Black Closet
Cheat Codes:
------------
Submitted by: David K.
-= Hidden developer console =-
Create a manual save before changing any value. While the game is running, press
Shift+O to open the Ren'Py console. Enter one command at a time and press Enter.
These commands alter the active playthrough; if a result is wrong, reload the manual
save made before opening the console.
-= Council and school values =-
reputation = 50
karma = 50
training_room.total_points = 20
Replace the example number with the value you want. Reputation controls the school
meter, karma controls council approval, and total_points changes the pool used for
minion training.
-= Minion values =-
thais_.social = 40
thais_.intimidation = 40
thais_.stealth = 40
thais_.observation = 40
thais_.loyalty = 45
Use althea_, mallory_, rowan_, thais_, or vonne_ before the period. Keep the
underscore after the name. Replace the example number with the value you want.
Hints and Tips:
---------------
-= Start with low-risk evidence =-
Open a new case with Question on a person or Inspect on a location when the report
gives several possible leads. Both actions are safe ways to reveal names, rooms, or
follow-up actions without risking karma. Move to searches, stalking, or punishment
only after the case text gives a concrete reason.
-= Read the odds before assigning a minion =-
Enable Show Me the Odds while learning the system. Match Social, Intimidation,
Stealth, and Observation to the action, then compare the displayed chance with the
result. A weak result from a poor matchup is normal; a suspicious result from an
overwhelming solo matchup is useful evidence about the traitor.
-= Specialize instead of flattening every stat =-
Spend Training Points to protect the council's strongest roles first. Rowan is the
key Stealth and Observation specialist, Thais is the main Intimidation specialist,
and Vonne is a flexible observer who can assist weaker assignments. Build a backup
only after you know which specialist the traitor is sabotaging.
-= Use two-person teams for reliability =-
Pair minions when a deadline matters more than testing loyalty. A traitor does not
sabotage a paired mission, so a partner can stabilize a critical Search, Stake Out,
or punishment action. Use solo assignments only when you can afford failure and want
diagnostic evidence.
-= Control stress before the council shuts down =-
Assignments raise stress, and an overworked minion can refuse further work. Leave a
day unassigned when the case board allows it, especially before a plot deadline.
Weekend time also raises loyalty, which increases how many actions a minion can
perform before needing a break.
-= Protect reputation and karma differently =-
Failed or expired cases damage school reputation, while intrusive or wrongful actions
can damage council karma. Question and Inspect are the safest information tools.
Search, Harass, Suspension, and wrongful punishment need evidence because solving one
case is not worth creating a second resource crisis.
-= Inspect before searching =-
Use Inspect when the location itself may reveal a clue. Search is more invasive and
can cost karma if it fails, with dorm-room searches carrying more social risk than
public classrooms. Search after Question, Inspect, or Stalk has pointed to a specific
room or object.
-= Stake out before you guard =-
Stake Out lets suspicious activity continue long enough to reveal who is involved.
Guard prevents the event but may also stop you from collecting the evidence needed to
identify or punish the culprit. Guard when the date is known, the danger is
immediate, or the case only requires prevention.
-= Use detention as the normal escalation =-
When evidence unlocks punishment, Detention is usually the safest serious step. It
can make the correct suspect confess without the broader penalties of Suspension.
Suspend only when removal buys essential time or the case clearly demands it, and
reserve Expel for variants that cannot be closed by lesser punishment.
-= Do not force a red herring into a crime =-
Some recurring cases end as misunderstandings or deliberate distractions. Questioning
can close a red herring immediately, and repeated case titles can use different clue
wording. If every lead clears the suspects, stop escalating instead of spending karma
to manufacture a culprit.
-= Treat plot cases as game-over threats =-
A failed random weekly case normally costs reputation, but a failed plot assignment
can end the run. If a plot case is collapsing and the game offers the option to pass
it to Miss Talmage, use that escape rather than gambling the entire playthrough on
one low-odds action.
-= Use the supply closet to secure key rolls =-
Save supply-closet items for deadlines, solo traitor tests, and actions where a
failed Search or Stalk would waste another day. Items are most valuable when they
turn a marginal specialist into a reliable assignment, not when they raise an already
safe routine action.
Secrets:
--------
-= Solo 100 percent failure exposes the traitor =-
With Show Me the Odds enabled, send one minion alone on a task showing a 100 percent
success chance. If the result is a failure or an inexplicably mixed outcome, treat
that minion as the traitor. The game can display 100 percent while a traitor still
deliberately flubs the mission.
-= Paired missions hide sabotage =-
A traitor does not interfere with a mission when paired with another minion. That
makes pairs excellent for urgent cases but poor for identifying the saboteur.
Alternate safe paired work with carefully chosen solo tests so progress and diagnosis
do not compete every day.
-= Loyalty can force an early confession =-
Raise a suspected minion to 45 loyalty by the week after Midterms. A traitor at that
loyalty level confronts Elsa before the formal accusation; a minion who reaches the
same threshold without confronting her can be cleared. Weekend time is therefore both
relationship progress and a deduction tool.
-= Rowan is protected on the first clear =-
Before the player has won once, Rowan cannot be selected as the traitor. Use that
protection to trust her Stealth and Observation work during the first playthrough.
Later runs remove this protection, so the same unexplained solo failures must then be
tested normally.
-= Midterm dialogue narrows the suspects =-
During the Midterm-week meeting, choose the joke about a traitor on the council. The
girls who react form the suspect group, and the true traitor is among them. Combine
that reaction group with solo odds tests or the 45-loyalty check instead of accusing
from the dialogue reaction alone.
Solutions:
----------
-= Compact route - First stable month =-
1. Turn on Show Me the Odds and open each case with Question or Inspect.
2. Assign Rowan to Stealth and Observation work, Thais to Intimidation work, and the
strongest Social minion to questioning.
3. Keep at least one specialist rested instead of sending the entire council every
day.
4. Spend early Training Points on a backup for the role most disrupted by suspicious
failures.
5. Save supply-closet items for plot cases, strict timers, or decisive solo traitor
tests.
6. When a case gives a date and location, Stake Out for evidence first and Guard only
when prevention becomes urgent.
-= Compact route - Identify the traitor =-
1. Enable Show Me the Odds and note which minion produces weak solo results despite a
clearly favorable matchup.
2. Clear minions who complete independent solo tasks successfully; do not use paired
missions as loyalty tests.
3. Use the Midterm joke to reduce the suspect list to the girls who react.
4. Spend weekends with the leading suspect and push loyalty toward 45 before the
accusation date.
5. Confirm with another high-odds solo assignment or the loyalty confession before
naming the traitor.
6. Use paired teams for urgent cases while the investigation is still open so
sabotage does not destroy reputation.
-= Emergency recovery - overloaded case board =-
1. Separate plot assignments from random weekly cases; protect plot deadlines first.
2. Pair specialists on the most dangerous Search, Stake Out, or Detention to suppress
traitor sabotage.
3. Drop low-severity cases that would consume several actions for only a modest
reputation loss.
4. Rest the minion whose specialist role is needed for the next fixed-date action.
5. Use supply-closet items on the final decisive roll rather than on preliminary
questioning.
6. If a plot case offers transfer to Miss Talmage, hand it over before the deadline
instead of risking game over.
-= A Lost Lamb =-
1. Treat the case as urgent because the timer and reputation penalty are severe.
2. Search the missing girl's room immediately and Question her friend on the same day
if possible.
3. Search any new location revealed by those actions.
4. If the evidence shows a kidnapping, punish the responsible student.
5. If the girl returns on her own, Question her before deciding whether punishment is
needed.
-= Just Say No =-
1. Do not spend the opening day on Question; the recurring case does not advance
through ordinary questioning.
2. Stalk one involved girl and follow any new person, package exchange, or location
the action reveals.
3. Punish a student who is mocking or coercing the target when the evidence
identifies her.
4. If a package changes hands, punish every confirmed participant.
5. Search a newly revealed location, then Guard it to stop further activity.
-= Cell Phone Madness =-
1. Question or Stalk the girls until one admits possessing the phone.
2. Search that girl's room to recover the message and identify the type of
misconduct.
3. If the case is bullying, Persuade the victim rather than punishing blindly.
4. If explicit copies are circulating, Detain the owner and every student confirmed
to hold a copy.
5. Avoid early Harass actions because they can break the chain of evidence.
-= Shock to the System =-
1. Start immediately because some variants use a strict timer and carry a large
reputation loss.
2. Question one plotter; if she threatens the council, Harass and Detain her.
3. Search her room if the confrontation does not reveal the plan.
4. Guard or Stake Out the named place on the exact date found in the evidence.
5. If the apparent plotters look innocent, Stalk the gossip and punish her only if
the follow-up evidence confirms the frame-up.
-= The Secret Society =-
1. Question one girl and Stalk the other before the time-sensitive clue expires.
2. Stake Out any new location and punish the student the surveillance identifies.
3. If the trail reaches a third girl, Harass her and Search her room.
4. When evidence gives a date for the offering, Stake Out that location on the named
day.
5. Persuade the freshmen or punish the seniors according to the evidence; if the date
is missed, use the strongest justified punishment on confirmed suspects.
-= Suspicious Similarity =-
1. Search the classroom before punishing either student.
2. If the teacher is upset, Search the students' rooms until you find the misgraded
papers or a cheat sheet.
3. Question and Harass only after the cheat-sheet evidence points to participants.
4. Continue until the ringleader is identified rather than stopping after the first
confession.
5. Avoid severe punishment too early because removing a participant can cut off the
evidence chain.
-= A Vandal on the Loose =-
1. Inspect the area when trash is the main clue.
2. Persuade the identified student if the inspection directly reveals her.
3. Guard the area if no suspect appears and the immediate goal is prevention.
4. For paint or burn marks, Stake Out until the culprit is identified.
5. Punish the confirmed vandal; some severe variants require Expel.
-= High Rollers =-
1. Search the location for names or physical evidence.
2. If a participant list appears, Search the named rooms to identify the ringleader.
3. If the students are only playing Clue, cross off the rope and Guard the room to
close the harmless variant.
4. Otherwise Stake Out the room until the participants are confirmed.
5. Persuade or punish participants until the case closes or the leader is exposed;
severe variants may require Expel.
-= Missing Items =-
1. Search the owner's room and Question the owner to establish the last reliable
lead.
2. If she names another girl, Question that suspect and Search her room.
3. Punish the suspect only after the missing item or matching evidence is found.
4. If no girl is named, Search the last location where the item was seen.
5. When the evidence shows the owner is framing someone, punish the owner instead.
-= A Struggling Student =-
1. Search the student's room to learn whether she is studying, avoiding work, or
using drugs.
2. If the notes are clearly used, Search the classroom for a possible tutor.
3. Persuade or Harass the tutor to help when the evidence identifies one.
4. Punish the student only when the evidence shows deliberate refusal or drug use.
5. Do not treat poor grades alone as proof of misconduct.
Reference:
----------
-= Council roster =-
* Althea - strong Social and Intimidation coverage (use for questioning or as a
backup enforcer).
* Mallory - strong Social with useful Stealth coverage (use when a social lead may
turn into discreet follow-up).
* Rowan - primary Stealth and Observation specialist (best for searches, stalking,
and stakeouts).
* Thais - primary Intimidation specialist (best for detention and forceful pressure).
* Vonne - flexible Social and Observation support (best as an assistant or public
investigator).
-= Investigation actions =-
* Question - safe person-focused lead gathering (can expose red herrings or unlock
actions).
* Inspect - safe location-focused lead gathering (use before an invasive search).
* Stalk - follows a person to contacts or locations (use for secret meetings or
bullying).
* Search - invasive evidence collection (failure can cost karma).
* Stake Out - observes an event while allowing it to occur (best for identifying
participants).
* Guard - prevents access or activity (best for fixed dates or immediate danger).
* Persuade - low-risk social resolution after it unlocks (failure does not cost
karma).
* Harass - forceful pressure on suspects or resistant witnesses (can cost karma).
* Detention - evidence-gated punishment and interrogation (normal serious
escalation).
* Suspension - temporary removal with reputation and karma costs (use to buy time).
* Expel - final punishment for fixed severe variants (do not use as a routine
shortcut).
-= Core resources =-
* School Reputation - falls when cases fail or expire (reaching zero ends the run).
* Council Karma - falls after intrusive failures or unjustified punishment (reaching
zero ends the run).
* Stress - rises through assignments (overworked minions refuse further work).
* Loyalty - rises through personal time (increases work capacity and helps expose the
traitor).
* Training Points - earned from successful cases (spent to raise minion skills).
* Supply Closet - stores temporary tools (save them for deadlines and difficult
rolls).
 |
|
|
CheatBook DataBase 2026 is a freeware cheat code tracker that makes hints, tips, tricks
and cheats (for PC Cheats, Walkthroughs, PSP, Sega, iPhone, Wii U, Playstation, Playstation
2, XBox, Playstation 3, Nintendo 64, DVD, Gameboy Advance, Gameboy Color,
N-Gage, Nintendo DS, gamecube, XBox 360, Dreamcast, Super Nintendo) easily
accessible from one central location. (Release date January 10, 2026)
- All Cheats and Codes inside from the first CHEATBOOK January 1998 until today.
More Infos |
| | |
|