Public minigame guide

A complete explanation of the run model, timing, resources, events, and Stage 4 strategy. Video guides also exist, although the Academy archive currently lists them as checked out.

Archive note: Video guides circulate separately; the Academy archive currently marks them as checked out.

Use this table when you need the short version, then read the sections below for the reasoning and recommended order of operations.

ElementGuidance
GoalMove through Stages 1–3 and reach the locked-in Stage 4 target before stamina runs out.
Basic rhythmWait for the current light, medium, or heavy input lock to clear before entering the next input.
Early runFavor light inputs, preserve stamina, and let injury pressure recover.
EventsRead the cue family first; successful events can improve Authority, award stars, and advance progression.
Final pushReach Stage 3 with Authority, stars, stamina, and injury under control, then combine events and skills.
StatusTiming, thresholds, and exact resource outcomes are working estimates until verified against the current build.
01

Understand the run

In brief: Move through four stages while protecting stamina, controlling injury, and keeping progression momentum alive.

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

Stage 4 is the locked-in target. The run ends when stamina is exhausted, so every input is a trade between progress and remaining time.

The game communicates the hidden value through stage changes and visual feedback rather than a clean public number.

Systems Practice: Review the Academy Systems glossary

02

Learn the timing lock

In brief: Each basic input has a different stamina cost, recovery window, and injury pressure. The useful moment comes after the current animation lock clears.

Light is the efficient baseline, medium maintains stronger momentum, and heavy provides stronger momentum at higher cost. Pressing during the lock does not produce a useful new input.

Working timing estimates are about 0.4 seconds for light, 0.8 seconds for medium, and 1.2 seconds for heavy. Learn the rhythm by counting or watch for the recovery cue.

In Stage 1 favor lights. In Stage 2 mix lights and mediums. In Stage 3 stronger inputs become more useful, but only if stamina and injury remain under control.

Systems Practice: Practice the animation lock

03

Protect stamina and injury

In brief: Stamina is the run budget. Injury is the overuse pressure that can consume stamina and interrupt an otherwise successful event.

Stronger or repeated inputs increase injury pressure. Reduce input pressure to recover, use an Ice Pack to clear the condition, or use Muscle Cream to reduce buildup for its limited duration.

Do not enter a timed event near the injury threshold. An injury interruption during an event can make a manageable cue sequence impossible.

Coffee and Vitamins support stamina management. Use them to preserve enough run time for successful events and skills rather than spending the whole budget on early heavy inputs.

Systems Practice: Review the Hand of Justice meter

04

Read the events

In brief: Events interrupt the baseline input loop, but successful events are opportunities: they improve Authority, grant stars, and push progression upward.

Resistance events use participant-specific timing and cue rules. Learn each participant through its visual exercise and carry that timing skill into the run.

Response events ask you to classify a text-and-voice prompt as quantity, time, or strength, then choose the matching light, medium, or heavy response.

No response loses Authority, an incorrect response produces no change, and a correct response improves Authority and progression.

Systems Practice: Practice response cues

05

Build your progression tools

In brief: Stars are consumable skill currency. Rhythm mode trades stamina for a chance at stars, while skills provide larger progression pushes.

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.

Do not enter rhythm mode casually during a stamina-constrained run. Use the Practice Lab to learn the cue timing before spending a run on it.

Systems Practice: Practice Fast N’ Furious inputs

06

Reach Stage 4 deliberately

In brief: Conserve early, clear successful events, arrive at the automatic Stage 3 threshold with resources intact, and combine events with skills for the final push.

Stage 1: use mostly lights and avoid spending stamina just to move faster. Stage 2: mix lights and mediums while prioritizing successful events and maintaining Authority.

The hidden progression tracker rises with events and skills; the player does not choose when Stage 3 begins. As the threshold approaches, check Authority, stars, stamina, and injury, then recover injury or use stamina support if needed.

Stage 3: combine successful events with skills. The conservative working route is to accumulate several successful events, use some of the balanced skill, then spend remaining stars on the stronger progression skill.

A faster experimental route has succeeded with fewer events and a skill-heavy sequence, but it is not yet a guaranteed threshold. Treat it as a test strategy rather than the baseline recommendation.

Systems Practice: Review the full systems model

Continue the reference path: Review the Academy Systems glossary, rehearse concepts in the Practice Lab, or return to the Prologue Guide and Day 1 Assignments for route context.