Welcome to “Pretty Overseer: Guide to Good Endings”! In this article, we will provide you with tips and strategies on how to achieve a good ending with any girl you choose in the game. Please note that there is no harem ending in this game – in order to reach the finale, you must focus on one girl and work on building a strong relationship with her.
About the game and basic tips.
Pretty Overseer is a visual novel romance simulator. While this game includes fanservice and some nudity (you can click with second mouse button to hide the user interface), if you expect one sex scene after another, you’ll be disappointed. You can also turn on adult DLC, then there will be many more such scenes without censorship, but even with it, the game is still more focused on the plot.
Unlike many different dating sim I come across, in this one increasing love parameter is not enough to get best possible ending with the girl you like most. Here player has to increase also parameter, of girls living, while keeping an eye for MCs parameters (energy and fatigue) and wallet (girls like presents and those tend to be expensive). There are 5 romancable girls and 4 parameters to increase. One parameter for each girl.
There are 15 or so decisions throughout the game and they matter for the ending. For example, unless you want to go with Neoma, refuse to be experimented upon and make the life of students easier in general.
To get the tree trouble students to pass the exam, you need to have three individual lessons with each of them, so maybe get a piece of paper and mark them off as you go. These are not an initial session with each, not walks, no special events, but specifically “private lessons with …” over the square wall with a gate used for magic training. Any girl without three private lessons by day 47 will fail. For a good ending, it’s enough to spend 3 lessons with the girl you chose, but you’re a good employee, aren’t you? You can easily manage to help them all.
Most of the gameplay is reading through text and pressing enter. I recommend increasing text speed in the options. There is also some resource management, with Energy, Fatigue, Money, four Attributes and love of the girls. Love is only approximately displayed as hearts and there is no individual lesson counter, so the UI could be clearer. The first two hearts are responsible for the parameter of a girl’s love for you, they are quite easy to earn. The most difficult thing is the last one – you have to bring the Aster parameter, romance, courage and so on to the desired value.
When there is a sparkling event, go for it. As the in-game text says, it is a unique event or an entire storyline and it will disappear if you miss it.
You can also greatly simplify your game by making a save before indulging in actions like gambling. If you lose money, just make a save download. This will increase the amount of your money to spend on gifts to girls many times. This is not necessary to complete the game, but I thought it necessary to clarify.
Day 47 is the last one. Each day has three segments: morning, afternoon and evening. Not all activities are available all the time and some are special events and Aster needs some time for himself, so this means over a 100 decisions on what to do. The only metagame purpose of activities is to farm one of the relevant stats and to earn some money. In general, take it easy with chores and focus on raising an attribute for the girl of choice.
Activities + Gifts
Squad Training: -25 Energy, +20 Fatigue, +2 Courage, +5 Loyalty, +10 Gold
Mana Control: -15 Energy, +15 Fatigue, +5 Charm, +10 Gold
Train Magic: -20 Energy, + 15 Fatigue, +5 Courage, +10 Gold
Covert Surveillance: -15 Energy, +15 Fatigue, +2 Charm, +5 Loyalty
Write Report: -5 Energy, +10 Fatigue, +5 Loyalty, +2 Neoma’s love
Individual lesson: -10 energy, +10 Fatigue +5 Attribute (depends on which girl), +2 Love (of that girl), +5 Gold
Leisure activities: They restore Energy and lower Fatigue. In general, Gambling is best and it can be save-scummed to earn money (because it’s random). Day Sleep is good for burning off extra Fatigue, Magazine and Alcohol are for when Gambling is not available.
Gambling: +30 Energy, -30 Fatigue, -30 to +50 Gold
Day Sleep: +10 Energy, -30 Fatigue
Alcohol: +20 Energy, -10 Fatigue, -10 Gold
Magazine: +30 Energy, -5 Fatigue, -20 Gold
Take a Walk: +10 Energy, -10 Fatigue, +5 Romantic
Walk with girl: +10 Energy, +5 Fatigue, +5 Attribute (depends on which girl), +5 Love (of that girl)
Gift shop: Normal gifts cost 75 and increase a girl’s love by 10, while the expensive gifts increase love by 20 if they’re the right type for the girl.
Neoma:
-Earings +20
-Necklass +15
-Sweets/cakes +10
Lucy:
white flower+10 romance
Candy+10
Pin & orchid +20
Clarisse:
roses +10
Cakes+10
Dust &Bow+20
Lunette:
Armband & Rune+20
Wine+10
From the funny side, if you give the wrong gift to, for example, Neoma, then you can sometimes see a funny scene.
Tips for each girl.
Lucy: is a sweetheart and just looking at her face makes me happy.
Attribute: Romantic
Gifts: Orchids, Hairpin.
Decisions: Resist Neoma, be nice to Lucy(Guide her in training at the beginning of the game, allow her to stay), Tell the Truth, Wouldn’t want to trade places.
Clarisse: the cheerleader, cute, carefree, playful, rich, hates fighting.
Attribute: Charm
Gifts: Shiny Dust, Ribbon
Decisions: Resist Neoma, be nice to Clarisse Allow free form, do not strain it, do not change places, tell the truth.
Lunette: despises weakness, short temper, hot, criminal background, she would be an asset to whoever earns her respect, but a relationship with her would also be a friendly rivalry.
Attribute: Courage
Gifts: Rune, Armbands
Decisions: stall for time , resist Neoma, go hard on Lunette, Is this about the renegade clan, tell the Truth, Would want to trade places.
Mistress Neoma: scary and can be cruel, but she has a good side.
Attribute: Loyalty
Gifts: Earings, Necklace
Decisions: at intro choose “stall for time” ,do everything she wants, say you like the job, would NOT like to trade places.
Kira: In my opinion the best girl. Her only personality flaw is that she’s a loner, but she is mentally stable, has great work ethics, is resourceful, athletic, about as hot a Lunette, good company and has Aster’s back if they become a couple. There is no need to shower her with gifts and attention, she just slowly goes from co-worker to friend to wife, unless Aster misses special events or refuses her.
To achieve this ending, you need to be neutral towards other girls, not bring a relationship to an end with anyone and go to all events with Kira. Events with Kira are highlighted with exploding stars, as well as other important events, but you don’t know that this event will definitely be with Kira. It is important not to miss any. Then in one of the events at your home, you will have the opportunity to start dating her.
To me the best ending was helping all three girls pass, relationship with Kira and helping the inspector.
A guide for Lucy. Basic + day by day.
I focus on this, because judging by the messages of other players, this is the main reason for bad endings. You earn romance points by spending time with Lucy, as well as walking in the fresh air (an icon with trees gives + 5 romance for each walk).
The next important attribute of love is that there are two checks of this value in the game. The first check is around 27 days.
In the context of Lucy, you need at least 150-160 points of love to start her journey to this day. Final check – by day 47 you need 280-320 love points. You can open the information menu in the game – the first heart is responsible for the first check of love points, the second heart for the second check and the third heart is responsible for whether you have enough romance points at the moment.
Again, for a good ending with Lucy, you have to spend 3 individual lessons with her. Of course you will spend more of these classes so it adds bonus love points.
Moving on to the choices in the game. For a good ending – you should always refuse Neoma(Neoma’s choices give the most negative results on your thinking ability – because it affects your mind, or something like that). Also, don’t be too zealous with the answers – for other girls, the main thing is not to answer all their checks correctly
First choice – Take it easy
You must refuse Neoma – Reject the test
Second choice – Guide her through the process
Third choice – Let her stay
Don’t listen to Neoma again – Absolutely not
Lucy’s third choice – Let her stay
Tell the truth at the general meeting – Not really… (Tell the truth)
Fourth choice – Stay a little bit longer
Around 20+ days you will get the opportunity to buy gifts(gift box icon – you get to the gift shop). Be sure to save 125 gold and buy at least one gift. Gifts are usually given on walks with a girl.
Lucy loves – Orchids and Hairpin. You can give these gifts an infinite number of times, each gives +20 love points. It is critically important to give at least one before the 27th day, preferably two. This increases your chances of a good pass.
You can achieve the same thing in different ways, but according to this guide you will definitely win. Here’s step by step guide on what to do:
Day 0/1 – Talk some sense into her / Lucy / Take it easy / Clarisse / it’s necessary / Lunette /Easy / Neoma / Reject the test
Day 2 – Mana control / Mana control / Day sleep
Day 3 – Mana control / Squad training / Day sleep
Day 4 – Mana control / Squad training / Lunette / Is it about Renagade clan?
Day 5 – <SKIP> / Clarisse / Be understanding / Buy alcohol
Day 6 – Take a walk / Lucy / Guide her through the process / Gamble
Day 7 – Help with classes / Take a walk / Office work
Day 8 – Take a walk / Take a walk / Gamble
Day 9 – Take a walk / Neoma / Absolutely not / Office work
Day 10 – Individual sessions with Lucy / Individual sessions with Lunette / Gamble
Day 11 – Individual sessions with Clarice / Lucy / Office work
Day 12 – Squad training / Mana control / Gamble
Day 13 – Mana control / Take a walk / Lucy / Let her stay
Day 14 – Neoma / Mana control / Day sleep
Day 15 – Squad training / Class / Not really (tell the truth) / Gamble
Day 16 – Covert surveillance / Mana control / Take a walk
Day 17 – Gamble / Mana control / Office work
Day 18 – Day sleep / Mana control / Take a walk
Day 19 – Squad training / Mana control / Buy alcohol
Day 20 – Day sleep / Mana control / Take a walk
Day 21 – Gamble / Mana control / Day sleep
Day 22 – Class / I don’t think I’d want to trade places with you / Lucy / Gifts (buy as many Orchids and Hairpins, as you can – I bought 3, so that’s the minimal amount for this playthrough)
Day 23 – Help with classes / Individual sessions with Clarisse / Gamble
Day 24 – Individual sessions with Lucy / Mana control / Day sleep
Day 25 – Squad training / Lucy / Give a gift (pick either Orchid or Hairpin) / Day sleep
Day 26 – Lucy / Give a gift (pick either Orchid or Hairpin) / Individual sessions Lucy / Office work
Day 27 – Take a walk / Lucy (Stay a little bit longer) / Gamble
Day 28 – Take a walk / Covert surveillance / Lucy / Give a gift (pick either Orchid or Hairpin)
Day 29 – Take a walk / Lucy / Give a gift [if possible] (pick either Orchid or Hairpin) / Day sleep
Day 30 – Help with classes / Mana control / Day sleep
Day 31 – Individual sessions Clarisse / Individual sessions Lunette / Gifts (buy as many Orchids or Hairpins as you can, I bought one, so that’s the minimum for this playthrough)
Day 32 – Squad training / Lucy / Gamble
Day 33 – Individual sessions Lucy / Take a walk / Day sleep
Day 34 – Individual sessions Lunette / Mana control / Lucy / Give a gift (pick either Orchid or Hairpin)
Day 35 – Take a walk / Lucy / Give a gift [if possible] (pick either Orchid or Hairpin) / Gamble
Day 36 – Lunette / Don’t give a gift [if options are available] / Lucy / Give a gift [if possible] (pick either Orchid or Hairpin) / Lucy
Day 37 – Individual sessions Lucy / Mana control / Lucy / Give a gift [if possible] (pick either Orchid or Hairpin)
Day 38 – Individual sessions Lucy / Mana control / Gifts (buy as many Orchids or Hairpins as possible, I bought one, so that’s the minimal amount)
Day 39 – Individual sessions Lucy / Take a walk / Day sleep
Day 40 – Individual sessions Lucy / Mana control / Lucy / Give a gift (pick either Orchid or Hairpin)
Day 41 – Take a walk / Lucy / Gamble
Day 42 – Lucy / Give a gift [if possible] (pick either Orchid or Hairpin) / Gamble / Day sleep
Day 43 – Take a walk / Lucy / Gamble
Day 44 – Individual sessions Lucy / Mana control / Office work
Day 45 – Mana control / Class / Gamble
Day 46 – Lucy / Mana control / Lucy / Give a gift [if possible] (pick either Orchid or Hairpin)
Day 47 – Individual sessions Lucy / Mana control / Lucy
Kira
Unique to her path is the fact, that it doesn’t matter whether we help 3 main girls and other students pass their exams or not, she will stand by our MC’s side. If you wish to get best of the best option, just train with each main girl 3 times during whole game and switch between Lectures and Practice when it comes to teaching students (by the way, shouldn’t it be “Teach Magic” instead of “Learn Magic”? MC is a teacher after all…)
Day 3 (Evening) – Office Work, first encounter with Kira
Day 17 (Afternoon) – Training Guards, second enounter
Day 18 (Morning) – Training Guards, third encounter
Day 21 (Evening) – Office Work, fourth encounter
Day 30 (Afternoon) – Office Work, fifth encounter
Day 42 (Evening) – Sleep, sixth encounter
Bonus
In this guide, I also used the advice of these people – Malum, Clareum, Rosace, Morpheuskibbe, tbaransk, Shiro-sama – thank you very much!
I hope this guide will be useful to you and thank you for your attention!
And that wraps up our share on “Pretty Overseer: Guide to Good Endings”. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by Panyonex, who deserves all the credit. Happy gaming!