Artificial Academy 2: Gameplay Tips
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all characters are at least 18
- Gameplay Tips
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AA2 rule no.1: Don't be greedy and be patient...
Contents
FAQ
- Q: Why can't I have sex with a character I'm going out with?!?
A: This could be for a number of reasons depending on the trait and virtues. But some things to keep in mind is that the virtue level exponentially increases the difficult to initiate sex the first time. Also if the character is a teacher this increase the difficulty to initiate sex the first time. Finally if the character is a virgin it increase the difficulty to initiating sex the first time. Keep this is mind when making characters.
- Q: How can I initiate sex the first time if my characters is like that???
A: If they have the blackmail/exploitable trait than you can have non consensual sex and that will get rid of their virginity removing some of the difficulty. Also taking them to the love hotel for sex seem to have a better chance of success than asking them to do it at the school. If you can't have non consensual sex with the character than try having sex with another character that like you and getting caught in the act, this will lead to the 2 characters asking you to choose between them. Then choose the character who you been trying to initiate sex with, this should lead to an immediate H-scene between you and that character. Other than that it just going take a lot of time with that character before they'll let you have sex with them or they'll initiate the sex themselves.
- Q: How do I know if I am being brought to a private room or a public room?
A: If a character wants to bring you to a private room it will blush, if it isn't blushing it's a public room.
Basic Advice
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.
A good way to gain favorability with someone is by cheering them up or calming them down when they're sad or angry. Each personality can show their sadness or anger in different ways, though there are some minor tells that are universal.
Sadness
Sad characters have a noticeable tell even before you speak to them: They may walk around the map extremely slowly, much slower than their normal walking speed. This is often the best indicator of sadness. Starting a conversation with a sad character may give you a mood-specific greeting message (usually a sigh or silence), and the character's eyebrows may be slanted upwards. The eyebrows are the best indicator within a conversation, since some personalities (Harsh and Joyful come to mind) use the same greeting message for each mood.
Checking the Jizou Statue often will also help: A character who gets rejected frequently will need frequent cheering up.
Anger
Anger doesn't appear to have a tell outside of conversations (could be running faster than usual to counteract the slower walk of sadness?), though it's much more noticeable within conversations. The character will have "angry eyebrows" (slanted downward) and may give a more hostile greeting than usual. Like sadness, the eyebrows are the best indicator.
Checking the Jizou Statue often will also help: A character who frequently gets into fights or a character who has many enemies will need frequent calming down.
Praise/Hug
These will also clear bad moods, but also reduce the effect of your limited Praises and Hugs with this character. A failure may still clear a bad mood, but later uses of the option will be reduced more drastically, dropping the third attempt to 0% success even if the second succeeds. A failed Hug also runs the risk of angering the character at you specifically. Because of these drawbacks, Praise and Hugs aren't the preferable options, but may become worth the risk if you've already failed two or more attempts at Encourage or Calm.
Breaking Up
Ending the relationship may be more difficult than simply clicking the 'Let's break up' option. The success of this depends as much on your own character's feelings as the other character's; if your love is still high, the other character won't believe you mean it. Spamming this option will gradually grind down both character's favorability toward each other, but will also ensure lingering hatred.
Breaking up the quick and nasty way: ignore your lover in every way other than to attempt breaking up. Engage other characters in a way that shows interest, so your lover will interrupt. Flirting with another will decrease their love for you, and the interrupt will decrease your love for the character. Getting the Cheater flag by hugging/kissing/groping/H in front of your lover will speed this up, not only decreasing love for the event, but your lover will check up on you more often, making them more likely to interrupt. The Cheater status also makes them more likely to offer public affection, which you can reject.
Breaking up gracefully: Make small talk when together, talk about life/hobbies/food, anything other than love or lust. Take them out to the arcade one-on-one, and only go out to karaoke or dinner with them if you're in a group. If they get too affectionate, you could lecture them on sex. It's more productive to lecture them on a serious activity, then take them to do that; this helps develop your stats while replacing Love with Like. If the character's Virtue is low, you may try to acquire the Cheater status to see if they'll take another lover, who they would seek out for affection rather than you. If Like is still high when Love has diminished enough, then Encouraging the character after breaking up with them will keep your acquaintance friendly. You may be able to make a Sex Friend of them. This method best preserves your popularity score.
Basic Guide On How To Succeed In Relationships
Note: Check sexual orientation of NPC before following this guide. Homosexual female is incompatible with male character for example.
Mutual Relationship
Relationship is like playing catch ball. You can repeat one-way action but you can also induce their reactions to build the relationship mutual and effective.
- Use the advantage of interactions from NPC to PC. You always get the best result as long as you choose a right answer.
- Give NPC a time after your action is finished. If NPC is about to leave, hold them and take your turn.
Mood And Atmosphere
Mood & Atmosphere are the key point of successful interaction. Even after the interaction was successfully made, the result can be poor if NPC was in a bad mood.
- On the other hand, Critical success(big horn sound) has higher change of changing the mood into desired stage. ex) normal -> happy, happy -> horny
- Read the Atmosphere by listing BGM. Start mild conversations first to build the mood. Use "Praise" if you failed an interaction.
The Way of Flirt
"Love" and "Erotic" conversation Do NOT increase love points more than other topics. Its main function is to change the mood. The increase mostly depends on sexual orientation and traits. (ex: NPC is lesbian and PC is hetero male. The increase of Love points is visibly lower than Like point increase)
- Conversation is the basic way to build the points. "Have Some Fun", "Go to Eat", "Go to Karaoke" build them much faster but have less chance of success.
- If NPC has built enough love points toward PC, his/her mood may change into Blush when Love conversation is successfully made.
- At this stage, "Ero" topic will be available in higher chances and may lead NPC into Horny mood.
- "Caress", "Hug", "Kiss" are viable choices but not necessary. Depending on factors, there will more failure than success. The loss may be heavier than gains.
- Characters with Faithful/Singleminded trait refuse Close Contacts other than "Caress" until become a lover.
What Is Confession?
The name Confess can be easily mistaken. It works different from "Ask to be Lovers". Confess is an action of showing your affection to NPC. It is the best way to check NPC's feeling toward you; better than checking Jizou Statue which often delude you to mistakes.
- Vague answers mean she/he is not love in you no matter what Jizou Statue displays.
- If the reaction is mutual, "I like you too!", this is the sign that she/he is in love.
- NPCs also make confessions to PC and other NPCs, but this is not always the reliable source especially when rumored by a third person.
Force(Coerce into Sex)
"Force", or "Coerce into Sex" depending on translations, is often misunderstood as Rape. This commonly leads to a wrong conception of how it works. Force is an action of cornering a person with vulgar manner. Without specific conditions are met, it will end with enraging the NPC and you cannot force him/her into sex. Since it is not rape, the following notes are worth to be taken:
- PC can always decline the offer even under Exploitable trait
- NPCs count it as consensual sex
- This means forced sex with others will be counted as cheating to lovers
But most importantly, PC can use Force to have sex with NPC who are in love with, but unavailable to do so for some reasons.
Using Force on the character with Exploitable trait
Exploitable characters regularly pay visits to PC and NPCs with the Deceptive/Scheming trait. They will plead to keep the secret. Decpetive NPCs may use Force on the NPC by taking the weakness.
- Force greatly increase Hate points toward the oppressor; Forced sex will further increase to the level that basic conversation is almost impossible
- In H scene, there will be unique dialogues such as "Just hurry and finish", and NPC will make no comment than showing humiliated face after sex
Using Force on the character who is love with you
NPC in the highest love points(presumably 28~30) works in different way.
- The NPC will refuse Force at first, but the success chance will increase as you repeat: (ex) 2% -> 20% -> 30% -> 999%
- This bypasses NPC's negative factors of having sex; such as high virtues, risky day, faithful trait, have a boy/girlfriend
- In H scene, NPC will be in reluctant manner but give you positive comments in Climax and after sex
- Still opposite sexual orientated character refuse forced sex at all cost (ex) hetero male -> lesbian
Force can be extremely useful for cheating with a faithful NPC who already has a lover. Also, it is one of the best way to separate lovers by exposing sex in front of those. For example, bring NPC into shower-room and have Force sex; his/her lover will visit and witness it at some point.
Things To Know About Training
What affects Intelligence(Wisdom) and Strength?
Almost every time you get the prompt with three choices:
- Work Hard!
- Work Normally.
- Work Quick.
This includes mandatory lessons, club time, voluntary club practice/exercise/study. (Massages not tested.)
EVERY MANDATORY PROMPT you get over the course of the day (i.e; lessons, club time, etc.) count as you working by yourself, so the mitigating effects of "Everyone!" and working with a partner do NOT apply.
Both Work Hard! and Work Normally. have two resulting states each, for a total of 4 different results, indicated by different flavor texts and chimes. Those are comprised of:
- Work Hard!
- Failure (Less Favorable)
- Critical Success (More Favorable)
- Work Normally.
- Success (Less Favorable)
- Great Success (More Favorable)
Both choices seem to have an the same split between less favorable and more favorable results, which from a sample size of 70 attempts showed 63% less favorable and 37% more favorable.
The third choice, Work Quick, picks a random result from all four of these results, with a slight bias towards the less favorable choices.
How are Intelligence and Strength affected?
As stated above, the three choice prompt offers you the chance to(read: forces you to) influence Intelligence and Strength. Both those stats range from 0 to 999 in the code. They will never fall below 0 or go above 999.
With one exception, all situations causing the prompt to appear will fall in one of two categories: Study and Exercise.
Either of those can be simply accessed by visiting the Running tracks for Exercise or the Library for Study.
The following prompts fall under the category Study:
- Lesson in Classroom
- Club time in Japanese Room
- Club time in Music Room
The remaining obviously fall into the Exercise category:
- Lessons outdoors
- Club time in Dojo
- Club time in Gym
- Club time outdoors
Finally, here is how Study and Exercise affect Intelligence and Strength respectively:
Studying:
- Work Hard!
- (Less Favorable) -4 Intelligence
- (More Favorable) +6 Intelligence
- Work Normally
- (Less Favorable) +2 Intelligence
- (More Favorable) +4 Intelligence
ALL results give -2 to Strength.
The reverse of this applies to Exercise.
Exercise
- Work Hard!
- (Less Favorable) -4 Strength
- (More Favorable) +6 Strength
- Work Normally
- (Less Favorable) +2 Strength
- (More Favorable) +4 Strength.
ALL results give -2 to Intelligence.
The exception:
The custom club type (other), which is performed in the multipurpose room, has a slightly different logic.
All 4 possible results affect both Strength and Wisdom by the same amount.
- Work Hard!
- (Less Favorable) -1 both
- (More Favorable) +2 both
- Work Normally.
- (Less Favorable) +/- 0 both
- (More Favorable) +1 both
Gameplay Tips
NEVER EVER choose "Work Hard!" when doing things without a partner or a group. Assuming the estimate split mentioned above, choosing "Work Hard!" for studying 100 times will give you -30 Wisdom and -200 Strength. However, choosing "Work Normally" will results in +274 Wisdom and -200 Strength.
Once you've reached the maximum of 999 points in both, it might be wise to switch to the (?) Club, as it makes keeping the balance easier. -2 for each stat are forced onto you once a day, twice for one if you're in any other club than the (?) one. At 999 each, you'll take -2 strength during the first lesson but you WILL be able to remedy it during the second lesson (since working normally yields at least +2 points). Then Study kind of club time will remedy the Wisdom with a +2, but -2 your strength again, basically swinging the balance back and forth. Having an Exercise based club will further imbalance your stats, keeping Strength at 999 but lowering Wisdom to at least 995.
Being in the (?) club will ensure that the imbalance at the end of the day is at most +/-2, at best +/-1, and if you do another round of club activity right after, you need just a single favorable result to be back at 999 for the rest of the evening and next morning.
Working with a partner or in a group completely removes the possibility for a less favorable result when working hard. As a result, it is safe to always pick "Work Hard!" when not working alone. (This obviously does not apply to lessons and mandatory club time.)
Random Test Results
Strength and Intelligence are crucial to exams, but the test results are greatly affected by randomness. This can be checked by the messages during the test. You won't get top grade under negative effect such as "you couldn't solve...", "you didn't failed but..." even if your Intelligence is maxed out. The same goes for NPCs; high intelligent students can also get poorer grades. If you're not satisfied with the result, loading pretest savegame can be a valid choice.