Artificial Academy 2: Gameplay

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IllusionGames

all characters are at least 18


Artificial Academy 2 [edit]

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FAQ

  • Q: What does the changing cursor color refer to?
    A: The color indicates the time of the day/period. If it's red/nearing red it means it's almost time for the bell to chime (at least if I didn't overlook other stuff it might do).
  • Q: Is there any other way to change character (i.e. the Main Character, MC)?
    A: Yes, after sleeping click the class button on the top right and then select the character (marked by "PC").
H locations
  • Q: Where can I find the statue to view that stats?
    A: Refer to the Statue location picture on the right.
  • Q: Where can I find locations safe to H (in other words: Where can I take the girl to have H)?
    A: Refer to the H locations picture on the right. Bear in mind that you need sufficient high status with the girl or she won't follow you to the location. H will initiate as soon as you enter the room.
  • Q: Why does the cursor change color?
    A: The color of the cursor reflect how much time left in that period. Blue mean you got a lot and red mean the period is almost over.
Love hotel - Outside Train Station
  • Q: How do I tell what day it is?
    A: The sport lesson for that day are the only real indicator of what day of the week it could be: Monday-> Sport ground, Tuesday-> Pool, Wednesday-> Sport center, Thursday-> Pool, Friday-> Sport ground, Saturday-> Half day only so no sport lesson
  • Q: The statue keep changing the relations every time I click on it? Is this a bug?
    A: No it's not a bug. In AA2 characters can have multiple(up to 4) opinions/thoughs about their classmates. Therefore, checking the statue muliple times in succesion gives a better impression of the actual relationship.
  • Q: Where can I find the love hotel?
    A: Refer to the Love hotel picture on the right. The love hotel is located between the game center and karaoke bar on the Outside Train Station map (bottom right corner of the location screen). You need to click a small neon sign between the buildings while a character you wish to initiate sex with is following you. The Love hotel picture shows where you need to hold the mouse.
Locations with Japanese labels
  • Q: Can I get a gameover?
    A: Yes, if you get a girl pregnant then the girl will appear before you and tell you she is pregnant and you must drop out of school with her to raise the child. This will take you back to the main title screen.
  • Q: How do I get the girl pregant?
    A: Cum inside of her on a dangerous day. The girls have safe days and dangerous days. You can tell which day it is according to their dialog before an H-scene. The dialog after the H-scene is a good indicator of whether you succeeded or not. Then simply wait 3-4 in game weeks and the girl may come before you and tell you the good news.
  • Q: How can I get a H-scene in a characters home?
    A: You have to ask your target to study together(this button is only available on the last section of the day). Be aware than your target must be their normal uniform and carry their bag(otherwise you will get a 0% refuse). To get the H-scene instead of the black-screen your target should be in an arroused state when you ask(the music can be a good indicator for that).
  • Q: How do I change the club that I'm in?
    A: Go to the teacher office and on the desk is a black ledger. Hover you cursor over it and you should see a button. Click on it and it will pull up the club menu so you can select a new club.
  • Q: When I go to karaoke, music do not playing and all I got is just a image with characters sitting there for a few seconds. Can anyone help?
    A: You need to put *.wav files in the data/sound/"subfolder". Put the file(s) in a subfolder that match the personality you want the file to play for.

Main Menu

  • First Button to create new class. A class must be created and named in order to play. The Character Maker provides a pre-made class to play with.
  • Second Button to load previous class.
  • Third Button to edit sound/voice options.
  • Fourth Button to quit game.

Your Bedroom

Nighttime Bedroom (male)
AA2 go sleep.jpg

Here is where you begin and end every school day. You have the following options:

  • Quit - exits the game, with confirmation dialog
  • Title - quit to main menu, with confirmation dialog

These buttons are present in every phase of the day:

  • Upper right class book - display classroom, with varying configuration options depending on the time of day
  • Lower right tile - Advances time to next phase of the day

Save/Load Class

At bedtime, the Save and Load buttons appear beside the exit buttons, and this is the only time a class state can be saved. Any unsaved progress will be lost on quitting the game. Loading a class will return to your bedroom at night, the same time and day that was last saved.

Your Classroom

An example of a completely filled classroom.
Morning Bedroom (female)
AA2 go school.jpg
This displays a top-down diagram of the class seating arrangement; each box represents an empty desk, or the student who is seated there. The player character is marked with the 'PC' icon, and can be changed only in the morning by selecting any other student.

Buttons that appear beneath the desk arrangement:

  • Uniform - Customize the uniform, sport clothes, swimming clothes and club clothes for the selected student. This can also be used to set standard uniforms for all students.
  • Transfer out - Removes student from any occupied desk selected. The student will be removed from the class save file, and all stats will then be lost.
  • Transfer in - Adds a student to an empty desk from a selection menu of students in Character Maker data.
  • Fill class - Fills all empty desks semi-randomly with students in Character Maker data.


It is important to understand that characters created with the Editor only funtion as a template in class creation: any changes made afterwards, both inside the Editor or to class members, has no effect on the other. Completely invisible to the player, the game also assigns a set of AI-behavior to the added classmates in order to prevent two or more characters of the same type acting the same, which would most likely happen when choosing several males, since there are only five types to select from.

The School Day

The school day begins at a train station in the commercial district.
All gameplay occurs over the course of a day, most of which are school days, but events on days off take place in the same neighborhood.

General Controls

These controls are always available:

  • F1 - Opens settings menu
  • F2 - Opens shortcuts menu
  • F11/PRT SCR - Saves a .bmp image of the world view with the game logo watermark in the data/cap folder. Captures won't include the HUD buttons or any interface, to do that you must PRT SCR and paste the clipboarded image into an image editor.

From the room view:

  • Left-Click - Activates buttons, moves PC to character or exit selected by the mouse. A blue box with the map label of the next room will appear when an exit is selected.
  • Right-Click - Stop in place.
  • Middle-Click - Moves to interact with target named in the top left corner.
  • Mousewheel - Selects between characters in the same map area as the player. The selected character will be named in the top left box, and a circle will appear around their feet.

The color of the mouse cursor indicates time remaining in the current period, changing from dark blue at earliest, through green, yellow, and orange to dark red at latest.

The lower right tile always advances time to the next period of the day.

Upper Right Buttons

Holler button.jpg
Holler actions.jpg
Holler - Hollers to everyone in range.

Hollers reach everyone in the room, except Gather around which can call characters in adjacent rooms to come to your room. The effectiveness of hollers is based on individual characters' sociability, how they feel about the PC, and whether they have an action chosen already.

  • Let's study/Let's do sports/Let's do club stuff - These are more effective in periods prior to class, PE lessons, or club time, but characters weak in a stat may wish help with it during any period.
  • Let's have fun/Let's eat/Let's go to karaoke - These invite everyone on a group date to establishments around the train station. If done during school hours, this will forfeit all time remaining in the period and skip the curriculum between periods. Far fewer characters will be willing to join during class hours. More will gladly come with after club hours are over, but getting as large a group in one room becomes more difficult.
  • Be friends with... - Asks everyone in the room to improve their mood toward a selected character.
  • Gather around - Asks everyone to come closer, including those in adjacent rooms. The favorite cry of snitches.

Map select.jpg Map Select - Opens the map to select a room to move to. The PC will automatically pass through any intervening room, (usually) selecting the shortest route.

Little black book.jpg Character Select - Opens the class roster to select a character to move to and interact with.

Interaction

When initiating interaction with a character, their full detail model is centered facing you. Pressing SPACE will pause the interaction, hide the HUD, and make the camera controls available.

  • Rotate - Left-Click + drag
  • Pan Up/Down - Right-Click and drag up and down.
  • Pan Left/Right - Both-Click and drag left and right.
  • Move Focus In/Out - Both-Click and drag up and down.
  • home / end Zoom in or out
  • pageup / pagedown Moves camera up or down
  • up / down / left / right Move character
  • 4 / 6 / 8 / 2 Rotate character
  • 5 Reset rotation

Pressing SPACE again resets the camera and resumes interaction.

In interaction, a column of buttons appears down the right side of the screen. Note that after three uses of any option per character per period, the percentage chance and effectiveness will sharply decline. This may still be positive for an additional try or two, depending on the personality type, traits and their love of your PC. For example, a Chatty character may be willing to chat once more about anything, a Lewd character may be like to hear more sex talk, etc.

Influence button.jpgInfluence

  • Encourage - Cheers up a character if depressed
  • Calm - Calms down a character if angry
  • Praise - Flatter or thank a character. Increases the % chance and maximum love gain of other options until leaving the room.
  • Grumble - Complain to a character. Can soften another character's attitude toward the PC until leaving the room. This is more effective the more the character dislikes the PC.
  • Apologize - Apologizes to character who feels wronged enough to demand an apology. These characters will be in an 'Unforgivable!' status toward your character until a successful apology.
  • Never Mind - Cancels the interaction.

Lecture button.jpgLecture

All lectures reduce the character's horniness to some extent. Depending on the character's seriousness(virtue, teacher, related traits, mood etc), it may change overall mood to Tension which increases the tendency to do school activities, and also increases the success rate of accepting cooperative works.

  • Encourage to study/Encourage to train/Encourage club stuff: Motivate character to get more involved in study, physical training or club activities, and improve the character's effectiveness in study/training/club sessions. The success rate is reduced by the character's current horniness, but if effective will reduce horniness.
  • Encourage to cooperate: Increases the success rate of accepting cooperative works such as Study Together/Sports/Club Activity.
  • Reflect on Ero: Try to dampen character's horniness, reducing it by much more than upper options.

Gossip button.jpgGossip

  • I have a good rumor: Tells the character another character likes them. If effective, improves the chance they will seek the other character out for interaction.
  • Try to get along with: If successful, improves the character's attitude toward a selected character. If the character already likes the other character, improves their opinion toward you.
  • I want to get along with: Ask the character to help improve another character's opinion toward you.
  • I have a bad rumor: Lowers the character's opinion of the other character, or if unsuccessful it lowers their opinion of you. If a lover is told a rumor they believe, they may seek you out for a slap. This is more likely if the rumor is true. If the lover is doubtful, they may question you personally about it.
  • Do you love this person?: Reveals the character's feelings toward another character.

Chat button.jpgChat

  • Daily Life/Hobbies/Food: Light topics that are very easy to get a character to open up and reveal themselves with. Certain topics are more successful and effective depending on personality type and traits.
  • Love: Talk about matters of the heart. Successes and failures have a more drastic effect on the character's opinion of you.
  • Sex: Increases the character's horniness. Some personality types/traits are more enthusiastic about this subject than others.
Idle chat topics have a lesser effect, but the effect lasts longer, and the character will keep a better opinion of you even without further interaction.
Talking about Love can increase the character's affection quickly, but that can also diminish as quickly. To romantic personality types, such as Smart and Sweet, and those with the Passionate trait, talking about Love has the lasting effects of idle talk topics.
Talking about sex increases both character's horniness and makes them more willing to engage in sexual contact, but this fades very rapidly if not sustained or successfully acted on. To some sexual personality types, such as Pleasant and Assertive, and those with the Lewd trait, talk about sex has the lasting effect of idle talk topics.

Invite button.jpgInvite

  • Study together/Sports/Club activity: These invite a character to improve intelligence, strength or club score with you. The character with the lower score will improve much more, the one with higher score will improve less.
  • Massage: Massages the character, reducing stress. This will also clear any love, hate and horniness accumulated from interacting with you. Different intensities are better suited to and more effective with different personalities.
  • Go to class: Ask them to come to the next period's class/lesson with you. Doing so will also spread rumors that you have become a couple with that character.
  • Walk home together: Ask the character to walk home with you at after school. This improves love relationship and ends the day. Similar to going to class together, this can spread rumors of a relationship between the characters.
  • Have some fun/Go eat/Go to karaoke: Invite a character to activities in town, improving their friendship, love, or horniness. If during school hours, these forfeit all time remaining in the period and skips the curriculum between periods. Fewer characters will be willing to skip class, but Wild characters will be more likely to join even if their opinion of you is ambivalent.
  • Let's study together - This invites the character to study with you at your home. A character resistant to having sex with your character is unlikely to accept. Sex will only occur if that character is at maximum horniness when leaving from the train station, otherwise you will have a study session with that character.

56xBully

  • Insult: Insults a character, causing depression or anger and reducing their opinion toward you. A successful insult against a Masochist increases their opinion of you, and their horniness.
  • Fight: Challenge another character to a fight
  • Ignore: Order the character to ignore a selected character
  • Show 'that': Demand the character to expose themselves to you
  • Put this on: Make the character wear a vibrator. If successful, their horniness will increase, and they will become more willing to have sex.
  • Force: Make another character have sex with you. This can be with physical force, extortion, or personal pressure on a lover.
Note: Show that/Put this on/Force options may abuse the relationship if the character isn't prepared (eg, not lovers, not enough love, not horny, etc.) and leave both characters in a purple status toward each other. Masochists are the exception, as even failed attempts will increase their love and horniness, and are unlikely to cause purple status.

Love button.jpgLove

  • Ask to join club: Invite the character to join your club.
  • Ask on a date: Invite the character on a date next Sunday.
  • Confess: Tell them you love them. Some characters are uncomfortable being told this too frequently, other characters need the reinforcement, particularly those who often tell you they love you.
  • Let's be lovers/Let's break up: Ask to become lovers with the character, or ask to break up if already lovers with the character. If failed, causes depression in the confessing character. If you already have a lover, this will cause anger even if it succeeds.
Ask on a date - You can start the date by either waiting for your date to talk to you or talking to your date yourself. Time will proceed to evening after the date. You can ask multiple NPCs for a date but you will only be able to date 1 of them because a date can only be done in the morning and time will immediately proceed to evening after the date. The NPCs which you weren't able to date will get angry at you. To know if you have a date with an NPC, talk to them and they will mention things like they can't wait for Sunday to come or that they are looking forward to the date etc.

Contact button.jpgContact

  • Caress: Pat/stroke a character's head. This reduces stress and horniness, increases affection.
  • Hug: Hug a character. Reduces stress and improves friendship/love.
  • Kiss: Kiss a character. Increases love and horniness.
  • Touch: Molest a character. Increases horniness, reduces love except for Lewd types.
  • Sex: Initiates sex in the room with the character. If not horny enough, reduces love.
The longer a contact is sustained, the greater the effect. The sustained effect may differ between characters and circumstances. Sustained contact with partners with a different orientation from you is more likely to reduce horniness.
Caress, Hug, and Kiss are necessary steps in intimacy depending on virtue. Normal/High/Highest virtues aren't likely to be succeed unless the previous steps have been taken; won't be willing to have sex with someone they've never kissed, are less likely to kiss if they haven't been hugged, and so on. Lower virtues are more opened, and even might give their first kiss after sex like as a reward. Touch isn't necessary to initiate Sex, but it can help.
All of these except Caress will make those in the room react, possibly spread rumors, and if a lover witnesses, it will certainly give them the opinion of 'Cheater!'. Lovers may spontaneously do these in public to spread the rumors, cause jealousy, and deflect others' interest in your character.

Travel button.jpgTravel

  • Follow me: Asks the character to follow you. They will trail after your character until the next time you interact with them, unless you follow another character. Joining or initiating a group activity will also leave them behind.
  • Go away: Asks the character to leave the room. May cause depression or anger whether successful or not.
  • Come here: Asks the character to meet you at a location next period, and next period that location will be marked on the map with a red person icon. Interacting with the character there will improve their opinion toward you, standing them up will lower it. Bringing the character there yourself will satisfy the meeting requirement, but that will override anything they may have had to say to you at the meeting.

Map

Time

The days are divided into up to four phases, all of which are important on school days, and only two are important on Saturday. One may be important on Sunday, if you have a date.


AA2 go class.jpg
Morning

The morning's destination.

AA2 go pe.jpg
Noon

AA2 go club.jpg
Afternoon

AA2 go home.jpg
Evening

AA2 go out.jpg
AA2 go eve.jpg
Sunday Morning

Statue and Status

Favorability Rating

Personal Stats

Coupling Stats

Leaderboards

List of BGMs

BGM00 - Friendship - Music that plays around friends; will often play after positive interactions
BGM01 - Happiness/Love - Music that plays after highly positive successful interactions; i.e. successful confession
BGM02 - Suspicious - Music that plays when you are alone with a potential partner, while already having boy/girlfriend
BGM03 - Sadness - Music that plays when someone in the room needs the "Encourage" or "Apologize" actions
BGM04 - Tranquil - Music that plays when there are only a few neutral (or above) students; low interaction count
BGM05 - Erotic - Music that plays when you are around a student(s) who are aroused/engaged in sexual activity
BGM06 - Tension - Music that plays when around enemies and strangers; will often play after negative interactions
BGM07 - Normal - Music that plays when the character is alone, or nothing else is playing.
BGM08 - Forced - Music that plays when you force a character to have sex
BGM09 - H - Music that plays when you are in an H-scene
BGM10 - Pre-fight - Music that plays when a fight is about to break out
BGM11 - Title & Room - Music that plays on the title screen and in your room
BGM12 - Fight - Music that plays when there's actually a fight!
BGM13 - Weekend - Music that plays in your room when the weekend has started

Basics

For those who are having trouble with character interactions (racking up a lot of 0% and making classmates angry):

Initiate conversations using friendly conversation (the word bubble icon and it's sub options). If one doesn't work, try a different one and there's a good chance that one will succeed where the other failed.

If you initiate conversation and the person looks troubled, sad, etc. use the top dialogue icon (portrait of a boy with a speech bubble at his mouth) and it's sub options to resolve the problem. Cheer them up, calm them down, praise them, etc. until you succeed by choosing the correct one. Once you get the correct one and you improve their mood or remove negative effects, talk to them again and use the friendly conversation options (word bubble icon). Having a successful conversation segment after helping a classmate feel better will grant a substantial % boost.

About %

The % value shown when interacting with somebody represents the chance of the character to accept the action. As long as that value is higher than 0% there is a chance for success. As long as the value is below 100% there is a chance to fail. It is possible to succed with as low as 1% but the odds are low.

The % value also gives an idea about your relationship with the character since the success rate increases as your relationship improves. The success rate can also be influenced by a lot of other things such as the timing, the other characters sexual orientation, their mood and more.

Even if an action is initiated successfully the result of the interaction can vary. This is indicated by the message following the interaction as well as a sound-effect. Talk interactions for example, can have 4 different outcomes(bad,normal,good and great) that are influnced by the mood of the character(better mood gives better results) and have different effects on your relationship. The "Confess"-interaction can also have different results, even if it is performend successfully. Depending your relationship to the character, they might state that they "only" like you or that they love you.

Traits and Relationship

The interacting characters traits and relationship might affect the success rate of an action, some examples:

  • A character with easygoing will have the success rate multiplied by 1.5 for cheering, calming them.
  • Always hungry will double the success rate of the food talk.
  • Passionate trait will double the success rate of the love related action.

Having the right trait might give an increased initial success rate, which will make you able to discuss the subject.

Controls

  • F1 Opens settings menu
  • F2 Opens shortcuts menu
  • F11 Saves screenshot to the data/cap folder

While interacting with character:

  • space Opens camera control
  • R Reset camera position
  • home / end Zoom in or out
  • pageup / pagedown Moves camera up or down
  • up / down / left / right Move character
  • 4 / 6 / 8 / 2 Rotate character
  • 5 Reset rotation


  • Clicking the right mouse button will stop your character from moving. It helps to position your character on the screen and can help you to avoid interrupting conversations.
  • Scrolling the mouse wheel will let you cycle between targeted classmates that are on screen (like in AA1).
  • Clicking the middle mouse wheel button will allow your character to auto move to the classmate you currently have targeted.
  • Like in AA1, pressing the spacebar will pause conversations so you can have a few extra seconds to think about what to do or what to say. It also lets you look at the person you're talking to similar to looking at characters in the character maker.

Teacher

Teacher position

Artificial Academy 2 has introduced the ability to play as or have an NPC act as a teacher. The teacher is whoever is chosen in the top middle spot of the class. The role of teachers is not much different than a student. Teachers seem to linger around the classroom and staff room areas more.


Teachers can be fired from their job if certain circumstances are met such as skipping classes(after three times) or being caught by an NPC with the class prez trait engaging in sexual activity with a student.

Items

Using the maker, each created character gets assigned 3 trading-items(one for lovers, one for friends and one for sexual relationships).These items can not be traded directly. However, at some point, any NPC may ask you to trade. Depending on your relationship, they may trade their friend item or their lover's item with you. All item have no use besides trading (as confirmed ingame). If a student, or teacher, transfers out of the class the traded items stay with the person still in class. Likewise the items the transferee has vanish from the classroom. By transferring students after trading you can technically have multiples of the same items in the classroom.

Events that will force a student or teacher transfer

  • Injury incident:

This can only be triggerd by characters with the "evil" trait(there have been reports to the contrary however)
There are two specific types of injury acts known:
1) A character with the "evil" trait gained knowledge of their lovers unfaithfulness(through withnessing or by rumor). This will result in a change of said characters disposition towards their lover to "TOGETHER FOREVER". The "evil" character will then injure their lover.
2) A character with the "evil" trait gained knowledge of an other characters advances towards their lover(specifically forced intercourse). The "evil" character will then injure the offender.

If the attacked character has the "Lucky" trait the injury might be avoided.
After the injury the attacked will no longer be available. The attacker might also be unavailable(due to getting caught and arrested) though there are some cases where the attacker will remain unpunished(exact circumstances are currently not known).

  • Getting fired(as a teacher)

-Skip 3 classes
-H-action with student was witnessed by student who has "Class Prez" trait
-Class Prez: will report the teacher (and get him fired) when witnessing him having sex with student

Pregnancy

impregnation cycle(editor)

Each female character has hidden a cycle of risky (impregnation possible) and safe days (no risk of pregnancy) randomly generated on character creation.

This cycle is always 14 days long, but it varies from girl to girl what the exact cycle is, so one girl may have a cycle that looks like this:

  • 4 safe days
  • 4 high-risk days
  • 2 safe days
  • 4 low-risk days
  • Repeat

Another may have a cycle that looks like this:

  • 1 low-risk day
  • 2 safe days
  • 4 low-risk days
  • 4 high-risk days
  • 3 safe days
  • Repeat

The chance of impregnation in high risk/low risk days are unknown at this point.

High risk days pregnancy

When trying to initiate intercourse outside of a safe zone, girls will make remarks about it being a risky day:

  • Normal/High/Highest virtue girls with low intimacy will refuse sex; "No way! It's a dangerous day!"
  • Normal/High/Highest virtue girls with high intimacy will ask/force you to wear a condom when initiating sex.
  • Low/Lowest virtue girls will accept raw sex but will warn you to cum outside (No condom, ever).

When entering a safe zone (Love Hotel, Machine Room, Home, etc.), there will be no extra dialogue to indicate that it is as risky day. Girls with Normal/High/Highest virtue with low intimacy won't follow you into safe zones. The exception is the "Let's Study at home" activity which is inviting to home and this will initiate raw sex.

When coming inside during intercourse, the girl will make a remark about a possible pregnancy afterwards.

Low risk days

When trying to initiate intercourse outside of a safe zone, girls will make remarks about it being a risky day:

  • Normal/High/Highest virtue girls with low intimacy may avoid sex with ambiguous tone.
  • All girls with high intimacy will accept raw sex with a bit of hesitating; "it might be dangerous but... never mind."

If a girl is impregnated, she will confront you about it 3-4 game-weeks later, which results in a game over. The pregnant girl can then be transferred out of the class in order to keep on playing (see Condom section for contraceptive guidelines).

H-events

  • Promised Sex

NPCs may promise sex to the PC or other NPCs under the condition of getting good marks on an exam. This is indicated by a dispostion change to "Lewd promise". Exams every three weeks on Saturday, beginning with academic exams, then athletic exams, then the club tournament. If the marks are good, the NPC will make an invitation for a H-session at their home.

  • Sudden sex when skipping

Characters can invite you to skip class with them in the Infirmary or on the Rooftop. You will fall asleep together, and there's a random chance the other character will wake first and initiate sex.