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The Headmaster

The Headmaster

Developer: Altos and Herdone Version: 0.15.3.1 Public

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The Headmaster review

Master Every Quest and Scene in This Addictive School Sim

Ever stepped into the shoes of a strict headmaster turning a chaotic school into your personal playground? That’s The Headmaster in a nutshell – a gripping visual novel where you wield power over students and staff through clever quests and intense scenes. I remember my first playthrough; I was hooked after unlocking that initial punishment sequence, feeling the rush of control. This guide dives deep into strategies, quests, and hidden gems to help you dominate the game. Whether you’re chasing influence points or maxing out submission levels, we’ve got the actionable steps to elevate your experience right away.

How to Conquer Main Quests in The Headmaster

Alright, let’s get real for a second. When I first booted up The Headmaster, I was totally overwhelmed. The school’s a mess, the students are running wild, and my authority was a joke. I stumbled around, getting nowhere fast, until I realized one crucial thing: everything hinges on mastering the main quests. They are the absolute backbone of your power, your influence, and let’s be honest, the entire addictive fantasy of the game. Forget faffing about with random scenes—if you want to rule Ashford Academy, you need a solid Headmaster game walkthrough for the core missions.

I learned this the hard way. I wasted days trying to unlock main quests Headmaster style by just punishing students at random. It was like trying to fill a bucket with a hole in it. Progress was glacial. Then, I cracked the code. The main quests aren’t just story fluff; they are a structured ladder of power. Climbing it methodically is how you transform from a useless figurehead into the feared and respected ruler of the school. Let me guide you through it.

What Unlocks the First Headmaster Quest?

So, you’re in your dusty office, probably wondering what to do first. The initial The Headmaster main quest trigger is deceptively simple, yet many players miss it because they get distracted. Your very first goal is to establish the basic rules. This isn’t just a suggestion—it’s the mandatory key.

Here’s the actionable, no-fluff start:
1. Pass the Initial Rules: On your first day, use the school board in your office to enact the first set of regulations. This is non-negotiable and immediately sets the story in motion.
2. Talk to Miss Potts: After the rules are passed, seek out Miss Potts, the art teacher. This conversation is the catalyst. She’ll point you toward your first “problem student,” which kicks off the quest chain.
3. Check Your Email & Office Computer: Your office computer is your mission control. Check it regularly. Early quests like ‘A Man’s Work’ often start via emails or require you to use the computer to search for specific things (ahem, student images online) to gather “evidence.” Don’t forget to check the recycle bin on your desktop—it sometimes holds quest-critical items or hints!

The first real Headmaster game walkthrough moment comes with Faye. Miss Potts will send her to you. This is your first test in balancing punishment and progress. How you handle Faye teaches you the core mechanics of fear, submission, and how to gain influence Headmaster players crave. It’s a tutorial disguised as a quest. Completing this sequence successfully, which includes a mandatory inspection scene in Miss Potts’ own classroom, opens the floodgates for the next major story arcs.

Mastering Punishment Scenes Step-by-Step

Punishment is your primary tool. But it’s not about mindless clicking; it’s a strategic resource game. A proper Headmaster punishment guide focuses on maximizing gains while avoiding the ultimate failure: triggering the safe word. Let’s break down a classic, advanced example—the Claire punishment Headmaster scenario.

Claire’s quest, “If a Headmaster Falls,” is a mid-game masterpiece of tension. You’re tasked with breaking her defiant spirit. I remember my first attempt: I went in too soft, and she walked out with a smirk. The next time, I went too hard, too fast. Safe word. Game over. I had to reload.

Here’s the step-by-step that finally worked, balancing fear and submission perfectly:

  1. Start Verbal: Always begin with insults. It builds fear without physical risk. I called her every name in the book, questioning her loyalty and intelligence.
  2. Introduce Pain: A sharp slap follows. This is a key moment—it transitions the scene from verbal to physical dominance.
  3. The Inspection: Order her to stand still for a uniform check. This feels official, procedural. Use the “inspect” option meticulously. Finding faults (like a loose button) gives you a logical reason to escalate.
  4. Escalate Materially: Here’s where you can tear an item of clothing. It’s a dramatic power shift, showing you control her very appearance.
  5. Strategic Touch: After the tear, I used a grope. The fear meter was high, but her submission was climbing faster because the escalation felt “earned” by her “infractions.”
  6. The Final Humiliation: With both meters in the optimal zone, I commanded her to pose and took the photograph. This sealed the victory, granting a massive chunk of influence and unlocking the next story beat.

The golden rule? Watch the meters like a hawk. Alternate between fear-raising and submission-raising actions. A sudden, harsh action on a low-submission student will end your run. This philosophy applies to every punishment, from spanking sessions in evening “training” to the oral servitude you later command.

To see how these scenes tie into your broader strategy, here’s a look at the key quests that structure your rise to power:

Main Quest Unlock Condition Key Action / Scene Major Reward
A Man’s Work Pass first rules, talk to Miss Potts Faye’s initial inspection & classroom scene +50 Influence, unlocks Evening Training
If a Headmaster Falls Reach certain Influence level, access Claire’s file Claire’s extended punishment & photograph +100 Influence, unlocks blackmail path
School Supplies Complete early Claire/Faye quests Finding Jimmy’s wallet, solving the safe Safe contents (photos, $), unlocks villain choice
An Honest Woman Make the villain choice for Ruth Public humiliation of Ruth in the hall Major story shift, large Influence boost

Pro Tips for Gaining Influence Fast

Influence is your currency for everything. Want new rules? Need to unlock areas? Crave more intense scenes? It all runs on Influence. So, how to gain influence Headmaster efficiently? It’s about being smart, not just ruthless.

  • Follow the Main Quest Chain Religiously. This is the #1 tip. Each main quest completion gives heaps of Influence. Side scenes are garnish; the main quests are the meal.
  • Evening Training is Your Best Friend. Once unlocked, use it every single day. Consistent, controlled punishments here provide reliable, repeatable Influence income.
  • Exploit the Office Computer. Don’t just wait for emails. Actively search for student names on the “special” sites. Successfully finding and using this “evidence” in conversations grants big Influence bonuses and can advance quests.
  • Solve “The Headmaster Safe Combo” Early. When Jimmy’s wallet quest pops up, prioritize it. The combo is found by examining the wallet closely. Opening that safe gives you a crucial resource (photos) and a pile of cash you can use to buy influence-boosting items from certain characters.
  • Choose the Villain Path for Ruth. When given the critical choice during her quest, pick the option that maximizes her humiliation. It’s the single biggest Influence payout in the early-mid game and unlocks darker, more rewarding narrative branches.
  • Save Before Every Major Choice. This can’t be overstated. Experimentation is key, but a bad choice can lock you into a bad ending. I learned this after I ordered Priti to strip too early and gave the photos to the wrong person—it completely bricked my relationship with two other characters. Save, try the bold option, and reload if it backfires.
  • Balance Fear & Submission in Every Interaction. As outlined in the Claire punishment Headmaster section, mastering this dance is what turns a good scene into a great, high-reward one. Maxing both meters before the scene ends always yields the best loot.

In my opinion, the The Headmaster main quest system is what elevates this from a simple simulator to an addictive power fantasy. It provides structure, a sense of progression, and a logical reason for your character’s escalating dominance. You’re not just a predator; you’re a strategist, a corrupt bureaucrat, and a puppet master all in one. Each quest you complete, each scene you master, isn’t just a checkbox—it’s another brick in the foundation of your total control over Ashford Academy. So focus on that walkthrough, unlock those quests methodically, and watch your influence—and your power—skyrocket. 🎓🔥

Diving into The Headmaster transformed my gaming nights into thrilling power plays, from tense punishment sessions to unlocking steamy staff interactions. You’ve now got the roadmap to tackle main quests, balance fear and submission, and avoid those game-ending pitfalls. My top insight? Embrace the villain path for extra humiliations – it amps up the fun. Grab the latest version, fire it up, and start building your empire. Share your wildest unlocks in the comments; I’d love to hear how you dominate the school!

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