Pocket Academy Guide

Structures Spots Teachers Special Classes Items Events Crops & Animals Careers Challenges Students Clubs
Endgame / Replay Bugs & Cheats Manual Tips / Walkthrough
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Quote marks The following page is an exact transcription of the game's How to Play guide. The transcription below is of original content created / owned by Kairosoft Co., Ltd. It should not be modified to correct information, unless it is incorrectly transcribed verbatim.
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This is a high school management simulation game. Place classrooms, hire teachers, and build special facilities to help the students learn.
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Game Flow
As your school expands, you will attract new students. Hold special classes and have students take on academic challenges!
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Student Attributes 1
▼ Intelligence (Int)
Quick to learn and to discover new facilities.
▼ Athletics (Ath)
Lets students go to faraway facilities.
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Student Attributes 2
■ Popularity (Pop)
Helps make friends and (maybe) discover love.
■ Attitude (Att)
Helps a student learn in special classes.
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Character Movement
Characters move between facilities using paths. A student's Athletics score determines how far they can go, but a teacher can go anywhere.
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Gate Placement
Teachers and students use gates to enter and leave school. When you add more gates, watch traffic routes to check for the best locations.
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Tests are held each semester for students. Your school average will be ranked against other schools in the country.
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Facility Attributes
When a student enters a facility, their attributes can increase. Teachers can discover Research Points. Compatible facilities give bonuses.
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School Spirit
School Spirit goes up depending on a facility's surroundings. Build scenery or compatible facilities for an easy boost to Spirit.
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The number of available clubs depends on the facilities at your school. Compatible facilities or scenery nearby can boost Spirit and performance.
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The closer friends get, the more likely one will ask the other out. High popularity helps this succeed. Love can boost Research Points & more.
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You can create items by using Research Points. They allow you to change a student's career path or club, or temporarily boost their attributes.
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Educational Kits
Successfully finishing an event can get you an educational kit, used by students after changing in a locker room.
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Students with auras will perform better than usual. Sometimes just talking with the opposite sex can trigger an aura.
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Student Movement
After class, students go to facilities they are interested in. Facilities near their classroom are are more likely to be chosen.
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The Role of Teachers
At the start of the semester, teachers teach classes and find Research Points. Build a Teachers' Room to hire and level-up teachers.
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Academic Challenges
Passing challenges for subjects in your school will boost tuition. A student's chances of success depend on attributes and grades.
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Special Classes
Select a classroom to hold a special class. These use Research Points, but can improve grades. Aura boosts effectiveness.
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Research Points
When teachers enter a facility or students get together, they can get Research Points that can be used for special classes or facilities.
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Prospective Students
Having an article written about the school makes it more attractive to prospective students, as does holding special school events.
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Getting More Students
You can have up to 3 classrooms a grade (1st, 2nd, and 3rd years). High job placement rates can attract lucrative transfer students.
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School Size
Schools with many students and Popular Spots will grow in size. This gives you access to new special classes and career paths.
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Career Paths
When students enter facilities or pass challenges, they can discover new paths. The more lucrative paths are more difficult.
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Bulletin Board
Students will sometimes post their opinions on the bulletin board. These change depending on the bulletin board's surroundings.
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Placement Tests
3rd year students take a placement test before graduation. Try encouraging students with poor chances of passing to try another career path.
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Facility Placement
Where you place your facilities can be very important, as it changes the effects they have on students and on nearby facilities.
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Popular Spots
Placing compatible facilities near each other can create a Popular Spot, which boosts the effectiveness of nearby facilities.
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As you play the game, your students will get invited to a variety of events. The student will be away for a time, but you will get a reward.
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Game Hints
Start slow and learn how to use your funds and Research Points. Then you can hire more teachers and start to build new facilities.
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The game "ends" when you reach April of year 11. Your funds and Clear Points will be saved as your High Score, but you can continue playing.
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Some of your attributes at the game's end can be carried over to a new game. You may also find secret characters you can hire as teachers...
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About the Game
Manual - pocket academy
Pocket Academy
(C) Kairosoft Co., Ltd.
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