Academy systems

The guide translates the demonstration's internal systems into Academy language: maps, schedules, resources, assignments, timing competencies, and the four-stage run model.

Want the full explanation? Open the Minigame Guide for the complete run model and linked Systems Practice exercises.

Four-stage progression

Move from Stage 1 through Stage 2 and Stage 3 toward a locked-in Stage 4 while keeping momentum alive.

Detailed walkthrough

The hidden progression value rises through successful events and skills, then decays when momentum is not maintained. The practical shape is Stage 1 ⇄ Stage 2 ⇄ Stage 3 → Stage 4.

Stage-specific play changes: favor light inputs early, mix light and medium inputs in Stage 2, and reserve stronger inputs and skills for the Stage 3 final push.

Basic input timing

The three basic input strengths trade stamina, recovery time, and injury pressure for different amounts of momentum.

Detailed walkthrough

Light inputs are the efficient baseline. Medium inputs maintain stronger momentum, while heavy inputs provide stronger momentum at higher cost.

Working timing estimates are about 0.4 seconds for light, 0.8 seconds for medium, and 1.2 seconds for heavy. Wait for the animation lock to clear before pressing again; learn the rhythm or watch for the recovery cue.

Stamina & injury

Stamina is the total run budget. Injury is short-term overuse pressure that can consume stamina and interrupt input.

Detailed walkthrough

Stronger or repeated inputs increase injury pressure. Reducing input pressure lets it recover; an injured state causes a substantial interruption at the worst possible time.

Avoid entering a timed event near the injury threshold. Ice Packs clear the condition, Muscle Cream reduces buildup for a limited duration, and careful pacing preserves the run budget.

Authority & assignments

Campus incidents, staff requests, and scheduled activities provide the practical route to higher Authority levels.

Detailed walkthrough

Authority ranges from Level 0 to Level 3 in the current public model. Successful events can raise it; failed events can lower it.

The office computer is the daily starting point for complaints, schedules, locations, and participant clues. Follow the route record before spending time on optional incidents.

Lower Authority may make some star-powered actions less efficient. Treat exact thresholds and costs as provisional until verified.

Resistance events

Resistance events use participant-specific cues and timing rules. Successful completion advances the run and awards a star.

Detailed walkthrough

Each participant has its own short visual practice exercise. The Practice Lab teaches the timing and cue-recognition skill behind the event.

A successful event improves Authority, grants a star, and pushes the hidden progression value upward. Failure reduces Authority and stamina.

Response events

Classify a text-and-voice prompt as quantity, time, or strength, then choose the matching light, medium, or heavy response.

Detailed walkthrough

Use the response modifier with the input that matches the prompt category. No response loses Authority; an incorrect response produces no change; a correct response improves Authority and progression.

Stars, rhythm & skills

Stars power skills. Rhythm mode trades stamina for a chance at stars, while skills provide larger progression pushes.

Detailed walkthrough

Stars come from successful resistance events and strong rhythm-mode results. Rhythm mode presents 15 light, medium, or heavy cues and costs part of the stamina budget to enter.

The current demonstration references two skills: one rewards rapid light-input timing, and one uses a spinner with several result zones. Both contribute differently to progression and secondary scoring.

Use the Practice Lab to learn the timing vocabulary. The exact optimized skill sequence belongs in a separate Stage 4 strategy guide.

Time & schedules

Activities occur in time windows. Read the complaint, check the schedule, and advance the clock shortly before the expected start.

Detailed walkthrough

The clock runs during the active school day, and time-dependent rooms transition the player to a room entrance when an activity begins.

The Prologue has no immediate time pressure. Numbered days introduce schedule discipline, so the Day 1 Assignments page records current windows as provisional reference data.

Resources & investigation

Consumables provide temporary support, while special equipment changes how the campus can be investigated or traversed.

Detailed walkthrough

The Resources Catalog records safe effects such as stamina support, strength support, injury-condition management, quiet movement, photography, and hidden-space investigation.

The Magnifying Glass reveals nearby hidden items or concealed spaces. The Polaroid Camera supports a documented Theater investigation route.

Items are scattered across campus. Some are visible; others require careful observation or the right tool.

Continue the reference path: Check the Resources Catalog for item effects, use the Practice Lab for timing exercises, or return to the Minigame Guide.