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Day 1–9 Optimal Chart — ED.1 Route

The Adventures of HILLS is a nine-day (eighteen half-day) time-management RPG. This chart targets ED.1 Hills the Adventurer and most combat achievements in one run. It will not unlock ED.5 (hideout clear on Day 5 blocks it) or ED.2 (keep money under 50,000 G instead).

Post-launch build footage — still verify against Ver.1.0.15 patch notes.
Pacing reference for exploration and combat.
Community clear footage for App ID 2859100.

Before You Start

  • Read All Endings Conditions 1–3 and the Requirements Checklist.
  • Blue Town Guide icons are story-critical — see Town Guide.
  • Save before Day 5 hideout if you also want ED.5 later.
  • Ver.1.0.5: first two Mayor jobs do not advance the time period — stack them when Day 6 is tight.

Days 1–3 — Reda, Misty, Micoco

DayPriority
1 DayPort tavern: help Reda (Condition 1 start). Guild rat quest, training dummy, boilerman quest start, collect Old Coins.
1 NightJoy Street casino Magic Dice; meet boilerman at Port tavern; bathhouse complaint chain if aiming Relax sigil later.
2 DayMeet Misty, first Mayor Residence job (prefer Clean). Guild streetlight quest. Check Micoco's pack at guild.
2 NightStolen-goods merchant event (Adamant Ring route as charted).
3 DayNoble shops, second Mayor job, meet Micoco at Adventurer Guild (Condition 1 complete before Night 6).
3 NightCasino owner gamble after goddess statue prayer (Fortune achievement).

Days 4–6 — Guild, Cove, Hideout

DayPriority
4Dummy Lv.4, Charvel crystal shop, storage shed infiltration, Micoco inn help quest, Joy Street Charvel “overzealous suitor”.
5 DaySlums pickpocket kid event → leads into slavers hideout.
5 NightHideout clear with Albert fight (Villain Breaker) — blocks ED.5.
6 DayCity Forest: meet Cove, finish mushroom gather (Condition 2). Exit forest advances story — brew with Sika after.
6 NightKiki rescue / Dune under Mayor Residence (United We Cut Silver). Poison-arrow timing vs Dune ultimates.

Condition 3 (two Mayor jobs) must be done before Day 6 daytime ends — if behind, use the v1.0.5 no-time-advance window.

Days 7–9 — GU Hall, Money, Finale

DayPriority
7View story crystal, guild/barracks scenes, care package delivery, enter Slums deep / GU Hall (sigils, Red Hood floor, Amorphous Construct optional). Adult shop “Candy and Whip → Don't joke”.
8Cooking with Charvel, win Mysterious Merchant fight for slave-rescue quest (ED.1 chart), Phantasmal Corridor at night for Shadow leader prep.
9 DayTalk to Micoco and Reda at the Downtown Inn (skipping this can dump you into ED.4). Stock food/potions. Aim ~38,000 G before dungeon so 12,000 G treasure hits ≥50,000 for ED.1. Rescue GU Hall slaves.
9 NightGuard Captain → treasure puzzle → Albert at Safehouse → Tentacle boss → mastermind. ED.1 needs ≥50,000 G after the night chain; losing the final Incarnation fight can still yield ED.1 but misses some achievements.

Boss tactics: Boss Strategies. Cove arc: Rescue Cove. Money below 50k with same flags → ED.2.

What This Chart Skips

  • ED.5 — needs hideout left intact + merchant loss; see A Fleeting Life.
  • Goblin Slayer — alternate early Cove/mine loss route; often a second run.
  • Cherish Chastity — ED.1 with zero violation scenes; requires avoiding many optional H fails.

Last updated: July 2026 — Ver.1.0.15.

Frequently Asked Questions

Is the game longer than 9 days?

No. The retail campaign is nine days. Older wiki text mentioning Day 14–18 was incorrect.

When do I unlock Noble Quarter?

After Misty’s Mayor Residence work grants the pass — commonly Day 2, not mid double-digit days.

Can I follow this for ED.2?

Yes: keep the same flags but spend down so money stays below 50,000 G at the finale check.