You are on page 1of 14

Superpowered Walk-through 0.

39 – by sillyrobot (maxdylan0405 made into a


PDF)
The walk-through references only the base game. No mods are discussed.

This walk-through is going to focus on getting Billy up and active as quickly as possible. The
game has no time limit so feel free to wander off script if it starts feeling tedious!

This is a game of resource collection and allocation. There are a variety of currencies with
some limited conversion between the types.

How you Lose the game


Billy's behaviour is monitored by the government. If he fails to maintain basic behaviour, he
receives a demerit. Too many demerits and he ends up reclaimed by the Initiative.

Note there is no display of how many demerits Billy has! The rules aren't particularly
onerous and it is easy enough to avoid receiving (almost) any demerit points.

Currently, Billy gets demerits from two primary sources:


If he fails to maintain his grades at a appropriate level (>75), he gets a demerit.
If he is caught in public sexual acts (public masturbation, public sex, combat sex), he gets a
demerit.
Principal Larson can erase one demerit received at school as a professional favour once a
week. Apparently, demerits also expire over time (about 2 months).

Currency Types
Starting choices

• Primary Trait: Social. Rationale: The primary focus of the game is Billy's social
interactions. Each point of social grants 2 charm per period that can be used to sway
a target. The primary early use -- asking the target to gossip on your behalf --
consumes 2 charm as does asking for a few bucks. 6 charm is good starting point.
Additionally, conversation gains depend on the Social attribute and +3 vs. +2 means
a lot when you are trying to collect 14x80 points!

• Secondary Trait: Mental. Rationale: physical interactions are primarily combat and
that can be avoided trivially until you have power sets to let you win. Additionally,
Mental talent controls how much experience you earn from personal training and
how much Tamara earns from your tutoring.

Swapping the Social/Mental works fine as well. I recommend Physical be the weak attribute.
Starting perks explained

Your choices are 30 experience in a talent, having a sister, or being hung like a horse. The
sister is extremely valuable as a source of influence, cash, and willpower (energy after Mind
Control and SymPathic Link are acquired) and can't be acquired any other way.

Well endowed offers some value in maintaining lust inside your harem and can be emulated
thorough a specific choice of Polymorphism that can be better spent getting bonuses to a
skill category.

3 perks: Strongly recommended: Sister and 30 experience in Nerd (bonus Concentration).


The third choice is less vital. I recommend well-endowed. Persuasive (bonus Persuasion), or
Charming Boy (bonus Personality) are decent alternates.

Why these talents

General Notes
Pay attention to your personal goals and try to complete all except “Words are like bullets”.
Influence is precious at the beginning of the game and sacrificing 100 school influence or
250 global influence for Logistics influence isn't justified by the award offered. Complete it
after you have mind control and can afford to take a breather.

X-Ray Vision
Using x-ray vision on girls you are attracted to converts willpower into energy. Using x-ray
vision on girls that you are not attracted to grants willpower. There is no cost to using the
ability, but you can only use it once per time period. Family is a great source of extra
willpower mornings/afternoon in the early game.

Shower
The basic shower grants a decent sized energy award once a day with no period change.
Two time periods have a chance of a special event. Taking a shower in the morning may
conflict with your sister's schedule. Letting her go first earns you 10 Favor and costs you
nothing. Taking a shower in the afternoon may conflict with your mom and cost you Favor
and reduce her inhibition slightly. Later on, as your relationship with the women change,
other scenes become available with their own rewards.

TV
The basic TV action grants both energy and willpower once a day with no period change. TV
at night is often altered. Monday it is shared with Stephanie and her friend Danni. You get a
small Favor award with each of them and a small energy award. Tuesday, Friday, and
Saturday, it is shared with Stephanie. Early on, you can either refuse to provide a back-rub
and collect a decent willpower award or grant one for a smaller willpower and energy
awards. Sunday night is shared with your mother. Instead of the typical willpower/energy
awards, each option gives something different. Early on, watching a comedy for 10 Favor is
very helpful.
Time Periods
There are 4 basic periods of the day: Morning, Day, Afternoon, and Night. Learn what
actions cause a period change and try to spend all your charm each period.
Morning starts at home. Travelling to school DOES NOT change periods. You see a random
assortment of girls before the period changes. Keep all or at least most of your charm to
spend on the girls at school in the morning.
Travelling home from school DOES change the period. Spend all the charm you can before
heading out.
Night has more limited set of interactions. You can only spend charm though the phone.
Other actions and destinations are limited. Essentially, you can invite girls over for a booty
call, go patrolling, hope to have a random event Wed or Saturday, OR go on an Ops mission.
Only one event will happen on any given night.

Improving Billy

The walk-through assumes you followed the advice of the first set of choices (sister, well-
endowed, bonus to Concentration).

First 2 weeks
Your first goal is to fix your grades. You have 2 weeks in which to raise the grade to a
minimum of 80. Since you get school influence at the end of every month, your actual goal
is 96 to get the maximum award. You start off with a 70 and automatically lose (6-book
smarts) level each week. Getting a level in book smarts is trivial so you need to gain 36
points over the two week period to take your 70 to 96.

Secondary goals include getting at least one additional level of Enhanced Senses (to acquire
Book smarts and x-ray vision). Hopefully you will get your family members to at at least 80
Favor each, and Sandra's phone number.

Grade Mechanics
The weekly period for grades is Friday morning until Thursday evening. Your grade is
updated Friday morning on Billy's stats page and officially reported on Saturday morning at
month end.
There are four basic ways to earn grade increases: critical success taking a class grants a
point, being tutored adds 3 points, study at college library adds 3 points, and self study adds
1 point. If you haven't earned at least 5 points so far this week, self-study grants a second
point.
Tutoring costs $25 and 20 energy.
Studying at college costs either energy, cash, or Favor to get there plus 40 energy. It is only
open Saturdays and Sundays during the Day and Afternoon periods.
Self study costs 40 energy.
Taking a class costs 20 energy, but critical successes are random and somewhat rare.

My strategy is to earn 6 points from self study each week in either 3 self-study periods
sometime between Friday and Sunday or 2 college study periods on the weekend (day or
afternoon periods). Spend the second week's Monday-Thursday periods at school being
tutored. Assuming the enhanced senses are purchased the first week, this gives a 96 grade.

This leaves most of the first week and the last Friday free for classroom instruction. With
luck, you may get one or two critical successes and save a self-study period.

Week 1
Remember to use as much Charm as you can each time period! Tuesday on, remember to
use X-Vision to recover Willpower from family members!
Note that when attending a class, if Billy manages to pay attention, you will also encounter a
specific classmate before the time period changes. Consider saving some charm to talk with
her.

First Day
Day: Chat with mom x 4. Text sister. Bus to college. Chat with SuLynn. Study.
Afternoon: Chat with sister x 4. Bus to college. Chat with SuLynn. Text sister. Study.
Evening: Shower, TV (comedy). Text mother and sister. Sleep
Monday: go to school and work on Personality for both periods, go home, take bus to
Globex and buy Enhanced Senses 2.
Tuesday: spend 2 periods at school working on Personality until you have at least 10
experience then switch to Persuasion., go home, take bus to Globex and buy Enhanced
Senses 3
Wed-Friday: spend 2 periods at school each day. Work on Personality until you have at least
10 experience then switch to Persuasion. With luck both will hit 1 by the end of the week.
Wednesday afternoon: train with sister if willpower is decent and Favor is 80+ otherwise
jerk off
Thursday afternoon: either jerk off or train with mother if willpower is decent and Favor is
80+
Friday afternoon: as Wednesday

Charm expenditure
Concentrate Charm expenditure on sister until she's at 60+ Favor. You can spend up to 5
Charm (4 topics plus messaging) per time period she's present and 1 Charm per period she's
not.
Keep mother at 80+ Favor; occasionally you need a ride. Get sister to 80+ Favor so you can
ask for personal training, Get Sandra to 60+ and get phone number.
Keep as many gossips working as possible. Since most girls at school will barely talk to you,
spend some Charm before heading to school.
Borrow a few bucks when you can afford the Favor loss. Check the target still has cash first!
Get girls to 60+ Favor so you can get their phone # and start using them as gossips – Sandra
starts at 40 so concentrate charm spend on her when she appears.
Activate personal training with sister (she grants Concentration primary and Awareness
secondary) as frequently as you can afford the Favor loss. She's available every afternoon
other than Thursday.
Charm left over, especially in the evenings, can be spent on raising Favor, (and once you
have an appropriate target) Love, and Lust. Once a target's Lust is high enough, Invite Over
is a better Willpower boost than jerking off. Well-endowed reduces Lust lost from inviting a
girl over to 20 from 40, but you probably want to set up a few girls to use on rotation as you
restore their Lust with sexts.
Weekend
Go to the college library 4 times and study twice. Might as well gain as much Favor with
SuLynn as possible There's no nothing else to do. Spend your Charm!

Week 2
Monday-Thursday: All periods at school receiving tutoring
Friday your choice of class room activities: top up Persuasion if it didn't get 10 xp yet or start
working on Reasoning

Afternoons, repair Willpower, get training in Concentration

Weekend: From now on, you need to alternate 2 or 3 self-study periods every weekend. If
your grade is 96, take 3 and earn one extra grade. If your grade is over 96, take 2 and lose a
single grade. Alternatively, spend one period at the college library and one period self-study
every weekend to consistenly maintain your grade. Consider studying at the college anyway
as that's the only opportunity to interact with Su Lynn until you get her phone #. If you have
less than a 98 grade, study at the college twice to get +2 grades for the week. If you have 98
or more, study once and lose a 2 grades in the week.

The following is broken up into months. These time frames are aspirational rather than
prescriptive. I have done it in the time provided (or less), but a lot depends on random
chance: how often you succeed vs. fail in the classroom, how many public operations
appear, what random events occur, which girls are available each period at school, etc.

October -- Acquire Flight, try to get phone #s for a few girls


The first couple of mornings are interrupted by being summoned to the principal. If
everything went well, you receive a letter to Logistics Office and can now gain a job at
school. The Logistics Office is only open when school is open and can only be accessed with
Flight (which you don't have yet) or getting ride with mom. Getting a ride is a button on the
upper right corner of the map away from the other travel mode buttons. The second
interruption is Larson giving you a new non-negotiable task: act as tutor/liaison to three
new powered students. Tell the students the truth when you are accused of being a narc.
It''ll make acquiring Tamara less tedious.

First order of business is acquiring the power of Flight. Before you are allowed a new power,
you need to improve your Discipline at the Initiative. That requires 100 Initiative Influence.
The only way to gather that right now is through Influence conversion at school. 100 school
influence or 250 global influence can be converted into 50 Globex, Logistics, or Initiative
influence in the Administration office. You have 100 school influence from your month-end
assessment and should be close to 250 Global, depending on success in acquiring and
running into gossips. Keep the gossips running until you hit 250 Global influence, convert
both to Initiative and get the shot. Now Globex will sell you a new power so get Flight!
Acquiring a second power completes one of your goals and awards you 100 Initiative
influence. Spend this influence on unlocking public operations. This is now your primary
method for acquiring Initiative influence! Improve flight to rank 3 as quickly as you can. Not
only does the cost of flying drop, rank 3 grants extra energy from most actions that provide
it. Realistically, you can acquire Flight and complete its ranks within the first 2 weeks of
October. Cash is important. If you can acquire another 250 Global before rank 2, buy 50
Globex influence to reduce the cost of the next 2 ranks.

The next order of business is acquiring mind control. Why mind control? It is the linchpin
power for the game; it allows you to adjust all the girls to generate more cash each week
and spend less charm gathering it from them. It changes your relationship with your family.
It allows you modify the personality (and thus the talents offered in personal training) of
your family members. Finally and probably most importantly, it is fun.
You need a second discipline shot for 200 Initiative Favor. You need 100 Globex Favor +
$250 cash to get the first shot, 100 Globex + $1,000 for the second, and 100 Globex + $1750
for the final shot. All told, the cost is $3,000 + 300 Globex. Now the money grind will begin.

Keep attending school, but not necessarily classes.


If the girl has 76 or more Favor, take some cash otherwise take global influence. Spend all
spare charm buying Favor to 76
Acquire more phone #s.
Once public operations is unlocked, every night run a public operation if one is available
unless you need to invite someone over.
Keep training with your sister until Concentration is maximized (probably sometime in
November/December).
At school, once Personality and Persuasion are 1, start working on Reasoning. Probably the
best 2nd tier school job is Teacher's Aide. It requires Mental + Reasoning >= 6. Starting with
a 2 in mental, with both enhanced senses and mind control granting a bonus in Reasoning
means you need 30 points of experience in Reasoning to buy 2 ranks in the talent. After
that, classes are not recommended. Personal training is a far better return on time
investment and once mind control is available, all talents are quickly available.
Start working your job. It's expensive in energy, but helps with your cash flow. Do not
bother getting a pay increase; once you get your next job, you won't work this one any
more. But start saving! Try to work a job at least one period. Cash is king!
When you have spare time, but insufficient energy to work or take a class, tutor Tamara.
Persuading her to join your club takes a fair amount of time so you might as well fit it in as
you can.
Morning showers often give a gift of 10 free Favor with your sister. Since her Favor is a
bottleneck to Concentration training, arrange morning showers as frequently as possible.
One of the more efficient methods of generating cash is getting a better job. There are a
few choices available. The two Billy as designed here are best suited for are Hall Monitor
and Teacher's Aide. Hall monitor requires Social + Leadership >= 6 and Teacher's Aide
requires Mental + Reasoning >= 6. It is slightly harder to reach Teacher's Aide, but it is more
rewarding.
You almost certainly can acquire the discipline shot and first rank in late October. The next
section will focus on completing mind control.
You acquire a 2nd level of book smarts with the 1st rank and another Concentration point.
Grades can now be maintained with 2 self-study periods on the weekend or can continue
college study -- one if grade is over 97, 2 otherwise.

November / early December -- Complete Mind Control


This month is going to focus on the additional $2,750 needed to buy the next two ranks of
mind control.

You need about $2,800 this month (2,750 for the ranks plus bus money and maybe the
occasional lunch). Your two income sources are working your job and begging money from
family and friends in $20 increments at the cost of Favor. Beg $40 from your mom every
weekend. Beg from school mates as frequently as your Charm and their Favor will allow
(beg when their Favor is >= 76 so their Favor stays at or above 60 to allow gossiping to
continue!) Consider begging from your sister, but personal training of Concentration
competes for Favor and is at least as important.

If we assume you can get $200 a week from begging, you're still trying to acquire around
$2,000 from work. minus however much you already have banked. That' s 40 shifts in 20
weekdays. In other words, work every school period unless you don't have the energy to do
so. Realistically, you won't manage to collect al the cash until early December.

One of the more effiecient ways to generate income is to get a better job. The tbest two
jobs Billy as designed here are Hall Monitor (requires Social + Leadership >= 6) and Teacher's
Aide (requires Mental + Reasoning >= 6). I choose Teacher's Aide as it is more rewarding in
the longer term especially in conjunction with mind control.

Spend some Initiative or global influence training your natural Mental to 3. This allows the
early purchase of Teacher's Aide with only 3 ranks of Reasoning. The increased pay ($70 per
period vs. $50) substantially reduces the number of work periods necessary from 40 to 28. It
also speeds Tamara's tutoring. This requires 3 trips to the Initiative and payments of 200,
300, and 400 global (or 40, 60, 80 Initiative) influence.

The 2nd shot gives another Concentration point.

The 3rd shot raises your Reasoning. Depending on your classroom success, you should be
ready to apply for the Teacher's Aide job. Take 250 Global and fly over to the Logistics Office
during school hours to get it. Start working that job.

Get your 3rd Discipline shot as soon as you can. The extra resistance and increased
Willpower recovery go a long way to compensate for having the mother erode rather than
rebuild Willpower. Since cash is comparatively hard to acquire, you may get the third shot
before finishing Mind Control.

December -- use Mind Control / acquire SymPathic Link or Psychosism


Mind control makes cash easier to acquire once your will is established, but it'll take a few
weeks of disruption as mind control is used across the harem.
The good news is with mind control turning the women into drones/workers, your weekly
income will begin to soar making further purchases far less work intensive.

Use mind control/mindcraft to convert people to drones. Drones refresh 100 Control daily
which makes further use of mindcraft much easier. Start collecting all the cash a drone has
with the mind control option for a cost of 10 Control and 1 Charm. As the drone count rises,
start converting drones to workers – this doubles the weekly cash carried at the expense of
only 50 Control recovered daily. Convert Principal Larson to a worker as quickly as possible
since her weekly cash reserve quadruples. With 13 women requiring 2 mutli-day
conversions, it'll likely take over a month to get the cash engine fully ramped up.

Effective Mind Control technique

Note that the conversion is not instant! It is based upon the Control remaining after the
Mindcraft cost is paid. Each night the control level is tallied. Once this tally equals or
exceeds 100 points, the mindcraft is complete. So if you have 10 Control remaining, it will
take 10 nights. If you have 34 Control remaining, it will take 3 nights. Be careful not to use
the remaining control a girl has on cash withdrawl or other services until the mindcraft is
complete. If she drops to 0 Control remaining, the mindcraft will never finish. While
converting between drone and worker, the girl is neither and she receives no Control
refreshes! Her Control is at best 20 after issuing the conversion so do not use that control
unless you plan to use Break Will/Dominate to rebuild!

Convert mom and sister's personality to give you access to new training opportunities. A
good one to start with is Gold Digger for Persuasion/Personality. Soon you are going to want
high Reflex to qualify for security guard so Social Climber (Reflex/Persuasion) and Celebrant
(Personality/Reflex) are valuable.

Once you have 4 levels of Reflex, buy a level of physical attribute. It will cost 600 global
influence and three trips to the Initiative, but it really helps with health recovery and
punching damage. You are now ready to get the security job. Regular successes can involve
combat. Critical successes give you the option to fight or end peacefully. Additionally,
normal successes grant additional school influence.

Consider laying the groundwork for the superhero club. There are a few combats, but
nothing worse than the bullies you fight as security. Once Derek and Tamara are on board,
get the principal to sign off. This replaces your Monday afternoon meetings with Freddy
with a Tuesday afternoon meeting with all 4. Occasionally, you will receive a mission.
Completing the mission grants school influence and other small rewards. Some of the
missions have choices that can lower your alignment. Be mindful about choosing Tamara or
Derek to help. Working with you reduces their Favor which has limited means of being
rebuilt. Continued tutoring and lunch dates can rebuild favor. Tamara is harder to rebuild
since the basic lunch date is insufficient -- you need to skip school with her and buy a gift.
Skipping school seems to be a somewhat rare opportunity that appears during a lunch date
with her.

It takes about 6 months to trigger the larger story line through the club -- if you don't skip
any Tuesday meetings and complete all missions within a week.

Power Acquisition
Of the cheaper powers, these two offer the most advantage. Which one to pick up depends
on personal preference. Both give an additional charm. SymPathic Link gives extra
Persuasion; Psychosism gives extra Social Attribute. SymPathic Link allows the construction
of permanent effects, and an easy way to reduce inhibition. Psychosism offers a slow
increase in Corruption and fear as a new energy source. SymPathic Link makes younger
looking girls more attractive and sexually available. This includes Billy's sister, Allie, and
Chelsea. Pick whichever suits you better. It won't be too long before you pick up the second
anyway.

January -- acquire Polymorphism


Requires a 4th shot of Discipline.] This is starting to get relatively expensive. Start trying to
clear every operation location every day.
Polymorphism provides a boost to Social attribute, persuasion, charm and 2 more style.
Generally I choose 2 mental and one social increase, but any and all of the choices can be
useful. Like much the rest of the game, physical seems to be the weakest choice. The third
rank also provides 2 more Style which increases influence gain from most actions.
Start working the security job at least once a week day. The cash, school influence, and
global influence go a long way to pay for the remaining powers.

February -- acquire SymPathic Link or Psychosism


Get another Discipline shot and whichever power you are missing. By now, cash inflow
should have ramped up and the Initiative influence cost for further Discipline shots is
starting to become the new bottleneck. Consider shifting extra global and school influence
into Initiative.

March-April -- acquire Armor of Terra, Mercurial Speed, Kinesis


These powers are almost exclusively combat-oriented.

Of the three, Armor of Terra is the most valuable. Once you got Flight, you could only be
defeated on your own terms -- you could always retreat. Once you get Armor of Terra
finished, the opponents you face literally can't beat you.

By now, money should be flowing in and after these purchases, mostly useless. The biggest
difficulty in these three purchases is the 2,100 Initiative influence necessary to buy 3 more
shots of Discipline. Keep clearing Ops and working as security. Shift school and general
influence to Initiative.
As you can engage more freely in combat, look to get 15 wins, alignment to 60, and trigger
missions from Kelly and Sandra. Both sets of missions gives you a new lunchroom option
and grants a small amount of extra influence when gossiping with 3 specific girls.

Now that the last power has been purchased, you can turn your attention to rounding out
Billy with Attribute increases and talent training!

Some events that are difficult/non-intuitive

Unlocking Fetishes
Unlocking a target's fetish gives a new third option for full-session sex. The pattern for
unlocking a fetish is identical with every woman.

Use Small Favor to ask personal questions until the option vanishes.
If the target doesn't have the option to ask personal questions, then the woman doesn't
have a fetish yet.
This has the same requirements and costs for any Small Favor (minimum Favor to access,
consuming 2 Charm and 20 Favor) and only has a chance of success. Failures are typically
telegraphed through noticing the target almost said something else. At least three successes
are necessary to reach the next stage. Some successes require a minimum Corruption level.
If it appears you were successful, but no advancement occurs, try raising Corruption a few
points before trying again.

There are two possible responses to your question. A successful response which will cause
Corruption to rise unless it is already 100, and a failure which won't. Success depends on
Natural Social, Persuasion, and lowered Inhibition (if you want math, the probability for
success = 5 * (Natural Social + Persuasion ) + (100 – Inhibition) / 4).

Use Major Favor to ask personal questions until the option vanishes.
Much like the previous stage, this has the same requirements and costs for any Large Favor
(minimum Favor, consuming 3 Charm and 25 Favor) and only has a chance of success. Note
the question may not change on successful attempts and determining which whether a
response is a success or failure is a bit harder. At least three successes are necessary to
reach the next stage. Some successes require a minimum Corruption level. If it appears you
were successful, but no advancement occurs, try raising Corruption a few points before
trying again.

There are two possible responses to your question. A successful response which will cause
Corruption to rise unless it is already 100, and a failure which won't. Success depends on
Natural Social, Leadership, and lowered Inhibition (if you want math, the probability for
success = 5 * (Natural Social + Leadership ) + (100 – Inhibition) / 4); at least that's what the
wiki says – I suspect the formula is incorrect as I experience more failures than expected).

Perform a specific set of other interactions with the target 3 times.


Each woman has a particular set of action that plays towards her fetish.
Family
Mom (sadist): 3x Go for coffee
Sister (cross dressing): 3x Shop Online

Students
Allie (anal) : 3x Discuss News
Chelsea (voyeurism): A bit of a special case, Chelsea requires Denise and Mary fetishes
unlocked first. 3x Discuss Philosophy. Pick between Sandra, Denise, and Mary (their
lust/love needs to be high enough for normal sex). Once all three girls have been chosen,
the fetish completes. She does not get a fetish option during sex; she can be invited over to
watch another girl you invite over at night.
Denise (forced sex): Kiss, Grope, Blow job (you're given a choice of approach -- always
choose the forceful option) -- you need to go somewhere private to make the physical
interactions available.
Kelly (anonymous sex): 3x Skip class + Workout
Mary (exhibitionism): 3x Discuss News
Nikki (young partners): 3x go jogging
Samantha (oral): meet at lunch and offer gum
Sandra (surrender submission): 3x Skip class + Go Shopping. Fetish sex requires her to wear
her special outfit (small favor). Warning! Fetish sex costs a demerit.
Terri (Mary incest): 3x Go for coffee. Bring Mary.

Others
Principal Larson (spanking submission): 3x Insult
SuLynn (bondage): 3x Go Shopping

Derek joining your club


Have Freddy follow Derek every week. You'll get an amusing incident each week. You should
probably get Kelly's phone # before pursuing the line. You will lose 30 Favor with Kelly at her
incident.

The incidents are talking to him a lunch, Allie avoiding Derek, Kelly slapping him hard (and
partially blaming you: lose 30 Favour), creep hanging around the pool. Once Freddy reports
Derek hanging around the pool, Take a swimming class and confront Derek.

He'll ask you to set him up with Sandra. Persuade/bribe her as you see fit. After the next
weekend, take swimming again and get a rundown on the date from Sandra and later Derek
in the hall. He'll agree to join. Meet with Freddy again on Monday to complete this chain.
You may wish to delay that meeting until after Tamara has already agreed to join to prevent
potential interference with her chain.

Note neither swimming action actually gives you experience in Stoicism nor an opportunity
to interact with Sandra.

For those dead-set against having Derek date Sandra, there is another route to have him
join. After talking with him at lunch, meet with the principal and discuss letting Derek join
the soccer team. It requires a large favor on her part. This route is less optimal in that the
methods to gain future favor with Derek are more limited.

Tamara joining your club


Tutor Tamara until her Favor is about 40. You'll start to get opportunities to impress her
with your wit.
Keep tutoring Tamara, but skip seeing Freddy until he approaches you in the hall with a
notice that Tamara goes downtown every Monday. Have Freddy follow her once. Choose
'red herring' when thinking about how to distract Freddy.

Start tutoring Tamara only on Mondays (I choose 2nd period, I've heard morning works as
well). When your love/lust is sufficiently high, she'll invite you home. Stay in school the
whole day. Take the new option after school to go with Tamara. She'll abandon you
downtown and apologize the next day or so. Part of the apology is her agreeing to join your
club.

Completing the NCHDL storyline


Note that this process takes about 6 months end-to-end once the club is active.

Step 1: Get the NCHDL up and running.


Get Derek and Tamara to agree to join or get the principal to assign proxies to act in their
stead. Getting Derek takes 4-6 weeks. Getting Tamara is variable depending on Billy's
natural Mental and how many school actions are dedicated to tutoring her each week. Both
activities can run in parallel. I typically complete Tamara mid-November / early December
and try to get the club established before year-end.

Step 2: Attend its meeting every Tuesday afternoon and run missions when offered.
There are two different sets of missions: "quick missions" that are offered more frequently
and may repeat and "longer" missions that are offered about every 5 weeks and shouldn't
repeat. You need to complete the 3 "longer" missions. The missions are Stolen Chemicals
(this one is bugged -- choose Tamara as your partner or it won't count), Stolen Exam, and
Locker room investigations. The order presented is random.

Step 3: 5 weeks after completing the last of the "longer missions", you should run into
Karma and Terrorstrike on the way to the club meeting.

Step 4: Run through several weeks of further game play. The next set of Tuesday afternoon
events are entirely scripted. Eventually, something will happen that gives you opportunities
to make choices. When you have choices, do not choose to do 'nothing' when confronting
the guard with a gun. That loop is bugged and locks you into a static event every Tuesday
afternoon without any obvious way to advance. If you do get stuck in the repeating Tuesday
event, you can break out Friday at lunch by choosing the generic 'friends' option -- there's
no indication in-game that this does something different this time, but it should.
Current problems with the storyline.
There are a couple of bugs inside the storyline right now detailed in the steps above. In
addition to those, some gameplay elements are disabled once you hit step 3. They are NOT
fixed once the storyline completes. First, "bathroom break" vignettes stop. Second, Billy no
longer goes to club meetings and no longer receives NCHDL missions. Third, this is
unconfirmed, but Billy may not be able to receive Sandra's and Kelly's personal missions if
they weren't completed already. The final Pixie mission is repeated every Friday if you meet
with generic friends at lunch rather than any other lunch option even though it should be a
singular event.

Kelly's mission (Cheerleaders)


Requirements: some combat experience (15 wins at most), alignment > =60. Starts when
Kelly approaches you as you head towards a class with no active superhero club missions or
Sandra's mission.

Step 1: Notice the guy in the hall.


Step 2: Notice the guy again at lunch.
Step 3 Be patient and manually go sleep at night (i.e. don't run missions or patrol at night --
click on the Zzzz button). Eventually, Kelly will call you and arrange an after school ambush.

Choose the selfie option.

Sandra's mission (Rebels)


Requirements: some combat experience (15 wins at most), alignment > =60?, Starts when
Sandra approaches you as you head towards a class when you have no active superhero
club missions or Kelly's mission.

Step 1: Go the school library and pay for tutoring.


Step 2: Go see the principal. You'll end up talking to Chrissy about registered phone
numbers. Bribe/persuade her as you see fit. Talk about locker assignments.
Step 3: The next morning when you arrive at school, you should be prompted to stake out
the locker in question. Stay at school for both periods and as you head home, you should
meet Sandra at the pool to debrief.

Choose the option to return your relationship to the way it was before (this does not in fact
reset the relationship).

Alignment
Alignment is a general track of how 'noble' or 'mischievous' Billy is. High Alignment means
Billy acts to help others. Low Alignment means Billy acts to entertain himself.

Alignment is only changed through specific actions and responses. In general, Billy can do a
lot of actions one would think would affect alignment (like mind control the principal into
fucking him in the school) that don't affect alignment at all.
In game, Alignment acts as a test to see if Billy will be offered certain options of action. A
low Alignment is needed to play pranks at school and to make some choices Wednesday
and Saturday nights when mom comes home. A high Alignment is needed for Kelly and
Sandra to ask for help with their personal problems.

Reducing Alignment
Specific events, both the Wed/Sat evening and NCHDL missions, give choices that reduce
alignment. Demanding a bribe while on patrol or working security lowers alignment.

Increasing Alignment
There are two main ways to gain alignment.

The first depends on Wednesday/Saturday night random events. If your mom brings Sophie
home, you can gain +1 alignment by letting her use your bed to a maximum of 60. When
sharing the bed with her, you can gain another +1 alignment by waking her up when she
becomes sexually aggressive in her sleep to a maximum of 65.

The other way to gain alignment is to get the Maintenance Worker job (requires Fitness +
Physical >= 6), One result of working the job is witnessing a bank of lockers fall on a student.
Protect him for +1 alignment, +1 more if you fail and take the hit yourself. Alignment can
reach 100 from this route.

You might also like