- Introduction
- Opening & Closing Times
- Time Management
- Daily Task List
- Stat/Skill Boosts
- Training Analysis
- Equipment Bonuses
- Skill Thresholds
This article was written under Hero-U Version 2.2.1 (though the title screen may show Version 2.2).
I am happy to make any corrections if more accurate information is discovered. If you have any comments, you can either post here or e-mail me at: byzantinekitty@gmail.com
All of the screenshots in this post were taken by me.
1. INTRODUCTION
I'm embarrassed to admit that most of this guide was completed back in January 2019 and has been sitting in draft purgatory for the past 7 years. Hero-U was released back in July 2018. I heavily played it in January & February 2019 putting in 200+ hours, completing the game twice, unlocking 19/20 Steam achievements, and very thoroughly exploring the game. I started this guide but never got around to finishing it. Eventually I moved on to other games - it also didn't help that I upgraded computers so my old Hero-U save files aren't easily accessible.
Fast forward 7 years when I decided to finally do one more playthrough to unlock that final achievement. I also realized this is an opportune time time to finally finish this guide! If I didn't do it now, it would probably never get finished! On the bright side, I'm far better at writing Steam guides than I was back in 2019 so the end product will be slicker and replete with screenshots!
This is an advanced guide focused on mix/maxing your game time so you can optimize your stat and skill development.
If you are new to the game, I strongly suggest starting with the excellent guides authored by Fast Jimmy. These were amazing when I was playing the game back in 2019 and continue to be a helpful refresher course even in 2026:
Skills to Steal the Bills: A Guide to Rogue to Redemption’s Skills
You Either Rogue The Day Or The Day Rogue’s You: A Guide to Time Management in Rogue to Redemption
Know When to Hold 'Em, Know When to Rogue 'Em: A Guide to Poobah in Hero's U
2. OPENING & CLOSING TIMES
This is an overview of when rooms and characters are generally available. There may be certain days with scripted events which are exceptions:
- On normal days, Joel can be found outside the classroom until 5 PM. Your other classmates can sometimes be found in the area (Practice Room, Lock Room) but sometimes they are nowhere to be found. After dinner, Thomas is usually in the Library (occasionally in Darla's Room), Aeolus is usually in your shared dorm room, and your other classmates are usually in the Recreation Room but on some days this can be different.
- Master von Urwald is only available in his office every few days. On the days when he is in, he is only available to talk to until the early dinner bell (5 PM).
- The Infirmary is open until final dinner call (6 PM). You can only talk to Moira Glenshannon before 6 PM, though with sufficient Tool Use you can access the empty room at night.
- The Reception Room is open until final dinner call (6 PM). You can only talk to Sophia Miranda before 6 PM, though with sufficient Tool Use you can access the empty room at night. Reception is closed on days off.
- The Library is open until curfew (10 PM). With sufficient Tool Use you can access it later though the Librarian won't be around after hours. Thomas can often be found here starting at 7 PM which is after dinner.
- The Recreation Room is open until curfew (10 PM). With sufficient Tool Use you can access it later. Normally your classmates won't be around until 7 PM which is after dinner.
- Ifetaya Kinah and Riki are in the Dining Hall until curfew (10 PM). Although apples can be obtained any time before 10 PM, apple tarts can only be stolen after dinner starting at 7 PM but before 8 PM.
- Typically you won't be able to talk to Aeolus (who is usually in your shared dorm room) until 7 PM which is after dinner. Aeolus goes to bed at 12 AM so you can't speak to him from 12 AM - 1 AM. There are various days when Aeolus goes to bed early so you aren't able to speak to him at all during those days.
- Gregor and the Store can be accessed any time during the day. On normal days, the Wine Cellar is not open until after dinner (starting at 7 PM) and you are not able to enter past 12 AM. You can stay in the Wine Cellar from 12 AM - 1 AM if you are already in there but you have to enter before 12 AM. On days off the Wine Cellar is open all day (i.e. you do not have to wait until after dinner).
- The Darla Room is always open. Occasionally, Thomas can be found there starting at 7 PM which is after dinner.
3. TIME MANAGEMENT
Key Times
Although early dinner starts at 5 PM there is no real penalty for waiting until the last minute. At 6 PM you will automatically go to dinner and dinner will generally end at 7 PM unless there are special interactions such as with Terk. Some forms of skill training are not available from 5 PM - 6 PM.
Curfew is at 10 PM. If you are in the Library or Recreation Room, Terk will remind you about curfew and you will end up in your room. Some forms of skill training are not available from 9 PM - 10 PM.
Normal bedtime is at 12 AM. You can stay up for an extra hour until 1 AM but you will be tired the next day with some minor temporary penalties but it's almost always worth getting the extra hour of practice in. At 1 AM you will automatically go back to your room to sleep. Most forms of skill training are not available from 12 AM - 1 AM.
Squeezing Extra Time Out of the Day
While many activities are not allowed right before these key times, there are cases where the game lets you start an activity and you get the full benefit even if there isn't enough time. For example, if you start an hour long activity when it is 30 minutes before dinner or final bedtime, you get the full benefit which essentially gives you an extra 30 minutes! Besides activities, you can also do this with lengthy conversations, especially if there are multiple things to ask about. The game won't interrupt your conversation but once it is over the scripted event will happen. Note that doing any of this right before curfew doesn't give you extra time - you just show up to your room a little later than 10 PM.
- You are forced to go to dinner at 6 PM. However, you can squeeze an extra 29 minutes if you perform a Practice Room activity (e.g. dumbbells, tight rope) at 5:29 PM or if you perform a Recreation Room activity (e.g. card theory, billiards table, darts) at 5:59 PM. If you are seriously hurt, you can save 59 minutes by talking to Moira at the Infirmary at 5:59 PM. You can also practice billiards three times consecutively at the Rack to get 89 minutes of extra time.
- You are forced to go to sleep at 1 AM. However, you can gain an extra 29 minutes if you study at your desk at 12:29 AM. Once your Tool Use is at least 35 you can access the Recreation Room afterhours. This allows you to perform card theory, the billiards table, or darts at 12:59 AM which nets you an extra 29 minutes. Or if you use the billiards rack three times consecutively at 12:59 AM you gain an extra 89 minutes!
- On the special days when you play Poobah, the Poobah game continues until curfew at 10 PM. That means you should not trigger the Poobah game right after dinner. Instead, you should spend a few hours practicing and then start Poobah shortly before 10 PM. Since Poobah is initiated during conversation, it means you can talk to one of your classmates shortly before 10 PM, go through all of the dialogue actions (which would normally take extra time) and then begin Poobah. While there will be a message from Terk about curfew, if you wait a few seconds the Poobah game will start normally and once it ends you will be in your room at 10 PM. This trick nets you extra time on Poobah nights!
- On Elective days, your Elective class is nominally from 3 PM - 4:59 PM. If you show up before 3 PM the class starts early so you are losing time. You can show up reasonably late without penalty. For example, showing up to the Infirmary for First Aid class at 4:13 PM is allowed but once it hits 4:14 PM you will have missed it. Thus instead of showing up at 3 PM, you can get an extra 73 minutes of time by showing up at 4:13 PM.
- In the early mornings of Days 14, 15, and 16 you will wake up in the middle of the night to try and catch the school thief. You wake up at 3 AM and will automatically go back to bed at 4 AM which gives you 1 additional hour. There isn't too much you can do - you aren't allowed to go downstairs for training, go to the wine cellar, or enter the courtyard from the great hall. You can listen to your classmates' doors and examine evidence to improve perception. You can also spend about 20 minutes sneaking to get your daily stealth practice in. Technically you can study at your desk but will go to bed right afterwards so you should probably advance the story instead. Also, you can access the dark passage from the dorm hallway and then take the underground corridor to the courtyard. You're not allowed to read a book in the library but you can practice in the recreation room but then there isn't enough time to investigate the thefts so this is not advised.
- There are two special doors that let you repeatedly train Tool Use without requiring extra time. The Infirmary (locked after dinner) only requires 10 minutes for a lockpicking attempt but subsequent attempts do not require additional time. Thus you can get 5 points of Tool Use each day (which would normally take 100 minutes in the Lock Room) for only 10 minutes. The Infirmary door can be unlocked at 40 Tool Use so if you equip with Pand Guards you can train Tool Use up to 50 this way. Even better, the locked Crypt door in the Underground Corridor takes 5 minutes for the first attempt but doesn't incur additional time for any extra attempts. So you can get your 5 points of Tool Use each day by spending only 5 minutes (though you do need to travel to the Underground Corridor). It is more time efficient than the Infirmary door but requires twice as much manual clicking. The Crypt door can be unlocked at 55 Tool Use so using Pand Guards you can train Tool Use up to 65 using minimal game time.
4. DAILY TASK LIST
This is a check list reminder of things you should do every day:
- Pick a Rose from the Courtyard
- Take an Apple from the Dining Hall
- If your Stealth is at least 20, steal an additional Apple from the Dining Hall (if your Stealth is too low you will get caught and receive 5 demerits).
- If your Stealth is at least 30, take an Apple Tart from the Dining Hall after dinner (if your Stealth is too low you won't get the apple tart but you do not receive any demerits).
- Ask Ifetaya Kinah about her day for a small relationship boost
- Talk to Moira Glenshannon. When saying goodbye you get a small relationship boost each day.
- Read the book in the library each day. There are infrequent relationship boosts with the Librarian. More importantly this will advance the story as you learn about the castle's history.
You should generally talk to the various characters as much as possible (or as much as you have time for). Talking to your classmates lets you practice your communication skills and can get them to like you, which will unlock romance options later in the game. Sophia has a lot of dialogue options to practice your communication skills. There is a Teacher's Pet achievement for being Best Friends with Master von Master von Urwald so talking to him can improve your relationship.
If you want story-related tidbits you should eavesdrop outside the faculty lounge and the Darla Room after dinner. And listen to your classmates' dorm rooms after curfew (past 10 PM).
- Enemies normally respawn every day. So once your combat skills are sufficient, you can start doing daily loops through each of the combat areas (wine cellar, caves, catacombs) to improve your combat skills and earn Lyra.
- Once you solve the mystery of the school thief, starting on Day 16 you can leave a daily apple at the fireplace of the Hall of Heroes for your new friend to improve your relationship with them.
5. STAT/SKILL BOOSTS
This is a list of one-time stat and skill boosts that you can get:
+5 Tool Use - Day 2 Class Lesson
+10 Stealth - Day 3 Class Lesson
+5 Perception - Day 5 Class Lesson
+10 Perception - Day 13 Class Lesson
+10 Climbing - Day 17 Class Lesson
Choosing to Freshen Up in the Gentleman's Bathroom (takes 12 minutes) gives you a TEMPORARY +3 Charm buff.
Choosing to Clean Up your Act in the Gentleman's Bathroom (takes 32 minutes) gives you a TEMPORARY +5 Charm buff. However, the first time you do this you also get a permanent one-time +3 Charm.
+5 Charm - First time you read Making Friends book in the Library (subsequent times is +3)
+5 Moxie - First time you read a book in the Paladin section (Where there's a Will, There's a Way)
+5 Moxie - First time you read Risk-Taking book in the Library (subsequent times is +3)
+5 Climbing - First time you read Ropes and Schemes book in the Library
+6 Tool Use - First time you read Beginner's Lock book (subsequent times is +1)
+3 Tool Use - First time you read Unlocking Your Pick Potential book (subsequent times is +1)
+5 Stealth - First time you read Hide and Go Sneak book in the Library
+5 Throwing - First time you read Zen and the Art of the Throw in the Library
+5 Gaming - First time you read Card Games book (The Tao of Poobah) in the Library (subsequent times is +1)
+5 Gaming - First time you read the Poobah book in the Recreation Room
6. TRAINING ANALYSIS
Practice Room
Each of these training exercises takes one hour and you are limited to once per day for each of these activities. Since they require a full hour, you cannot practice these from 5:30 - 6 PM (early dinner) or from 12 AM - 1 AM (before bedtime). On Elective days, it is really hard to squeeze these into your schedule, especially if there are people to talk to at the beginning of the day.
The values listed below are the default values. Sometimes a skill will increase by an extra point, usually if you have been practicing that skill a lot.
- Dumbbells / Kettlebells / Barbells: +3 Fitness
- Tight Rope: 2 Agility + 2 Climbing
- Ladder Station / Rope Station: +4 Climbing
- Throwing Daggers: +4 Throwing
- Combat Dummy: +2 Moxie + 1 Combat
- Monster Target: +2 Defense
Lifting weights is the most valuable activity in the training room because it is the only reliable way of increasing your Fitness (other than occasional gains during fighting).
Tight rope walking is also valuable because it increases agility, which is very valuable in early combats. Though if you want to maximize agility, you can do so quickly by playing a lot of Billiards. Tight rope walking also provides enough climbing for most game purposes.
Practicing climbing isn't too useful because there are few places in the game which require high climbing. If you regularly do tight rope walking, you should have sufficient climbing.
Throwing is pretty easy to increase through fighting. While practicing daggers gives you a good amount of stat points, you are better off spending your hour of training doing other things. The exception is if you are going for the Perfect Prowler achievement and avoiding combat. In that case, practicing daggers is a good way to increase Throwing.
Although the combat dummy gives you three stat points, Moxie is easy to get (an hour of reading gives you +3 Moxie and +1 Smarts) so the only noteworthy thing you are getting here is +1 combat. You can improve combat more easily by spending time exploring the wine cellar and fighting drats.
Practicing with the monster target only gives you +2 defense, which is an inefficient use of one hour. If you want defense, you should just explore dungeons and fight instead.
Lock Room
The Lock Room focuses on improving your Tool Use skill.
The small locks on the table take 5 minutes each. 4 tries (successful or not) increases your Tool Use by 1. So that is 20 minutes for +1 Tool Use. In a given day, you can do this up until you have gained +5 Tool Use this way.
The lockers take 1 hour and give +3 Tool Use. You are limited to 3 locker training sessions each day.
If you only have 1 hour, it doesn't matter whether you do the locks on the table or the lockers along the wall. They provide the same total benefit to your Tool Use skill. The small locks on the table do give you more flexibility if you don't have a full hour. For example, if you just have 5 minutes or 30 minutes, you can do some work on the table locks. Also, it seems that you can combine the two types of lock picking. While you are limited to +5 Tool Use per day with the table locks, after reaching that maximum you can still supplement your Tool Use with locker practice.
You cannot work on the locker from 5 PM - 6 PM since it takes a full hour. You can work on the 5 minute locks during this time.
From 12 AM - 1 AM you cannot enter the Lock Room. Even if you are already in the Lock Room, you cannot do the one hour lockers or even the 5 minute table locks from 12 AM - 1 AM.
Recreation Room
Each of these training exercises takes 30 minutes. If you practice card theory, the billiards table, or darts at 5:59 PM (right before dinner) you can get one session in which essentially gives you a free 29 minutes! Doing these right before curfew doesn't net you any extra time though. If you practice card theory, the billiards table, or darts at 12:59 AM (right before bedtime), you also benefit from an extra 29 minutes. You can practice billiards and darts three times a day but each time you click the billiards table or darts that allows one attempt.
The billiards rack is special though because it allows you to perform three consecutive practice sessions which won't be interrupted by the bell. Thus using the billiards rack at 5:59 PM or 12:59 AM nets you an extra 89 minutes! In short, you should always use the billiards rack over the billiards table and this is the most time efficient activity you should use right before the final dinner bell or bedtime.
There seems to be a lot of variation to the skill increases. Sometimes you will get +1 to both skills but sometimes you will only get +1 to one skill. But if you reload and do things slightly different, you can get a different outcome. There is either a randomness factor or this is a consistency bug.
Card Theory: Up to +1 Luck and +1 Gaming. Limited to once a day.
Play Cards with Classmates: Up to +1 Luck and +1 Gaming. Each day you can play a maximum of one game with each of your classmates.
Practice Solitaire: Up to +1 Gaming (takes only 15 minutes and limited to once a day).
Practice Billiards: Up to +1 Agility and +1 Gaming. Up to three times a day.
Play Billiards with Classmates. Up to +1 Agility and +1 Gaming. Each day you can play a maximum of one game with each of your classmates.
Practice Darts: Up to +1 Throwing and +1 Gaming. Up to three times a day.
Play Darts with Classmates. Up to +1 Throwing and +1 Gaming. Each day you can play a maximum of one game with each of your classmates.
There is also a one-time opportunity to spend an hour to read the Poobah book for +5 Gaming. Reading it subsequent times does not increase any of your skills but will remind you of the various hands in Poobah.
The most valuable activities in the Recreation Room are cards and billiards. In the early game, Luck is hard to come by. Eventually you will start gaining a lot of Luck in combat, at which point training Agility is more valuable. If you concentrate on it, you can increase Luck or Agility very quickly. For example, if you do Luck Theory and play cards with your classmates 4 times a day, that's up to +5 Luck and +5 Gaming in a single day. Alternatively, if you practice billiards 3 times and play with your classmates 4 times, that can be up to +7 Agility and +7 Gaming.
Practicing darts is not as valuable because you can easily increase throwing through combat in the dungeons. The exception is if you are going for the Perfect Prowler achievement and avoiding combat. In that case, playing darts (along with practicing daggers) is a good way to increase Throwing.
Solitaire is not worthwhile since it only improves Gaming. You are better off playing cards, billiards, or even darts.
Library
Reading each of these books takes one hour and you can read it multiple times in a single day. Since they require a full hour, you cannot read them from 5 - 6 PM (early dinner) or from 9 - 10 PM (before curfew). On Elective days, it is really hard to squeeze these into your schedule, especially if there are people to talk to at the beginning of the day. If you sneak into the Library afterhours, you're only able to read one book and the latest this can be done is 10:58 PM. You are not allowed to read from 10:59 PM - 1 AM.
Random books from most categories will only give you +1 Smarts. These are extremely inefficient. Instead, you should read books that give you additional stat bonuses:
A: Alchemy and Magic Books
- Magic Book (Rituals, Rites, and Runes): +1 Magic and +1 Smarts each time.
M1: Bards, Games, Music, and Performance books
- Card Games Book (The Tao of Poobah): Gives you +5 Gaming and +1 Smarts the first time. Subsequent times give you +1 Gaming and +1 Smarts.
- Billards Book: Gives you +1 Gaming and +1 Smarts each time.
N3: Martial Arts Books
- Martial Arts Book (Stabs and Jabs - The Art of Streetfighting): Gives you +1 Combat and +1 Smarts the first time you read it.
P: Law, Justice, Virtue, and Paladin-related Books
- Paladin Book (Where there's a Will, There's a Way): The first time you read this you get +5 Moxie and +1 Smarts. Subsequent times merely give you +1 Smarts (no Moxie).
Q1: Tool Use and Disbarred Bards Books
- Beginner's Lock: A Guide to Picking Locks: The first time it gives you +6 Tool Use and +1 Smarts. Subsequent times give you +1 Tool Use and +1 Smarts.
- Unlocking Your Pick Potential (Available on Day 14): The first time it gives you +3 Tool Use and +1 Smarts. Subsequent times give you +1 Tool Use and +1 Smarts.
- Hide and Go Sneak (Available on Day 3): The first time it gives you +5 Stealth and +1 Smarts. After that it disappears so you can't read it again.
Q2: How-To Books
- Making Friends (You Can Woo, Too - How to Make Friends and Find True Love): The first time you read this you get +5 Charm and +1 Smarts. Subsequent times give you +3 Charm and +1 Smarts.
- Risk-Taking (Dare to Do the Derring-Do): The first time you read this you get +5 Moxie and +1 Smarts. Subsequent times give you +3 Moxie and +1 Smarts.
- Zen and the Art of the Throw (Available on Day 16 after being Polite to Thomas in the Practice Room): The first time you read this you get +5 Throwing and +1 Smarts. Subsequent times merely give you +1 Smarts (no Throwing).
- Ropes and Schemes (Available on Day 16 after talking to Thomas in the Library): The first time you read this you get +5 Climbing and +1 Smarts. Subsequent times merely give you +1 Smarts (no Climbing).
You should definitely read the Card Games, Paladin, Beginner's Lock, Making Friends, and Risk Taking books the first time to get the +5 bonus. I would wait to read the Unlocking Your Pick Potential book but you should eventually read that too (compared to picking the lockers, it is a free Smarts point).
Although you can get +5 from the Stealth, Throwing, and Climbing books, they are less valuable. You can usually get +5 Stealth each day from practicing by spending 20-30 minutes sneaking around. The one benefit to reading the Stealth book is that you can start stealing apples and apple tarts one day early. You can gradually build up Throwing in combat but the reality is that Throwing is used for very few skill checks in the game. As for Climbing, you can always get +4 Climbing from the training room and even that is not worthwhile.
Magic isn't a very useful stat in this game. If you take the Magic elective then you have better ways to improve your Magic stat. If you took a different elective, then reading the Magic book is a way to increase your Magic but there really isn't a reason to do so unless you're near the end of the game and have already maxed out most of your other stats and skills.
On a regular basis, the only books worth reading consistently are Making Friends and Risk-Taking, since they each give you 4 total stat points for your 1 hour of time.
Desk
These are study activities you do at your desk in your room. They each take one hour of time. Each day you can study a total of one book but can then study your class notes repeatedly.
You cannot study from 12:30 AM - 1 AM. You can however study at 12:29 AM, which nets you an extra 29 minutes.
In the early game, studying at your desk can be useful if you don't have anything else to do after curfew. Also, this seems to be the most effective way to focus on your Smarts. Nonetheless, these still aren't great training opportunities and you can easily find better options:
- Study your class notes: +2 Smarts
- Beginner's Guide to Lockpicks (Bought from Gregor's Store): +2 Smarts and +1 Tool Use
- Big Book of Tool Use (From the Lock Room midterm on Days 18-19): +2 Smarts
- Connive, Disguise, and Contrive (Found in Darla's Room): +2 Smarts
- Love Ballads (Found in Locus Reflexionis (Water) Catacombs): +2 Smarts
- Way of the Paladin (Found in Dark Passage): +2 Smarts
- Brown Book (Found in Underground Corridor): You can't actually read it. If you try to study it you get a comment about how you can't comprehend the language and then you take 1 damage.
You will note that the bonus to reading the Beginner's Guide at your desk is actually more than you can get from reading it at the library - you get an extra Smarts point. However, once your Tool Use reaches a certain threshold, you cannot study it at your desk any more though you can re-read it in the Library.
7. EQUIPMENT BONUSES
This is a work in progress detailing the stat and skill bonuses you can get from equipment:
| Item | Bonuses | Area | Location |
|---|---|---|---|
| Fine Dagger | +1 Agility; +1 Combat | Castle; Wine Cellar | Joel's Shop (25 Lyra); Drat Nest (Rack Room) |
| Nice Shirt | +2 Charm | Castle | Gregor's Store (15 Lyra) |
| School Uniform Jacket | +4 Charm; +2 Defense | Castle | Gregor's Store (20 Lyra) |
| School Uniform Pants | +5 Charm; +2 Defense | Castle | Gregor's Store (20 Lyra) |
| School Uniform Tie | +3 Charm | Castle | Gregor's Store (15 Lyra) |
| Leather Pants | +5 Charm; +5 Defense | Castle | Joel's Shop (40 Lyra) on Day 9 |
| Pand Guards | -5 Charm; +5 Defense; -10 Tool Use | Castle | Locked Cabinet (Dark Passage) |
| Violet Amulet | +5 Magic; +50 Magic Resistance | Castle; Catacombs | Crypt (Underground Corridor); Fester Fence Shop (320 Lyra) |
| Leather Vest | +5 Charm; +5 Defense | Castle; Catacombs | Gregor's Store (30 Lyra) on Day 20; Locus Reflexionis (Water) Chest near 2 walking Skeletal Warriors |
| Starring | +5 Perception; +5 Smarts | Wine Cellar | Glass Making Kiln |
| Leather Jacket | +10 Charm; +10 Defense | Wine Cellar; Sea Caves | Crates (Winepress Room); Upstairs chest past Sea Drats; Chest north of stairs (Zombie Pirate Cave) |
| Cat Burglar Belt | +5 Defense; +5 Stealth | Wine Cellar; Catacombs | Debris (Winepress Secret Room); Fester Fence Shop (470 Lyra) |
| Suspandas | -5 Charm; +5 Defense | Wine Cellar; Sea Caves | Door past the Giant Proach (Very Dangerous Door Room); Zombie Captain chest |
| Daring | +10 Agility | Sea Caves | Gog King |
| Pandiara | -5 Charm; +5 Smarts; +5 Defense | Sea Caves | Chest near Gog King |
| Scaring | -5 Charm; +5 Moxie; +5 Combat; +25 Undead Resistance | Sea Caves | Rusty chest outside the pirate door |
| Pandana | -5 Charm; +10 Defense | Sea Caves | Trapped BOOTY Chest in hole |
| Pirate Captain's Hat | +10 Moxie; +5 Defense | Sea Caves | Zombie Captain |
| Pandaloons | -5 Charm; +20 Defense; -5 Stealth | Sea Caves | Sunken ship chest near Zombie Pirates |
| Serpent's Tooth | +10 Combat; +2 Defense | Sea Caves | Sea serpent chest (if killed) |
| Naga Hide Pants | +10 Defense; +5 Stealth | Catacombs | Cubiculum Luminari (Light) Chest near 1 stationary Skeletal Warrior |
| Leather Pants | +5 Charm; +5 Defense | Catacombs | Locus Reflexionis (Water) Chest near 2 walking Skeletal Warriors |
| Attacket | +5 Agility; +10 Combat; +5 Defense | Catacombs | Fester Fence Shop (440 Lyra) |
| Cloaker | +5 Agility; +10 Defense; +10 Stealth | Catacombs | Fester Fence Shop (600 Lyra) |
| Necramulet | +50 Undead Resistance | Catacombs | Fester Fence Shop (250 Lyra) |
| Pants of Protection | +5 Agility; +15 Defense | Catacombs | Fester Fence Shop (500 Lyra) |
| Sneakers | +10 Stealth | Catacombs | Fester Fence Shop (320 Lyra) |
| Spot Top Hat | +15 Perception; +5 Smarts; +5 Defense | Catacombs | Fester Fence Shop (500 Lyra) |
| Stealetto | +6 Agility; +4 Combat | Catacombs | Fester Fence Shop (550 Lyra) |
| Underglover | +10 Tool Use | Catacombs | Fester Fence Shop (300 Lyra) |
Here are some temporary item buffs:
| Item | Bonuses | Notes |
|---|---|---|
| Agility Pill | +15 Agility | |
| Eau d'Enchant | +10 Combat | Using it before or during combat gives you a temporary Combat buff |
| Fitness Pill | +20 Fitness | |
| Fairy Parasol | +60 Magic Resistance | Requires First Aid elective to be able to pick mushrooms |
| Indigo Cap | +10 Stealth | Requires First Aid elective to be able to pick mushrooms |
| Morel | +10 Agility | Requires First Aid elective to be able to pick mushrooms |
Being hungry (starting at 5 PM if you have not eaten dinner yet) gives you a -5 Perception and -2 Smarts penalty. It does not appear that you get a penalty for being tired though (going to bed after 12 AM).
8. SKILL THRESHOLDS
This is a work in progress detailing the required skill level needed to access certain options or areas of the game:
TOOL USE
| Skill Level | Unlocks |
|---|---|
| 5 | Lock Room |
| 20-25? | Tasting Room |
| <=25? | Classroom |
| 30 | Winepress Room |
| 30 | Reception Room (Afterhours) |
| <=34? | Door next to Nido Wing |
| <=34? | Unmarked Door next to Darla's Wing |
| <=34? | Bone Display Cabinet (Hall of Heroes) |
| 35 | Library (Afterhours) |
| 35 | Recreation Room (Afterhours) |
| 35 | Locked Door (Tasting Room) |
| 35 | Very Dangerous Door |
| 35 | Desk (Infirmary) |
| 35 | Cabinet (Infirmary) |
| 40 | Armor Display Cabinet (Hall of Heroes) |
| 40 | Faculty Lounge |
| 40 | Cabinet with Healing Potion (Faculty Lounge) |
| 40 | Dining Hall (Afterhours) |
| 40 | Infirmary (Afterhours) |
| 40 | File Cabinet (Mr. Terk's Office) |
| 40 | Barred Door (Underground Corridor) |
| 45 | Mr. Terk's Office |
| 45 | Cabinet (Dark Passage) |
| 45 | Shield to Sea Caves (Dark Passage) |
| 45 | Chest near Interesting Cave Opening (Sea Caves) |
| <=48? | Locker 13 (Day 18 Midterm Exam) |
| 50 | Cabinet with Fine Wine (Faculty Lounge) |
| 50 | Chest past Sea Drats (Sea Caves) |
| 50 | Chest near Special Pirate Door (Sea Caves) |
| <=50? | Upstairs chest past Sea Drats (Sea Caves) |
| <=50? | Chest near Gog King (Sea Caves) |
| <=50? + Trap Tapper | Trapped BOOTY Chest in hole (Sea Caves) |
| 50 | Atria Nobilium (Noble) Chest near 2 Skatters |
| 50 | Cubiculum Luminari (Light) Chest near 1 stationary Skeletal Warrior |
| 50 | Aedis in Umbra (Fred) Chest near Lemure close to Fester Fence entrance |
| 50 | Locus Reflexionis (Water) Chest near 2 walking Skeletal Warriors |
| 50 | Incendio Aedium (Warm) Chest near lava and Lemures |
| 55 + Houdini 42 | Sunken ship chest near Zombie Pirates (Sea Caves) |
| 55 | Crypt (Underground Corridor) |
| 60 | Safe (Faculty Lounge) |
| 60 | Locus Pacis (Peace) Chest near 2 stationary Skeletal Warriors |
| 60 + Houdini 42 | Bridle Display Cabinet (Hall of Heroes) |
| 60 + Houdini 42 | Medal Display Cabinet (Hall of Heroes) |
| 60 + Houdini 42 | Door to Catacombs (Sea Caves) |
| 65 | Famous Adventurer Display Cabinet (Hall of Heroes) |
| 70 | Safe (Mr. Terk's Office) |
| 75 | Trapped SCUPPER Chest inside Interesting Cave Opening (Sea Caves) - Trap Tapper is optional |
| ??? > 70 | Praetorium de Tenebris (Shadow) trapped MIASMA Chest |
| ??? > 70 | Zombie Captain's Chest (Sea Caves) |
STEALTH
| Skill Level | Unlocks |
|---|---|
| 20 | Steal an Apple from the Dining Hall |
| 30 | Steal an Apple Tart from the Dining Hall |
CLIMBING
| Skill Level | Unlocks |
|---|---|
| 40 | Cross the rope between stalagmites in the Sea Caves |
CHARM/SMARTS/MOXIE
| Skill Level | Unlocks |
|---|---|
| 40 | Flirting with Sophia causes her to like you |