Agefield High Rock the School Agefield High All Missions Guide
Thirty-two main missions across four acts — full campaign index for Sam's senior year.
The Agefield High: Rock the School campaign ships thirty-two main missions divided into four acts on PC Steam as of August 12, 2026. Sam, Kale, and Axel execute the Rock the School plan across pranks, parties, classes, and prom — with two endings determined partly by GPA, Lisa’s romance arc, arrest count, and attendance habits documented in the Endings Guide.
This page indexes every main mission with practical objectives. Pair it with Early Game Walkthrough for pacing tips, Class Minigames for classroom challenges, and Side Missions Guide for optional fifteen activities.
How missions interact with the school clock
Weekday mornings belong to five classes — English, Math, Geography, German, Music — per School System Guide. Story missions often unlock after school unless a beat explicitly requires truancy from Skip Class Guide. Plan days using Senior Year Checklist so GPA and allowance do not collapse before Act 3 party prep.
Money from grades and side gigs funds bikes in Bikes and Customization — critical before The Countryside Run and police chases in Act 4.
Act 1 — The New Kid
M1 — Welcome to Agefield — Arrive at school, meet Principal Carpenter, complete registration, and learn campus layout. Start School Campus orientation here.
M2 — Meet the Rejects — Sam meets Kale and Axel; confrontation with varsity jocks serves as the combat tutorial. Read Combat Tips for shove-first tactics.
M3 — The Three-Step Plan — Visit Axel’s bedroom; trio formalizes goals: embarrass jocks, throw a legendary party, conquer prom. Core framing for Story Overview.
M4 — English 101 — First English classroom challenge. Aim for at least a C so GPA does not crater early — see Class Minigames.
M5 — Finding Wheels — Follow Axel to a garage; obtain Sam’s first bicycle. Upgrade path continues in Shops Guide.
M6 — The Hot Dog Hustle — Learn food vendors; snacks heal during fights. Carry consumables before Backyard Brawl.
M7 — Ditching the Bell — Skip Geography and escape without capture — introduces truancy evasion tied to Skip Class Guide.
M8 — The Magazine Venture — Buy magazines from a shop and resell to students for early profit. Stacks with How to Earn Money.
Act 2 — Stirring Up Trouble
M9 — Tagging the Ride — Sneak into faculty parking; vandalize the football coach’s vehicle.
M10 — The Locker Room Heist — Enter girls’ locker room during practice; steal keys for a later prank.
M11 — Prank Call Protocol — Use a town payphone for disruptive prank calls.
M12 — Backyard Brawl — Defend Kale from jocks near his neighborhood — practice shoves, kicks, and blocking.
M13 — The German Exchange — Complete German vocabulary challenge; impress Lisa — see Lisa Character Guide and Prom and Romance.
M14 — Sneaking a Peek — Stealth mission collecting compromising material at night.
M15 — The Sound of Music — Rhythm-based Music class — timing-heavy; details in Class Minigames.
M16 — The Countryside Run — Ride beyond town; scout an abandoned barn for the future party.
Act 3 — Becoming School Legends
M17 — Clearing the Barn — Remove hostile squatters before party prep.
M18 — The Booze Run — Acquire alcohol while avoiding police.
M19 — Spreading the Word — Post party flyers around town and near school without attracting authorities.
M20 — The Jock Trap — Cafeteria prank humiliating the football captain publicly.
M21 — Escaping the Principal — Carpenter catches Sam outside class; escape using environmental hiding spots on campus.
M22 — The Tattoo Pact — Matching tattoos with Kale and Axel at the tattoo parlor.
M23 — High Math Pressures — Difficult Math challenge — critical if GPA already suffered from truancy.
M24 — The Pre-Party Prep — Transport speakers and amplifiers from Axel’s house to the barn.
Act 4 — The Final Countdown
M25 — The Massive Rager — Party begins; defend the barn against rival students and crashers.
M26 — Busted by the Cops — Police raid; escape through woods and countryside.
M27 — The Morning After — Cleanup and return to school without excessive attention.
M28 — The Satanist Scare — Rescue a brainwashed student tied to a bizarre local cult subplot.
M29 — Final Exams Week — Final English, Math, Geography, and German challenges — performance affects final GPA and ending eligibility.
M30 — Asking Lisa — Buy outfit and ask Lisa to prom — required for good ending per community verification.
M31 — The Setup — Sneak into gym; prepare final musical stunt.
M32 — Prom Night — Finale; earlier choices determine School Legends versus Crash and Burn ending — full triggers in Endings Guide.
Ending-relevant mission beats
Four factors drive endings: GPA (target C or higher for good ending), Lisa relationship, arrest count (stay at three or fewer), and completing major party prep missions M17–M24. Skipping M13 German Exchange or failing M30 Asking Lisa pushes toward the bad ending.
Tips between acts
Act 1 — Prioritize bike purchase and Monday/Tuesday classes for allowance. Act 2 — Do not ignore Lisa after M13. Act 3 — Stock healing food before barn defense. Act 4 — Save before M30 if manual saves exist.
Cross-link Game Length Guide for hour estimates and Launch Reviews if mission blockers appear post-hotfix on Updates Hub.
Frequently Asked Questions
Quick answers to the most common Agefield High questions.
How many main missions are in Agefield High?
Thirty-two main missions across four acts, plus fifteen optional side activities.
Which mission introduces Lisa?
M13 The German Exchange — completing the German class challenge impresses Lisa.
Do I need perfect grades for the good ending?
Community guides recommend GPA at C or higher, not perfect scores.
Can I skip class missions?
M7 requires skipping Geography. Other missions may need afternoon free time — see Skip Class Guide.
What is the hardest classroom mission?
M15 Music rhythm challenge and M23 Math are commonly cited — see Class Minigames.
Where is the full ending breakdown?
Endings Guide documents School Legends and Crash and Burn triggers.