character route. Of note, this guide gives you the affection gates before you can progress further in a girl's arc before and after the route has started.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1256997007
This guide gives direct numbers and summaries of each event. Please check {[Event] All Girls' Routes Unlock Requirements} to make sure you have the relevant arcs unlocked.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=431018781
General Affection Route Tips:
  • Always pick the first choice in an event when given the chance. This will increase affection with the character(s) the event is for.
  • Always try to pick the most relevant conversation choice for a character. Given that you have about three and a half months to start an arc (to avoid the Disappointed Sister bad ending), you have about 150-175 encounters spread out among the five girls. If you want to specifically focus on a certain girl, please check the {Affection: Encounters} tab for specifics.
  • If you really don't have enough affection to start any route by M4, consider buying gifts for a specific girl you want to read the arc for (from {Affection: Gifts}). (Although this really shouldn't be a problem if you've followed the conversation guide in {Affection: Conversations).
  • Winning tournaments and scoring well on exams give large boosts to affection for their respective characters.
  • If you can afford it, each girl's birthday gift costs 20 creds. (Maray's gift costs 10 creds, but that's not important.)
General Non-Chivo Stat Routing
Given that you should be getting random encounters any time you visit an after-school location, you should never have problems getting into a certain character's route. Even if you are splitting the average among them, you should always be picking the best possible conversation choice. Therefore, I will not be tangling with affection stat management here, as that has been done ad nauseam in {Affection: Encounters}, {Affection: Conversations}, {Affection: Gifts}, and {Major Events: Tournaments and Exams}.

This section is to help beginners manage their stats effectively without trying to stress out about completing any of the outrageous chivos (although you may end up doing one of them anyway). This will not be a day-by-day hand-holding tutorial, but rather a step-by-step progress checklist you can compare yourself to. The checklist timeframe will shift for higher difficulties since I am writing this for beginners on VN or Casual difficulty.

Step 0: Check your Difficulty Setting in Preferences
Make sure you select the VN or Casual difficulty in preferences before you start a new game. I'm shocked at how many people dive into the game on "Original" difficulty and complain about it on the discussion or forums.

Step 0.5: How Do You Want to Play the Game?
The best way to lose this game is to go in without a plan. Sure, people don't usually plan to lose, but failing to plan for victory can be just as costly with all the stats interactions going around. Plan around the following (urgent) issues:
  • At least one girl must be above 50 affection (or 60 for Ava's route) by M4 after completing their section of the Common Route. If you check frequently with Maray's Intel, this should show up as 5 complete hearts for a single girl.
  • From M2 to M8, you need 60 prestige every month. Without abusing the "Wealthy Heir" buff, you will need to win (at the very minimum) the following per month from M2 to M8
    • 1 Gold and 1 Bronze
      OR
    • 2 Silver
  • You need to finish all your homework and have enough intelligence to at least score above 60 in each exam.
Step 1: Pick a Good Starting Class
Pick either the "Intelligent" or "Wealthy Heir" class, depending on what you want to focus on. The other classes are irrelevant.
  • Intelligent: Focus on maintaining high stats and playing the club management game because you have less homework to do.
  • Wealthy Heir: Focus on just playing the visual novel aspect of the game without worrying too much about the club management aspect.
Step 2: Making Bank
If you started as:
  • Intelligent: Your best job is at the Museum (Science Center). It gives +9 Money and +2 Stress for each success.
  • Wealthy Heir: Buy an Alpaca Blanket for 40 creds from the Shopping District before you do anything. Since your starting stats (aside from money) are pitiful, your best chance of making bank is at the Arcade. It gives +5 Money and +1 Stress for each success. If you're not sure about this, Quick Save before every time you work so you can guarantee good outcomes.
Step 3: Lunch Management
Once you have enough money, go buy a Set of Pre-Made Bentos. These will allow you to eat in the classroom or Study / Do Homework at the library. Once you have Asaga's or Chigara's affection to 30, they will offer to make lunches for you FOR THE REST OF THE GAME. DO NOT TURN DOWN THE OFFER . These "love bentos" reduce your stress by 1 each time you eat lunch in the classroom, which goes a long way to mitigate your stress.
Your priorities during lunch each week (once you've gotten the Pre-Made Bentos or Love Bentos):
  1. Events: Don't ignore these. Refer to the linked routes in {Common and Character Route Links}.
  2. Do Homework in the Library: You'll open up 2 more Club Hours (3 if Wealthy Heir) each week just by doing homework during lunch rather than club hours. This leaves you 2 or 3 more chances to increase club members, readiness, or morale during club hours (or you could choose to study some more or gain charisma at the student council).
  3. Eat Lunch in the Classroom: If you have any excess stress, this will help mitigate its fair share (and more!) of stress across the entire game, even if you went out with Sola or Ava.
  4. Study in the Library: If you need more Intelligence for upcoming exams, do it during lunchtime so it doesn't impede your club progress.
Step 4: Common Route Management
Refer to the linked guides to make sure you don't miss any event in the common route. Make sure to do at least the bare minimum so you can unlock all the character arcs. These events shouldn't amount to much of a deviation in a regular run through the game.

Step 5: Stat Management
Comprehensive Stat Management Sheet [docs.google.com]
This is the most useful for any beginner to the stat management style of games. The calculations as presented in the spreadsheet are drawn directly from the source code. Original Credit for this spreadsheet goes to https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=828728553
I've added all activities, jobs, tournaments, exams, and even an affection tracker. Use it at your own risk.

For a general (non-chivo) playthrough of the game, try to remember the following:
  • For each club, try to recruit (1) member, train readiness (3) times, and raise morale (2) times a week. (If you plan on using the Wealthy Heir class, you can afford to tone down readiness to (2) times a week.)
  • If you do find yourself having high stress consistently throughout the game, consider going to the Museum (if you have the money) or the Park. They contribute stats while mitigating stress. Personally, I'm not a fan of going to the arcade too often since it penalizes a stat to decrease stress (-4 Stress for -2 Intelligence (at best) and -2 Money).
  • Once you've entered into a character route (except for Ava's Route), continue to raise affection
  • If you don't plan to use the Affection Tracker, you can go to Maray (at home) to get Intel on the other girls. However, you need at least 5 Affection Points with Maray (which are invisible) to access it and will subtract one Affection Point with her. Once you've successfully talked with her a few times, you should be fine for the rest of the game if you check sparingly (before major events like Arc Starts or Pure Day).
Chivos
There are a total of 20 Chivos (Steam Achievements) set for this game. They can be split into the following categories (in order of difficulty, in my opinion, without cheating on console):

Route Completion and Affection
  • Hentai Siscon: Successfully flirt with Maray
  • Everyone's Kayto: Have 10 hearts with every girl
  • Noticed by Pres: Complete Ava's route
  • Wedding (Not) Crashed: Complete Asaga's route
  • Indecent Shrine Maiden: Complete Sola's route
  • Horny Pastry Puffer: Complete Chigara's route
  • Full Completion: Complete all four routes
If you aren't doing the route completion and affection achievements, why are you even playing this game? These are the easiest achievements to do in the game. Even then, you can fail the routes for Asaga, Sola, and Chigara by:
  • Failing their respective Pure Day checks (leading to Disappointed Sister end)
    • Asaga: 65
    • Ava: 90 (While her route is automatic, this is a very high number to reach by the end of M4.)
    • Chigara: 75
    • Sola: 75
    Additionally, some of the routes require the affection of other characters to be at least a certain threshold. Those are mentioned in the linked walkthroughs. Remember that placing at a tournament increases affection for its respective captain and passing an exam boosts your affection with Ava. The better your placement or exam score, the higher the affection gained.
If you score higher than 80 on all four exams and win (gold) every tournament before Pure Day, you will have the following affection thresholds, barring any conversation interference:
  • Asaga: 61 Affection; 4 left for Pure Day
  • Ava: 56 Affection; 34 left for Pure Day
  • Chigara: 39 Affection; 36 left for Pure Day
  • Maray: 12 Affection; Doesn't have a Pure Day :(
  • Sola: 55 Affection; 20 left for Pure Day
However, chances are you may not always win every tournament and excel at every exam. If you still don't have enough affection after random encounters and conversations, gifts can help fill in the rest of the needed affection for Pure Day.

All of the following Chivos should ideally be done on VN difficulty for maximum success and minimum fuss. (Except for Champ, which requires to play the entire game through on the space whale difficulty)

Club Management
  • Club Recruiter: Have a total of 200 members between all your clubs
  • Club Trainer: Have a total of 1000 readiness between all your clubs
If you are playing on a low difficulty, these club stats are much higher than what is necessary to win, even at the galactic level. However, playing on VN also makes recruiting much easier. Made easier by high charisma builds.

Visits
  • Ripped: Exercise at the gym 200 times in a single game
  • Walk the Dog: Visit the park 400 times in a single game
  • Devout: Visit the shrine 400 times in a single game
  • Gamer: Visit the arcade 400 times in a single game
  • Academic: Visit the science museum 400 times in a single game
Including the number of times you need to work to make the amount of money for items and visits, you will not be able to accomplish Academic or Gamer on the same run with any other visit Chivo.
You do not have to donate money for Shrine visits to be counted. It is possible to fit the Ripped Chivo with another visit Chivo, provided you are playing on the lowest difficulty.

Stat Check
  • Genius: Rank in the 99th percentile on an exam
  • Landslide Victory: Win the election with all 560 votes in your favor
If you have 1) finished all your homework on time, 2) boosted your intelligence, and 3) bought the study charms, the Genius Chivo should never be a problem. Landslide Victory is an entirely different beast in a standard run. If you've won (three rounds in a row) in every competition, you still need 1450 Intelligence to get the Chivo on election day. And that's not counting sleep loss or failures.

Masochistic
  • Soldout: Purchase every single item at the store and shrine
  • Rich!!!: Save up a collection of 500 credits
  • Living on the Edge: Go 20 days with your stress over 50
  • Champ: Complete the game beginning to finish on space whale difficulty
If you're aiming to complete these Chivos without cheating on developer console, you need to do a decent bit of planning. Route your days and what you need to do to survive.

Soldout and Rich!!! are pretty self-explanatory. They can be done in the same run, but it's rather wasteful unless you're also doing a visit Chivo as well. It is suggested that you buy items whenever you have the chance to (especially the highly recommended ones). Your choice.

Living on the Edge and Champ can be difficult to route as Stress and Space Whale Difficulty can make the game more unpredictable and unforgiving.
Chivo Routing
These Chivo routes will not include the following Chivos as you could basically tack them onto normal non-Chivo routes without much effort.
  • Character route/arc dependent Chivos: You could really just do those in any fashion you'd like. (Ava's Route is suggested since you don't have to visit anything to see her story, and you can just skip it once you've seen it once)
  • Affection Chivos: These will come naturally if you succeed at every conversation by the end of the game. If not, consider buying gifts.
  • Money Chivos: These will also come naturally as you basically need money to visit the arcade, visit the museum, or go shopping.
I will also not be providing a day-by-day route, as sleep luck and activity pass/fail govern what you do day-by-day. Unless you're doing the Living on the Edge achievement, minimize it whenever you can.

These routes will optimize the number of runs through the game to accomplish all the Chivos.

Route 1: Braniac
Covers: Academic, Genius, Landslide Victory
Class: Intelligent

Your exam scores, Museum Visit success, and Museum Job success are all dependent on Intelligence. You may as well abuse the mechanic by generating 9 creds for every job and then relaxing at the Museum for 2 creds. You'll naturally get the Genius achievement along the way since you will have enough intelligence to ace the test. By the time you finish your year and your 400 visits to the Museum, you'll have more than enough intelligence to win all 560 votes in M9.

Route 2: Musclehead
Covers: Walk the Dog, Ripped, Living on the Edge
Class: Wealthy Heir

Going for the Living on the Edge is "on-the-edge" only if your Fitness isn't high enough; you can only get sick if your Stress is higher than your Fitness. If you go to the gym, you gain 3 fitness and 2 stress (at best success). Every time you sleep, you lose some stress.
Your priorities in this route are:
  • You must break the rule of buying the Alpaca Blanket if you intend to get the Living on the Edge Chivo. It's too good a stress reducer to reliably get to 50 stress unless you really try to get there.
  • Get all clubs to members to 5 by recruitment day. Get each club's readiness to 15 and morale to 10 by their first competition.
  • Aim to get the bentos from Chigara or Asaga ASAP. Eat lunch in the classroom, Do Homework during club hours, and then keep Exercising at the Gymnasium until you hit the Chivo.
  • Use the remaining club hours to (weakly) boost your club stats to: (# Total Week) Members, (# Members x 2) Readiness, and (# Members x 1.5) Morale by the time you get to their competitions.
  • You will most likely fail these in the Science Club as the stress will kill your success rates, where your rolls are based on intelligence. If you feel like it, just keep the Science Club at a bare minimum and focus on the Swim and Kendo clubs instead (as Readiness success there is dependent on fitness instead of intelligence)
  • Once you finish your Ripped Chivo, immediately shift to Visit the Park as often as you can. If you do not mind not earning too much money in this run, you can fit in both the 200 Gym Visits and the 400 Park Visits.

Route 3: We Rollin' (Dice)
Covers: Devout, Club Recruiter, Club Trainer
Class: Intelligent

Remember that you do not need to donate creds when you pray for it to count as a shrine visit. Additionally, you may have a chance of earning +2 Luck without donating any creds. While all rolls in the game are made better by luck, the Club Recruitment roll is in the most need of it. The Club Recruitment roll is made worse when you have more members, so recruiting more members actually works against you. However, with Quick Saving, high luck, and enough passive intelligence gain, you will have enough luck to beat the roll most of the time. Additionally, you will need to gain twice as much Morale as Recruitments per week to ensure your members don't quit on you.

However, the higher your Luck is, the more Luck you will lose during sleep. You can also lose luck when you are at 0 Luck, making you go negative. Try to keep your Luck positive, as any negative Luck will immediately work against you. This shouldn't be a problem, as your luck rolls will be so good, you won't lose much of it at all.

At minimum, you need 66 members in 2 clubs and 67 in 1 club to finish the Club Recruiter Achievement. If you buy all the Club Readiness items, you will have 54 bonus readiness in each club, requiring you only to gain about 1850 readiness across the entire game (about 617 readiness per club).

Route 4: We Thank Gaben
Covers: Gamer, Champ
Class: Intelligent
Suggested Arc: Ava (since you don't have to visit any afterschool events to finish her arc)

As with the Braniac route, we will be working where we visit. However, the objective here is to mitigate stress as much as possible throughout the game. Once you buy the Alpaca Blanket, you'll only need to Visit the Arcade every time your stress is noticeable in rolls (about 4 or 5) so you can increase your success.

Note that completing the game on Space Whale difficulty does not mean you have to pass with flying colors. You can try to do so of your own accord. It is still possible to win every tournament and ace every exam in this difficulty; it just becomes more difficult. Especially with this Chivo pairing, you really can't fault yourself if you find yourself in Academic Probation once or twice toward the end of the game, but you'll have enough Intelligence (hopefully) to pass the rest of the exams.
Quick Saving: Optimizing Your Odds
While we don't like repeatedly saving to mitigate losses, it's an integral part of stat management games. However, you don't have to save before every single activity.

In a "standard" run, your order of Quick Saving priority is
  • Recruiting Members: Save every time you try to recruit, except during recruitment drives
  • Tournaments / Exams: Save the day before each tournament or exam since these are critical to your success throughout the game.
  • Jobs: Save the first few times you do a job. After the first few times at a job, you should have enough stats to do a job without fearing job failure unless you have high stress)
It's your choice to Quick Save before every single activity to truly mitigate losses, but it's not necessary as your stats gradually increase throughout the game. (Unless you keep failing activities, exams, and tournaments, then something is wrong other than your quick save. Most likely your stress is too high or some other stat is too low)
Links to Other (Very) Useful Guides
All the links mentioned throughout this guide have been double-linked here for ease-of-access.

Comprehensive Stat Management Sheet[docs.google.com]

For event gating and conversation lines
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=431018781
Bare minimum events for common and character routes
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=426915574
Developer Console and Commands
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=460602989
18+ Content Restoration (at your own risk)
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=429515966
Version History
(10.23.2019) Version [1.0]:
  • Completion of Main Guide
  • Addition of Links and Spreadsheet
  • Planning to add icons and pictures for better visuals. Soon.

    I will read through comments to see if I missed something, should add more information, or cut down on some material.
    (If it's event-related, I said I wouldn't cover it.)
1 Comments
Rendered 9 Nov, 2021 @ 1:10pm 
Probably the only guide that ever explains how stats affect jobs. Thanks a lot. Ive been looking for that on and off for months