Agefield High Walkthrough: All 32 Main Missions List
✔ Last checked: 2026-08-30
Agefield High: Rock the School runs 32 main missions across 4 acts (one per semester chapter), plus 15 side activities, in a campaign that takes roughly 8–10 hours. The structure follows the trio’s three-step plan: humiliate the jocks, throw a massive party, and land a prom date to rock the school before graduation.
One honest note before the list: Refugium Games has not published official mission names, and launch-week guides disagree on some titles and numbering. The list below follows the most complete community-reported breakdown, cross-checked against a second walkthrough for the story beats both agree on. Treat individual titles as community-reported until patched guides settle them (verify in-game). For what the official material does confirm about the structure, see our missions overview.
Act 1 – The New Kid (Missions 1–8)
| # | Mission | What happens |
|---|---|---|
| 1 | Welcome to Agefield | Intro — follow markers, learn movement |
| 2 | Meet the Rejects | Meet Kale and Axel; combat/blocking tutorial |
| 3 | The Three-Step Plan | The Rock the School plan is set |
| 4 | English 101 | First class minigame (spelling/vocabulary) |
| 5 | Finding Wheels | Get your first bike |
| 6 | The Hot Dog Hustle | Early money mission |
| 7 | Ditching the Bell | Learn to skip class and dodge staff |
| 8 | The Magazine Venture | Start the magazine resale hustle |
Act 1 tips: Attend most classes in week one — class quizzes stabilize your income before you can afford anything. Buy the starter bike before cosmetics; mobility is worth more than a new outfit. Take the blocking tutorial seriously, because combat stays simple but unforgiving all game. New players should skim the beginner guide for the daily loop first.
Act 2 – Stirring Up Trouble (Missions 9–16)
| # | Mission | What happens |
|---|---|---|
| 9 | Tagging the Ride | Stealth vandalism on jock property |
| 10 | The Locker Room Heist | Sneak into jock territory |
| 11 | Prank Call Protocol | Prank mission — starts Chloe’s social arc |
| 12 | Backyard Brawl | Straight-up fight mission |
| 13 | The German Exchange | German class story beat |
| 14 | Sneaking a Peek | Stealth mission |
| 15 | The Sound of Music | Rhythm minigame becomes plot-relevant |
| 16 | The Countryside Run | First long bike run outside town |
Act 2 tips: Stealth missions use vision cones — memorize locker and dumpster hiding spots around campus to shed heat fast. In fights, use the shove to break an enemy’s guard, isolate one target, and finish the combo instead of swinging into a group. Missions 11 and 15 feed the Chloe romance route; do not rush past them if you want her ending.
Act 3 – Becoming School Legends (Missions 17–24)
| # | Mission | What happens |
|---|---|---|
| 17 | Clearing the Barn | Secure the party venue |
| 18 | The Booze Run | Countryside supply run — cargo slows your bike |
| 19 | Spreading the Word | Promote the party |
| 20 | The Jock Trap | Set up the revenge play on Seth’s crew |
| 21 | Escaping the Principal | Chase/escape from Principal Carpenter |
| 22 | The Tattoo Pact | Trio commitment scene (tattoo shop) |
| 23 | High Math Pressures | Math class stakes rise |
| 24 | The Pre-Party Prep | Final party logistics |
Act 3 tips: Escape missions favor bikes — cut through countryside paths and alleys where vehicles cannot follow. On supply runs, loaded cargo changes bike handling, so take the return trip slow. Keep your grades from collapsing here; failing multiple class challenges in Act 3 costs allowance money you will want for prom.
Act 4 – The Final Countdown (Missions 25–32)
| # | Mission | What happens |
|---|---|---|
| 25 | The Massive Rager | The party itself |
| 26 | Busted by the Cops | Police fallout from the party |
| 27 | The Morning After | Cleanup and consequences |
| 28 | The Satanist Scare | The infamous satanist side-plot peaks |
| 29 | Final Exams Week | Last class gauntlet |
| 30 | Asking Lisa | Community-reported title (verify in-game — Steam achievements only recognize Ashley or Chloe as prom dates) |
| 31 | The Setup | Prom night preparation |
| 32 | Prom Night | Finale — prom date choice + rhythm performance |
Act 4 tips: In the satanist mission, avoid getting surrounded and destroy altars when you can. Before Mission 32, make a manual save at the prom date choice — it is the branch point between the game’s two endings (see our Ashley vs Chloe endings guide, and the School Legends guide for the reported good/bad prom outcomes). The final show uses a harder version of the Music class rhythm game — the band page tracks what the patches changed — so warm up: accurate timing, not button mashing.
The 15 side activities
Alongside the main story there are 15 side activities and hustles. Community guides have confirmed these so far:
- Magazine resale — buy low, sell around campus for up to 10x profit; the best early-game money
- Lawn mowing — time-trial minigame
- Food delivery — time-trial minigame
- Bike stunt ramps — scattered across the map
- Collectible hunts — burned CDs, Band Magazines, Playwith Magazines, apple pies, Mayor Wellbe autographs, and golden panties (each set has a Steam achievement)
The remaining activities are tied to shops, customization, and school events (verify in-game). Completing all of them earns the “Hard worker” achievement — see all 11 achievements.
More on this site: who everyone is, both endings compared, and every guide on the homepage.
FAQ
How many missions are in Agefield High: Rock the School?
32 main missions across 4 acts, plus 15 side activities. The main campaign takes about 8–10 hours.
Are the mission names official?
No. Refugium Games has not published an official list; names on this page are community-reported and may differ slightly from in-game titles.
Can I softlock the campaign?
Skipping Kale and Axel's friendship missions can stall story progression before prom becomes available, so clear those as they appear (verify in-game).
What is the hardest mission?
Most players point to the final prom performance, which uses an advanced version of the Music class rhythm game. Practice in class first.
Do I need good grades to finish the story?
Grades mainly drive allowance income and story flavor. Claims that GPA gates the ending are community-reported, not confirmed by the achievement list (verify in-game).