SimGirls is a game I first picked up back in '02, almost as soon as it came out. I was immediately attracted to it, and have been checking in on it ever since. The following guide is constructed through notes I have been taking in the past 10 years, filtering out old parts as they have become obsolete. Some information used from http://blog.sillica.com/2008/01/31/simgirl-walkthrough/ ===================== Table of Contents: Intro Table of Contents Legal BS Contact Version History Intro + Beginning Guide Ending Guide Stat Guide Relationship status guide Modeling Manager Guide Fighting Guide Swimming Guide Calendar Help FAQ (finish Me) Closing ==================== Legal BS: Please do not copy and paste this without crediting me. ZXCV is fine. Other than that, go do whatever you want with it. Just don't show my mother. ==================================================== Contact: I can be reached at zxcvSGGuide@gmail.com ==================================================== Version History: 4/23/2012 V0.95: Finally finished a speedrun of the game in 5.23 to record Ami's ending, as well as experiencing the new scenes/images. Fixed some typos, added new sections (Swimming guide, stats guide, ending guide, and FAQ), rewrote certain parts, and fixed errors. Todo: Still missing one +H event for Tomoko, formatting, missing driving guide, add Criminal Strength guide (basically get money by fighting bloody king instead of swimming). 4/20/2012 V0.9: Happy stoner day. Sim-man requests guide. I take out 10 years of dusty notes and compile this thing. Todo: I am missing some of Tomoko's +H scenes. ==================================================== ==================================================== Intro + Beginning Guide, as well as Day by Day for the end ==================================================== ==================================================== Playing the game as an Intelligent Swimmer: This guide focuses on the main character being Intelligent and a Swimmer for the early game, as well ashitting all the sex scenes. Saturdays and Sundays: On Saturdays, you have the option to work on the school play at the theatre. Each time you go, it requires 60E and there are increasing requirements you need to meet in order to progress. 1: Nothing (Literally) 2: 125 Knowledge 3: Close friends with Kotomi 4: Tomoko GF 5: Karin Playmate, Sana Girlfriend I think Days 55+62 broken? 6: $25,000 (Likely the last time you will need money in this game) 7: Literally nothing. They do rehearsals. 8: Complete time machine. 9+: Fun with Tomoko On Sundays, you have the option to visit your friend Ami and help her build a time machine. Each time you go, it also requires 60E and there are increasing requirements of what you need to bring to help build the time machine. 1: 20 Coffee 2: 20 Hankie 3: 20 Flowers 4: 10 Medicines 5: 5 Diamonds 6: 10 Teddy Bears The most important days are in the beginning. Which path you ultimately choose (Of the 4/5 [depending on how you count] ending scenes) all follow the same path in the beginning. Days 1-5 + Day 8/9, depending on how good you are at button mashing: Start by putting all your points into STRENGTH. Then go to the mall, buy 20 coffees and 5 hankies. Go to school, and go swim. Repeat until your strength is 120-140+, and have approximately 5-6 grand in cash reserves. Day 6: Since you can miss a few Saturdays to finish the play, I would highly recommend you not start producing it this early, as stat growth + acquiring money is more important for the time being. However, the very first day you don't actually have any requirements to meet, so if you have nothing better to do you can go today. Since the pool is closed on Days 6/7, take these two days to build charm. If you are not going for the Day 16 Tomoko's birthday hentai scene or are poor (less than 2k cash), go win some fights in the pub. If you are extraordinarily confident in your fighting abilities, you can get the Street fighting belt now. At 75 strength, it takes 7 uppercuts to KO Bloody King Days 7-10: Focus on maxing out charm. Visiting the pub as an Intelligent allows you anywhere from 30-45 charm per day. Since you should already have ~100 charm from swimming, it should take at most 3 or 4 days to finish maxing out charm. Day 7: Since you can miss a few Sundays to build the time machine, I would highly recommend you not start building it this early, as stat growth + acquiring money is more important for the time being. Day 10: Karin reappears. At this point, she needs to be fed (coffee) and cleaned (hankie) every day. It takes approximately 1 coffee and 1 hankie every day. Do not let her die. Day 11: Start to max out Knowledge. As an Intelligent, you can get about 50 knowledge per day. Spend 2 days to get knowledge to about 100. The rest will come from studying. Day 12: study day. Day 13: SAVE TODAY. Today, you start model managing. Hopefully you still have ~$3000 or more by today. Read the miniguide at the bottom. If you fail massively, restart the day until you get lucky. Day 14: SAVE AT THE BEGINNING OF TODAY TOO. Continue model managing. Make sure you have $4000+ at the end of the day. If not, restart and until you get lucky with wishes. Day 15: At this point, you should have maxed out charm, and approximately 120-140 strength (if strength is lower, thats okay. Strength isn't very useful). Talk to Tomoko once, and once her exp reaches about 25, ask her she becomes your new friend. At this point, she will take your gifts. Thankfully, all women are shallow and thus can have their relationship experiences built quickly through diamond rings. Hopefully you had $4000 at the end of yesterday. Buy two diamond rings and give them to her, and her experience should now be approximately 500. Ask her a few more times, and she will be your close friend. Day 16: Tomoko's birthday. Requires $2000 (which you should have), close friend level (500 exp), and maxed out charm (you got this a week ago). Follow her and enjoy the sex. Continue Model managing. Days 17-18: Manage manage manage! Hopefully, you will have $10000 by this point. Day 19: Study with Ami. Buy about 10-30 coffees and medicine (depending on how good you are at fighting). Spend the remaining 50 Energy fighting BloodyKing. Kick his ass, enjoy the belt + cash. If you already beat him, go beat him again or something. Day 20: Ace the exam, enjoy the + relationship. Ensure you have 120 knowledge. If its only around 115, go home and browse the internet 4 times to boost it. Then go to the theatre. It starts the theatre sidequest. Day 21: Underwear day. Buy everyone's underwear for 200. Then go build the time machine (needs 20 coffee), and internet. Day 22-24: Continue model managing. Have everyone's offensive stats maxed, most of their defensive stats, and approximately 2000 fans for everyone by day 24. By this point, Tomoko should be constantly searching for a job (unless you have enough money and she has enough fans (~15000+), then have her wish), as should everyone else. If not, have everyone else build fan base/stats for the rest of the week. Note: at this point, the guide becomes less rigid, as things are on less of a timetable. There will be specific dates posted, as these are the dates where something different will need to be done. Every Saturday: Go to the threatre, help the play. Spend remaining energy working or something. For requirements, see note in beginning. Every Sunday: Go help build the time machine. Requirements in the beginning. As with yesterday, extra energy can go toward work. Also, if you are going for all the sex scenes (Including hidden ones), romance Kotomi first to Girlfriend status BEFORE you romance Tomoko to girlfriend status. Day 27 (Saturday): Go win the swimming contest. Day 35: Obtaining the necklace! Get the belt (from beating up snake king, if you haven't already done this) too, so tomorrow you can start Karin's story. Regardless of which option you choose, you'll acquire the necklace. Day 43: Go to Akira, get the fixed necklace, go back to Karin, "ask" her. Once she levels up, give her ~2 diamond rings (up to about 1750 relationship exp) then "ask" her again, to get playmate with her. Day 47: Go study with Ami, spend last 50E studying at school. You should have almost 200 knowledge by now. Day 50: Christmas Eve! School closed today. I wouldn't go modeling now, only because Sana will start to attack you. Have your fan base/cash built up before day 50-60 (About 100k then would be nice, but you probably only need around 75k unless you have unfinished dates/time machine things. The biggest use of money is on the last theatre event and the Gravure Competition, where it'll wipe out 25 and 50 grand of your balance to go on). Day 63: Firework Festival. Have sex with Tomoko. If going for her ending, you MUST choose to stay with her. If you want Karin's ending, you MUST chase after Karin. After this point, you can occasionally (read: very rarely) recharge your energy by going to the slums. If you've followed the guide, chances are that you've already maxed out all the relationships with everyone (Karin, Sana, Kotomi, and Tomoko) and have everything else done, so theres nothing to do other than bide time at this point. Day 75: Forced study day. Yay! Studying with Ami. Staying with Kotomi results in +100 relationship with Kotomi ( you won't need this at this point), and 20 knowledge (which you also shouldn't need). Going with Tomoko gives a sex scene. Day 76: Pass exam, enjoy sex with Akira. From here until day 100, essentially all that is left is to pass time. ============================================================= ============================================================= Ending Guide: Each ending and their respective requirements. Ami's ending: Finish the time machine. Karin Ending: Lover status required (Chose her on Day 63, the fireworks festival, imo the best ending). Kotomi Ending: Lover status required Tomoko Pure Love ending: Lover status, 0 Hentai level. This means that you must choose to stay with her during the fireworks festival, as chasing after Karin gives Tomoko +40H) Tomoko Ending: Lover status, nonzero hentai level. Tomoko I love all girls ending: All girls lover status (Chase Karin on the Fireworks Festival to acquire her as a lover, give Sana all the collectables to acquire her as a lover, and finish time machine to acquire Ami as a lover). Spend time along: Loser ending. No requirements. ============================================================= ============================================================= Stat and Character guide: Creating your player: In the beginning of the game, you have the option of choosing 4 different character types. Criminal: Good at strength. +When working as a drug dealer, you only have a 5% chance of getting caught (instead of 15%). +When working out at the pub, gain 24-26 strength. -When studying, gain 7-9 knowledge. -When working as a tutor, wage decreased by 20%. Playful: Good with charm. +When having sex for charm, gain 12-19 charm. +When working as a salesman, wage increased by 20%. -When studying, gain 7-9 knowledge. -When working as a tutor, wage decreased by 20% Intelligent: Good with knowledge. +When studying, gain 24-26 knowledge. +When working as a tutor, wage increased by 20% -When working out at the pub, gain 7-9 strength. Casual: Balanced =Unaffected tutor wage, salesman pay, and no decrease in Drug Dealer chances of being caught. =When working out at the pub, gain 14-19 strength. =When studying, gain 14-19 knowledge. =When having sex for char, gain 7-9 charm. Gaining relationship points: When you talk to Tomoko or Kotomi, you gain relationship points by the following formula: Tomoko: Floor( Charm * 0.07 + Strength * 0.02 + Knowledge * 0.01 ) Kotomi: Floor( Charm * 0.14 + Knowledge * 0.04 + Strength * 0.02 ) Yes, that means that Kotomi gains relationship points twice as fast as Tomoko does. ============================================================= ============================================================= Relationship Guide: Buidling a relationship: Relationship levels: The following values are approximate. You can get relationship levelups before the listed stats. To level up, simply "ask" her, except for girlfriend and lover, where you must have a successful date. Stranger: 0 (Action: Talk) New Friend: 25 (Action: Give gifts) - "he is cute" at the end of "Talk" Good Friend: 100 (Action: Call by phone, she calls you too) - "he is attractive..." at the end of "Talk" Close Friend: 500 (Action: Date her. Note- To level to girlfriend, you must finish a date when your relationship level is above 2000. This may take until the second date) Girlfriend: 2000 (Action: Visit her place, allows you to fight Ryuji when he is talking to her) Lover: 8000 (Action: Have sex, currently broken?) When chatting with Tomoko and Kotomi, there are four options, unless Ryuji is there. If you can/do not want to fight him, you lose 5 relationship points with the girl (after any you would have gained from talking to her). Beating him up gives you relationship points. Talk: Gives a fact about a girl, or forces you to answer a question. “How do I look?” IF they are your good friend, pick answer C. Good as usual IF they are your close friend, answer A. Fantastic! IF they are your girlfriend, answer B. Dam you look sexy "What is my sign?" Kotomi: Virgo Tomoko: Scorpio Phone Number? See below Before you date, make sure you have at least one of each item (coffee, hankie, medicine) as well as one of each gift (flowers, teddy bear, diamond ring), and some cash (At least $5500 for worst case scenario of Space + failing driving minigame). When dating, there are four main parts, with one random event. 1) Picking a day. Before you are lovers, you will need to randomly pick a day between 1-5, representing her free day. Her free day is determined at the beginning of the game, and reselected after each date. So if you guess days 1-4 on a day, and get a "no" on all of them, her free day is day 5. At certain relationship levels, she will tell you what her free day is. Also, the Scouter item (obtained from space) tells you what a girl's free day is. 2) Picking a location + Driving minigame. After you successfully pick a day, you need to pick a location. Each location/girl combination provides a different reward, and with varying costs. After you pick a location, you then participate in a Driving minigame. Always take the drive, and try to pass. "Winning" the driving minigame saves you more than 5000 (from the fine), and also potential gift money, as well as giving you freebies if you miss a question. 3) The date itself. During the date, there are four "phases" and a random "phase". Phase 1: Curing her condition. During a date, your companion may suffer from a condition that needs to be cured by an item (Coffee, medicine, hankie). Condition: She has "zzz"s floating around her head - Give her a coffee Condition: She has a low mood bar - Give her a hankie Condition: She looks sick and has a teardrop - Give her medicine If you completed the driving minigame, her condition is automatically cured. Failing to revert her condition leads to an autofail of the date (since you can't do anything else, or in the case of sadness, you cannot raise her mood meter high enough). Phase 2: Gifts During a date, you have the option to give her a gift. If you did not complete the driving minigame, you MUST give her a gift to have a chance at completing the date (otherwise, the mood bar will not be able to go high enough). Each location has its own "best gift". The chart is as follows: $300 Sleeping Forest: Flower $150 Ocean Restaurant: Teddy Bear (Tomoko only) $200 Golden City: Diamond Ring $500 Blue Mountain: Flower $300 Hot Beach: Teddy Bear $5000 Space: Diamond Ring (Tomoko Only) Blue Mountain, Hot Beach, and Space are girlfriend only dates for Tomoko. Giving the correct gift for the location results in a significantly higher boost to mood. Otherwise, flowers generally add the lowest amount of mood, while the diamond ring adds the most. Phase 3: Questions Talking with her makes you correctly answer questions about the girl to increase her mood. Incorrect questions decrease her mood. You can only ask 3 questions on a date, 8 if its the "lover" date (at her house). A list of questions and answers are as follows: Close Friend Questions: If your other girlfriend calls you, answer with "I'm busy, can I call you back?" Phone Number: Kotomi Takanash: 866-731-8410 Tomoko Sakei: 866-656-7254 Birthday: KT: Aug 29 TS: Nov 21 Favorite Song: KT: You and Me song TS: Blurry Eyes Favorite Film: KT: Titanic TS: Love Generation Favorite Food: KT: Noodle Soup TS: Sushi Favorite Car: KT: 360 Spider TS: Carrera GT Favorite Colors: (Order Irrelevant) KT: Black, red, brown, yellow TS: Red, Blue, Black, Pink First kiss: (You need to figure this out and remember yourself) Girlfriend Questions: Weight: KT: 43Kg TS: 47Kg Height: KT: 155cm TS: 163cm Hip: KT: 83cm TS: 89cm Waist: KT: 53cm TS: 56cm Breast: KT: 84cm TS: 88cm Blood type: KT: O TS: AB Also know the first kiss date. Organized by Girl: Kotomi Takanashi Phone Number: 866-731-8410 Birthday: August 29 Favorite Car: 360 Spider Favorite Colors: Black, Red, Brown, Yellow (order does not matter) Favorite Food: noodle soup Favorite Movie: Titanic Favorite Song: You and Me Zodiac Sign: Virgo Weight: 43kg Waist: 53cm Hips: 83cm Breast: 84cm Height: 155cm Blood Type: O Tomoko Saeki Phone Number:866-656-7354 Birthday: November 21 Favorite Car: Carrera GT Favorite Colors: Red, Blue, Black, Pink (order does not matter) Favorite Movie: Love Generation Favorite Food: Sushi Favorite Song: Blurry Eyes Zodiac Sign: Scorpio Weight: 47kg Waist: 56cm Hips: 89cm Breast: 88cm Height: 163cm Blood Type: AB Phase 4: Situational events When the girl's mood is high enough, she will display different facial emotions. This is your cue to perform special actions! Open mouthed :D smile - Photograph Blush - Kiss If you have not gotten a girl's relationship status high enough (2000), she will not blush and you will not be able to kiss her. As long as the mood bar is high enough, it will still be counted as a successful date, and you can leave without a kiss and still get the reward. Phase 5: The random phase - Fighting if shes kidnapped If your girl is taken by bad guys, you will have to fight snake man. Its an easy fight with 100 strength and a few coffees + medicine. Refer to the fighting guide for more details. Rewards: Each successful date brings its own reward. Chart is as follows: Fashion Mag - - Kotomi at Golden City Time Mag - Kotomi at Hot Beach Fitness Mag - Kotomi at Blue Mountain Fragrance - Tomoko at Golden City Metal Knuckles - Tomoko at Hot Beach Eyeglasses - Tomoko at Blue Mountain Scouter - Tomoko at Space Trip Any date with Tomoko: A puzzle Piece Relationship status events: These are triggered once you reach a certain level of relationship status + being in a certain place. The following below are way to obtain +Hentai. Are gives +20 unless otherwise noted. Tomoko: New Friend: After school. Visit the front gate. This starts Tomoko's first scene. For +H: Give her a kiss + One day you will beg me to take you to bed (+10 each) Good Friend: Go to the pool, Tomoko's second scene. For +H: Your pinky is so lovely. Close Friend: Rooftop, Tomoko's third scene. For +H: You have the most amazing breasts... Girlfriend: Front Gate, Tomoko's fourth scene For +H: Enough talking. Now it's time to look for some real actions... Lovers with Tomoko: (In her room already) For +H: Damn it! Fuck this fire alarm Day 35: Xmas shopping For +H: Go between her legs and take those panties off. Day 50: Xmas Eve date For +H: Wait for the opportunity to strike. Day 63: Fireworks Festival For +H: Chase after Karin. Gives +40H. This means that Tomoko's pure love ending is incompatable with Karin's ending, so if you want to see both you better save now. Tomoko's H scene - I'm unsure of how this one is trigged. You need lover status with her, then possibly ignore her for a very many days. After awhile, when you visit her at her house, she will upset. Give her a gift, then you have a scene in her bathroom where you can watch her undress, take a bath together, and some other options. Kotomi: Good Friend: Library For +H: Are you looking for... Close Friend: Medical Room For +H: Tickle her Girlfriend: Gym For +H: We can still do phone sex Sana: Building a relationship with Sana is different than building a relationship with the other girls. Unlike Kotomi and Tomoko, the only things that Sana wants are rare collectable items. There are four parts 1: 3 Magazines. Date Kotomi to get these. 2: 3 Wage boosters. Date Tomoko to get these. 3: Necklace, Belt, and Trophy. Wait until Day 35, Beat Bloody King, and win Swimming Competition. This unlocks the back room, which contains additional H-scenes. 4: Scouter + other things (PDA + phone?). Allows you to have sex with her at will. Karin: Building a relationship with Karin is different too. From Day 10 to Day 42(earliest day you can have the necklace fixed), your goal is to keep her alive by feeding her coffee, and cleaning her with hankies. If you forget, she doesn't die, but her health decreases and you require medicine to keep her alive. After day 42, "ask" her once you have the fixed necklace and she becomes your maid. From there, give her gifts until she reaches ~1600 relationship, then "ask" her again and she becomes your playmate. To advance to Lover, you must choose her over Tomoko during the fireworks festival. ============================================ ============================================ Model Guide: When running daily operations, the most important thing is to start early, which we are doing. By starting early, you deny Sana the opportunity to build up a massive fan base, and also deny her the chance to start attacking your models, while also giving time for your models to build their stats and fan bases. What you can do each day: Training: Improves model's stats. In general, build in the following order: Charm->Beauty->IQ->EQ->Luck. Luck is needed for finding jobs, Charm and beauty to obtain fans, and IQ/EQ to defend them. In the beginning, Luck is what gives you the money to constantly build these stats, while charm and beauty help build the fan base (which comes from the jobs that luck lets you find). However, due to Karin's wish having a possibility of maxing everybody's luck at once, only Karin needs to focus on luck in the beginning. Job search: Searches for jobs. Gives new fans based on Beauty and Charm, and pays based on Beauty, Charm, and current number of fans. Not very useful until a large fan base is reached. Seduction: Steals fans from Sama (2x Charm? Unless Tomoko, then 3x). Not as useful as searching for jobs, unless Tomoko, who can steal fans at a quicker rate than trying to build them from job searching. Rumors: Attacks opponents fan base. Not useful in my guide. Fan club: Defends fan base: Not useful in my guide. Wish: Godlike ability, the most important one. The ability to wish is possibly the most broken aspect of model managing. Through a wish, one of the following these can happen: -Everybody feels more refreshed (+25E). By far the most useful, as it gives extra turns for your models. -Wish we had more money (+ $2000-3500, luck dependant). Extremely useful in the beginning of the game, when cash is tight. This allows you to continuously build your model's stats when your starting money runs out. -Popularity (fans + 20%). Useless early, when your models will have low stats, godlike later, when you have large numbers of fans. -Everybody gets good luck (All luck maxed, unique to Karin?). Godsend early, not too great late when everybody should have maxed luck anyway, unless they've been dueling. This allows you to skip much of the training, and easily gets everyone jobs. In addition, each girl has their own role in helping build your model company. Ami: +High IQ/EQ caps and growth +Powerful Rummors -Lower Beauty/Charm caps and slow growth Role: Wish mule early and later, money sink early. Karin: +Okay Caps and growth +Unbelievably overpowered wishes. Role: Wish mule early, used to max everybody else's luck, can be used for modeling mid or late game. Kotomi: +High stat growth on everyday, moderately high caps Role: Wish mule early/mid, modeling late game. Tomoko: +High Beauty/Charm caps and growth +Especially high powered seductions which let her gain fans quicker from seducing than modeling early on. On the first day, spend the time and money as follows: Ami: Build up charm and beauty. Karin: Max out Luck, then wish until everybody has maxed luck. Then improve charm and beauty. Kotomi: Since her stats increase very rapidly, you might as well as build her luck too for wishes. Tomoko: Build charm for 75E , then either Seduce fans from Sana or build more charm if you have the money. If you don't have enoguh money, build beauty instead of charm. General goal: Build everyone's looks up ASAP but while also wishing. If you get unlucky on the first 2-3 days with wishing for maxed luck, you might want to restart a few times (I've gotten it on my first wish, and I've also failed to get it until 4-5 restarts later). Or just build eveyrone else's luck up. Then, build a fanbase (~2000 fans), and build defensive stats while constantly wishing, all while not becoming bankerupt. For building fans, Seduce them from Sana early on (when your fans are less than 1000 and if you have maxed charm or if you are Tomoko with under 4000 fans), model for them in the middle (when you have under 15000ish fans) and if you want to really get more fans, you can try to wish for them (as a riskier strategy). Winning duels: Each girl has their own special ability in duels. Ami: Loyal Fans: When you click cheer, it increases her fans 3x faster. Extremely useful, and if you are a good clicker, allows her to win extremely lopsided duels (2k fans against 10k fans, for example). Karin: True Blessings: Randomly gets increased luck. Not very useful, since her luck should be maxed already before each duel. However, useful for spaming combo attacks. Kotomi: Gymnastics moves: When facing combo attacks, she can avoid 50% of the damage. Useful skill. Tomoko: Seducing punch: When using combo attacks, She converts her opponents fans to hers, effectively restoring her energy. Possibly the most broken skill in the game. She can win early duels with maxed offensive stats, 1 IQ and EQ simply by spamming the combo skill. The combo skill: Does damage, reduces your luck, prevents them from hitting you. When used by your opponent, it decreases your (Sana) EQ (Defence) or (Akira) Luck (Offense + combo spam ability) In the beginning, duels are won by spamming combos. If you are at the point where you can win a duel by spamming combos, you probably should not be dueling yet, since the gains are small. Overall, the most important part of duels is simply the number of fans you have, and how fast you can click. It appears that each click gives fans based on a percentage of current fans, aka exponential growth. Such, it would benefit greatly to have a large number of fans before attempting to duel (at least 10k). Unfortunately, for anyone other than Tomoko, this likely means after day 35ish. Even with constant model managing. It also appears that Akira is sometimes glitched. Occasionally she will have fans, other times I've played she has no fans at all. Unsure if this is a SGwebsite/NewGrounds bug or not. ========================================== ========================================== Fighting Guide: Contrary to popular belief, fighting does not require maxed out (200) strength to win. However, it would be extremely helpful to have, unless you are very good at button mashing. Also, try the tutorial. It is extremely helpful. For those of you who didn't read the tutorial, winning a fight is very simple. 1) attack their head (Q) 2) spam uppercut when he isn't blocking (W) 3) repeat Its that simple. Bloody King can be taken down with ~4 uppercuts at 100 strength. Q: Punch head W: Uppercut - Least energy requirement, does shittons of damage. Hard to time correctly though. A: Punch torso S: Hadoken - Uses some energy. Hold S on your opponents upper body. It knocks them down and does damage. Z: Attacks legs X: Hurricane kick. Used as a last resort on someones legs if you ABSOLUTELY are about to die. It takes off sizable amounts of your energy and health, but is an instant knockdown. ========================================== ========================================== Swimming Guide: Make sure you have coffees before Swimming. (Approximate values, more or less depending on how fast you can click) Under 50 strength: 10 coffees per race + 1-2 hankies 50-100 strength: 7 coffees per race + 1 hankie 100+ strength: 5 coffees per race As soon as you see the words "GO", press H to toggle the Hyper Hentai mode. In HH mode, you can swim far quicker at the cost of losing the ability to use items. Swim as far as you can while depleting your energy bar as low as possible without running out (if you run out you need to use a medicine). Turn HH mode off, chug 2 coffees, then repeat. If your fog bar is close to filling, then use a hankie, otherwise you will swim slowly. Rewards: K Grade: $100, 5 Strength and 5 Charm C Grade: $200, 6 Strength and 6 Charm B Grade: $400, 7 Strength and 7 Charm A Grade: $600, 8 Strength and 8 Charm S Grade: $800, 10 Strength and 10 Charm Losing a race: 5 Strength and -5 Charm ========================================== ========================================== Event Guide: ??? Events Day 5: Tomoko Appears in the fashion Magazine, this inspires you to become a model manager. Day 10: Karin Reappears Day 16: Tomoko's birthday. Requires 200 charm (Max), $2000, and Exactly "Close Friend" relationship level with Tomoko Day 42: Game show: Visit Tomoko's stand, then buy her game. Tomoko must be GF/Lover + relationship status. Day 60: Bath/bed scene. Karin must be playmate Day 63: Fireworks Festival: Extra scene with Tomoko (Lover required). Pivot between Tomoko and Karin endings. Day 70: Tomoko becomes a Gravure Idol. Must be lover, and have 16000+ fans. Day 76: Sex with Akira. Perfect score (200+) on final exam. Day 84: Gymnastics trial highjinks. Tomoko hentai 140+ Day 88: Cosplay Cafe, Tomoko Hentai 140+ Day 91: Ms. Fukoma Pageant, Check in Tomoko's changing room. Tomoko lover required. Day 93: TOmoko in the classroom. Tomoko hentai 160+ Day 96: Wacky time paradoxes. All Tomoko and Kotomi side stories completed, Time machine completed. Day 98: Gravure Idol Competition - 50k required, and beat Akira. She has no fans, so you should be able to 1punch her. Day 100: Too many to list .-. Non listed events, the side stories that develop Kotomi and Tomoko's Lesbian Relationships (can be anytime): 1: Changing room in East Wing: Tomoko: Close friend or lower, Kotomi Girlfriend/Lover, Saturday, Tomoko Hentai 40+ 2: Scene 1 happened, returning to the west wing, Tomoko+Kotomi Lovers, Saturday. Tomoko Hentai 80+, Kotomi Hentai 40+ 3: Scene 2 happened, medical room in east wing: Both lovers, Saturday, Tomoko hentai 120+, kotomi hentai 60+. cannot be the same day as scene 2. Calendar events: Day 7: KoF Cosplay - The girl you pick gets +20 relatinship Day 13: Swim Contest Day 14: Car Show - The girl you pick gets +40 relationship Day 19: Study (+20 knowledge, +relationship with Ami) Day 20: First exam (100 knowledge req) Day 21: Underwear Day - Pay for their underwear, +1 relationship per $2 spent Day 27: Swim contest Day 28: Dance Party Day 35: Xmas shopping with Tomoko - Acquire necklace. Day 41: Swim Contest Day 42: Game show - The girl you pick gets +400 relationship Day 47: Study(+20 knowledge, +relationship with Ami) Day 48: Second Exam (150 knowledge req) Day 50: Xmas Eve, school closed. (You get to go out with someone) Karin: "Date" in Sleeping Forest Kotomi: Watch her perform Gymnastics, and get a special reward. Tomoko: Date at the movies. Day 51: Christmas, school closed. Have fun staring at Akira. Day 55: Swim Contest Day 58: New Year Picnic. Watch the girls model. The girl you pick gets +600 to relationship Day 63: Firework Festival. Pivot point between Karin and Tomoko's endings. Day 69: Swim Contest Day 75: Mandatory tudying with Ami. Staying with Kotomi results in +100 relationship with Kotomi ( you won't need this at this point), and 20 knowledge (which you also shouldn't need). Going with Tomoko gives a sex scene. Day 76: Third/Final exam (200 req) Day 78: School project, part 1: Tomoko hentai 100+ Day 80: School project, part 2: Tomoko hentai 120+ Day 82: School project, part 3: Tomoko hentai 140+ Day 83: Swim Contest Day 84: Gymnastics Trial, Tomoko hentai 140+ Day 91: Ms. Fukoma Pageant. Winning is typically Tomoko, based on Stats supposedly. Day 97: Swim Contest Day 98: Gravure Idol Competition Day 100: Final day, Valentines Day. Choose an ending. ======================================================== ======================================================== FAQ: Q: Swimming is hard and I cannot win. A: Practice. Also don't shoot that high. Q: Fighting is hard and I cannot win. A: Practice at Q+W'ing. It takes about 5 rapid punches to break their defences to follow with a successful uppercut. Q: I have a question that isn't listed A: Well then email me and i'll respond. ======================================================== ======================================================== Closing: Thank you for reading this guide. Thank Sim-Man for creating this game. This is a work in progress, and was hastily written in 5 hours since Sim-Man demanded it. If you have suggestions, found errors, have things to add, or would like to reformat the entire damn thing, email me at zxcvSGGuide@gmail.com Cheers! zxcv ======================================================== ======================================================== Bugs and Typos that I noticed. Ami: "childhd friend" Day 96: "I can feel tomoko is getting ahead in the game even though Playbly..." Sana does not challenge. Akira still has 0 fans sometimes Ami's Diary: none of the apostrophies parsed correctly There are more but I speedran the game to write the 5.23 update and didn't catch many of them D: