Each choice will only provide its associated personality point once, but there are lots of choices, so make sure to use that Relive Memories tab!
(When the game lets you pick one of three options on the left and one of three options on the right, each unique pair of options counts as a separate choice, so by repeating it you can get a total of 9 personality points!)
Warning: When selecting a choice you must continue playing to the start of the next time period (or whenever the game shows “autosaving” in the top left corner) before returning to Home in order for the choice (and resulting personality gain if applicable) to be saved
Prologue
- When you gain control of Ruka the second time (i.e. with Yuki following you), run left instead of right about 15 times (+1 Eccentricity)
- Evening: about Cancer (+1 Silliness/Eccentricity/Determination)
- Evening: Megumi appears (+1 Charisma/Eccentricity)
Chapter 1
Day 1 Morning: what I want for breakfast (+2 Kindness/Silliness/Openness/Charisma, +1 Eccentricity)
Day 1 Period 1: see “Go to Hell” section below (“Running to Horizon” +1 Eccentricity)
Day 3 Early Morning: role call (+1 Charisma/Silliness/Eccentricity)
Day 5 Late Night: about Yuki (+1 Openness/Determination/Kindness)
Day 7 Period 1: let’s win! (+2 Determination/Charisma/Silliness, +1 Eccentricity/Openness/Kindness)
Day 8 Period 1: lesson (+1 Silliness/Determination/Openness)
Day 10 Morning: morning exercises (+1 Charisma/Eccentricity)
Day 11 Period 1: lesson (+1 Openness/Determination/Kindness)
Day 11 Late Night: after bath (+3 Eccentricity, +2 Silliness, +1 Openness/Determination/Kindness/Charisma)
Day 12 Period 3: go to front lines? (“No” Bad End & CG)
Total: 8 Charisma, 11 Eccentricity, 9 Silliness, 7 Openness, 6 Kindness, 7 Determination
Required for socialization: 6 Charisma, 4 Eccentricity, 5 Openness, 6 Kindness, 5 Determination
Chapter 2
- Day 2 Early Morning: what day is it (+2 Kindness/Silliness/Eccentricity +1
- Determination/Openness/Charisma)
- Day 2 Period 1: see “Go to Hell” section below (“Fly Me to the Moon” +1 Eccentricity)
- Day 3 Night 1: training (+2 Determination/Openness/Silliness, +1 Charisma/Eccentricity/Kindness)
- Day 4 Period 2: my hands are moving on their own (middle choice CG)
- Day 7 Morning: natto (+3 Silliness, +2 Charisma/Determination, +1 Kindness/Openness)
- Day 9 Period 2: outfit (each of the 3 choices has a different CG)
- Day 10 Period 1: (+2 Charisma/Kindness/Determination, +1 Openness/Silliness/Eccentricity) (“Dress” CG)
- Day 13 Period 3: see “Go to Hell” section below (“Dive into Your Body” +1 Eccentricity)
- Day 15 Period 3: see “Go to Hell” section below (“Ultra Soul” +1 Eccentricity)
- Day 22 Period 1: lesson exam (correct choices are bottom, middle, top, middle)
- Day 23 Early Morning: playtime (+2 Determination/Charisma/Eccentricity, +1 Kindness/Openness/Silliness)
Total: 17 Charisma, 19 Eccentricity, 19 Silliness, 13 Openness, 13 Kindness, 16 Determination
Required for socialization: 19 Charisma, 17 Eccentricity, 15 Silliness, 18 Openness, 17 Kindness, 16 Determination
Go to Hell/Heaven
This choice appears at multiple times in the story:
- Chapter 1: Day 1 Period 1
- Chapter 2: Day 2 Period 1, Day 13 Period 3, Day 15 Period 3
- Chapter 3: Day 2 After School, Day 4 Morning
To acquire personality points from these to choices, follow these directions.
(A) In any “Hell/Heaven” time period, if this is your first time picking “Go to Hell” or “Go to Heaven”, pick “Go to Hell”.
(B) Otherwise, go to a different “Hell/Heaven” time period and pick the third choice (the choice that is neither “Go to Hell” nor “Go to Heaven”), then go back to the (A) time period and pick “Go to Hell”.
(C) Go to a time period that is not the same as (A) and pick “Go to Hell”. +1 Silliness
(D) Go back to time period (C) and pick “Go to Heaven”. +1 Charisma
any time period with this choice works; you do not need to go in chronological order
You can only get these points once; after that, future “Go to Hell/Heaven” choices yield nothing.
Chapter 3
- Day 2 After School: see “Go to Hell” section above (“Ez Do Dance” +1 Eccentricity)
- Day 4 Morning: see “Go to Hell” section above (“Ez Do Dance” +1 Eccentricity)
- Day 4 Morning: to summarize (+2 Charisma/Silliness/Eccentricity, +1 Openness/Determination/Kindness)
- Day 5 Noon: invite someone to lunch (+1 Charisma/Kindness/Silliness/Determination/Openness)
- Day 7 Night 1: what is bododododoh! (+2 Silliness/Charisma/Determination, +1 Openness/Kindness/Eccentricity)
- Day 10 Morning: breakfast (+2 Charisma/Openness/Kindness, +1 Silliness/Determination/Eccentricity)
- Day 18 Evening: bring someone to archives (+1 Charisma/Openness/Eccentricity/Silliness) warning: cannot choose same character as Day 17, so must repeat Day 17 Night 1 to get all points
Total: 25 Charisma, 26 Eccentricity, 26 Silliness, 19 Openness, 18 Kindness, 21 Determination
Required for socialization: 35 Charisma, 32 Eccentricity, 28 Silliness, 28 Openness, 32 Kindness, 27 Determination
Go to Chapter 2 Day 2 Period 1. Pick the third option. Go to Chapter 1 Day 1 Period 1. Pick “Go to Hell”. Go to Chapter 2 Day 2 Period 1. Pick either “Go to Hell” (for +1 Silliness) or “Go to Heaven” (for +1 Charisma). Repeat Chapter 2 Day 2 Period 1 and pick the other option.
If you still didn’t get the points, you must have already gotten them (maybe on your first playthrough).
Caution: I forgot to mention this, but when selecting a choice you must continue playing to the start of the next time period (or whenever the game shows “autosaving” in the top left corner) before returning to Home in order for the choice (and resulting personality gain if applicable) to be saved.