The Headmaster
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The Headmaster review
Master Every Quest and Secret in This Thrilling School Adventure
Ever stepped into a school where you’re the ultimate authority, dishing out punishments and shaping young lives? That’s the rush of The Headmaster game, where you play as the new headmaster turning chaos into order through clever quests and steamy encounters. I remember my first playthrough—stumbling on that ‘A Man’s Work’ quest, spanking naughty students and watching discipline skyrocket. It’s addictive! This guide dives deep into core mechanics, quests, and tips to max your influence without bad endings. Whether you’re raising grades or unlocking teacher scenes, I’ve got the strategies from my hours of grinding. Let’s get you ruling the school.
How to Conquer Main Quests in The Headmaster
Alright, let’s get straight into the meat of The Headmaster game. The main quests are where the story truly unfolds, blending management with… let’s call it hands-on motivation. 😅 If you’re like me, you’ve probably stumbled into a few game overs before figuring out the delicate balance of power, grades, and influence. Don’t worry—I’ve made those mistakes so you don’t have to. This chapter is your playbook for dominating the school’s central storylines.
What Is the ‘A Man’s Work’ Quest and How to Start It?
This is one of the first major The Headmaster main quest lines you’ll encounter, and it sets the tone for your entire reign. It kicks off automatically after a few days, but here’s the insider scoop: pay close attention on a weekday morning. You’ll get a cutscene where The Headmaster gives a fiery speech in the assembly hall, vowing to take a more… active role in student discipline. It’s a powerful moment that really defines your character.
💡 Pro Tip: The quest officially triggers via a message in your office after this scene. Always check your computer for new objectives!
The ‘A Man’s Work’ quest is all about proving your methods work. You’ll need to manage student stats, conduct private meetings, and deal with staff. It’s a marathon, not a sprint. Here’s a breakdown of the key steps I followed in my successful playthrough:
- [ ] Trigger the Initial Assembly: Simply progress through the first week. It’s unavoidable and launches the quest.
- [ ] Receive the Office Message: Check your computer the day after the assembly. This formally starts The Headmaster main quest.
- [ ] Raise Overall Class Metrics: Your first goal is to boost the class’s Grades and Discipline. This is where the real work begins.
- [ ] Conduct Private Sessions: You’ll need to call students to your office. Focus on those with low Discipline first.
- [ ] Manage Staff Interactions: You’ll have to deal with Mr. Wilson and Miss Potts as part of this storyline.
- [ ] Pass the First Evaluation: The quest culminates in a review of your progress. Hit those stat targets!
The beauty of this A Man’s Work quest is how it teaches you the core game mechanics through a compelling story. You’re not just clicking buttons; you’re living the narrative of a headmaster reshaping his school.
Raising Grades and Discipline: Step-by-Step Strategies
This is the absolute backbone of The Headmaster experience. You can’t conquer any main quest without mastering this system. Let me tell you, I messed up big time on my first try. I focused on the wrong things and my entire class’s performance tanked! 🙈
The golden rule? Discipline unlocks everything. Here’s the breakdown I wish I’d known:
- Discipline Below 60: You can raise a student’s Grade by 1 point per day. It’s a slow grind.
- Discipline 60-79: Now you can boost Grades by 2 points per day. Much better!
- Discipline 80+: This is the sweet spot. You can increase Grades by a whopping 3 points daily.
So, how do you raise grades Discipline The Headmaster style? You need a two-pronged attack:
- The Classroom Visit (Daytime): This is your daily check-in. Visit each class once a day. You’ll have options to praise, threaten, or observe. For struggling students, a firm threat can give their Discipline a small, safe bump. Save the bigger actions for your office.
- The Office Session (Evening): This is where you make real progress. Call students in based on their needs. Track their Fear and Submission meters during punishments. A good sequence that often works is: Insult > Slap > Inspect/Tear Uniform > Grope. This steadily increases Discipline. For a student like Claire, taking a photo at the right moment can also yield benefits.
But what about specific students? Ruth exam grades Headmaster requirements are a classic hurdle. Ruth needs her Grades at a certain level (usually 70+) and her Discipline high enough before she’ll even agree to take the exam. If she fails, it’s a major setback. My advice? Start on Ruth early. Consistent, moderate office sessions to raise her Discipline, followed by focused grade boosts, are the key.
For the whole class, identify the poor performers and give them extra “attention.” Remember, one student’s low scores can drag down the average. It’s a brutal but effective system.
Avoiding Bad Endings with Mr. Wilson and Key Choices
Here’s where many playthroughs, including my first, go off a cliff. 😬 The Headmaster is full of pivotal choices, and few are more dangerous than those involving the creepy photographer, Mr. Wilson.
Let’s talk about the infamous Mr Wilson photos bad ending. Early on, he’ll demand compromising photos of your students. You have two paths:
- Refuse Him: This seems noble, but it angers him. He’ll later return with a twisted ultimatum involving a prostitute and Viagra, creating a whole new set of problems and potential game overs.
- Give Him Photos: This is the more pragmatic, if ugly, route. It keeps him as a (mostly) compliant ally.
But the real trap comes with which photos you give him. This is my horror story: I once chose to have Priti strip for a photo. Big mistake. Huge. She breaks down crying, and you suffer a massive penalty: -10 to Grades, Discipline, AND Popularity for the whole class! It can instantly trigger a game over. I had to reload a week of progress.
🚨 Warning: Always choose Claire for the photo session. She’s more resilient, and the outcome is manageable without catastrophic stat loss. This is crucial for how to avoid game over The Headmaster.
To visualize the risks and rewards of these critical choices, here’s a breakdown:
| Choice | Influence & Gains | Risks |
|---|---|---|
| Refuse Mr. Wilson’s initial request | Might feel morally right. | Triggers a harder, more degrading quest line later. High chance of failure. |
| Agree, and use Claire for photos | Keeps Mr. Wilson satisfied. Unlocks future photo opportunities safely. | Minor stat fluctuations with Claire, easily recovered. |
| Agree, but force Priti to strip | None. It’s pure loss. | Massive -10 penalty to class stats. High probability of immediate game over. |
Now, let’s pivot to a more… enjoyable training method. 😉 The Miss Potts training Headmaster storyline is your primary path to gaining Influence, a vital stat for unlocking new actions and endings.
It starts with classroom aerobics with Faye. Participate enthusiastically. Later, you’ll get invitations to Miss Potts’s apartment for evening training. These sessions escalate quickly—from stretching, to stripping, to spanking, and eventually to fingering and oral. Each successful step grants you significant Influence. Embrace it fully! This training is essential for powering up your Headmaster and accessing deeper story content. The Miss Potts training Headmaster arc is less about risk and more about reward, as long as you follow her lead.
Your Pro-Tips for Maximum Progress 🏆
To wrap up this guide to conquering The Headmaster main quest, here are the condensed lessons from my many, many hours of play:
- Discipline First, Grades Second: Always prioritize getting a student’s Discipline to 80+ before worrying about their Grades. It triples your efficiency.
- Ruth is a Priority: Start working on Ruth exam grades Headmaster conditions early. Don’t wait until the exam week is announced.
- Photos = Claire: Never, ever use Priti for Mr. Wilson’s photos. This is the single best how to avoid game over The Headmaster tip.
- Embrace Miss Potts: Don’t shy away from her training. The Influence you gain is invaluable for late-game power and options.
- Track Your Metrics: Keep a mental note of each girl’s Fear and Submission. Push them to their limit, but avoid breaking them (like poor Priti).
- Save Often: Before any major choice with Mr. Wilson or in a student’s office session, hit that save button. Trust me.
Mastering these quests is what turns The Headmaster from a confusing challenge into a thrilling power fantasy. You’ve got this, Headmaster. Now get out there and shape that school your way. 😎
There you have it—your roadmap to dominating The Headmaster with smart quest plays, influence building, and ending traps dodged. From that first spanking thrill to Ruth’s capitulation and beyond, I’ve shared my wins (and epic fails) to fast-track your run. Now dive back in, experiment with those teacher apartments and student fears, and craft your perfect school empire. What’s your favorite scene so far? Drop a comment below and grab the latest update—your next power move awaits!