Mission Mode codes are made up of a 19-number code which allows missions to be shared between players. Each part of the code refers to a certain objective, while each part's value determines the objective's variation. With each objective that is enabled, the difficulty level rises to match, starting with 1. Up to 10 objectives can be enabled.
Violating an objective usually results in a game over.
The first two numbers in the code match the ID of the target student. This has a minimum value of 02 and a maximum value of 32 in low school population or 89 in high population.
Note: Senpai (Student 1) does not appear in Mission Mode, because he is canonically dead in the timeline mission mode is set in.
Weapon[]
“
You must kill the target with a [weapon].
”
The third and fourth numbers in the code refer to the weapon required to kill the target with. The values are as follows:
Value
Weapon
Location
00
The objective is not enabled.
01
Knife
Cooking Club - on the counter
02
Katana
Headmaster's Office - in a case
03
Syringe
Infirmary - on the desk
04
Scissors
Sewing Room - on the table
05
Box Cutter
Art Club - on the boxes near the door
06
Screwdriver
Science Club - next to the robot
07
Circular Saw
Garden - in the shed
08
Occult Ritual Knife
Occult Club - in the skull on the table
09
Baseball Bat
Sports Hall - leaning against the side
10
Shovel
Garden - leaning against the exterior
11
Energy Sword
Currently unavailable.
12
Dumbbell
Sports Track - in front of the track
13
Axe
Garden - leaning against the shed
14
Magical Girl Wand
Drama Club - in the corner
Uniform[]
“
You must kill the target while wearing [uniform].
”
The fifth number in the code refers to the uniform worn whilst killing the target.
Value
Uniform
Location
0
The objective is not enabled.
1
School uniform
Default uniform
2
Swimsuit
Shower Room - inside the locker
3
Gym uniform
Shower Room - inside the locker
4
Painter's smock
Art Club - requires joining club and entering the change cubicle
5
Martial artist's gi
Martial Arts Club - requires joining club and entering the change cubicle
Disposal Method[]
“
You must kill the target's corpse by [disposal method].
”
The sixth number in the code refers to the method in which the body of the target must be disposed of.
Value
Disposal Method
0
N/A; the objective is not enabled.
1
The body must be incinerated.
2
The body must be shredded.
3
The body must be buried.
Target Only[]
“
Kill ONLY the target.
”
The seventh number in the code refers to whether or not the target is the only one allowed to be killed.
Value
Victims
0
The objective is not enabled.
1
Murders are only restricted to the target and no other NPCs.
No Witnesses[]
“
No witnesses.
”
The eighth number in the code refers to whether or not another student may witness the murder of the target.
Value
Witnessing
0
The objective is not enabled.
1
NPCs must not witness the act of murder.
No Corpses Discovered[]
“
No corpses discovered.
”
The ninth number in the code refers to whether or not other NPCs are allowed to discover the body of the target or any other dead NPC.
Value
Corpse Discovery
0
The objective is not enabled.
1
Discovery of the corpse is not allowed.
Murder Weapon Disposal[]
“
Dispose of the murder weapon.
”
The tenth number in the code refers to whether or not the murder weapon must be disposed of.
Value
Weapon Dispoal
0
The objective is not enabled.
1
Murder weapon must be disposed of.
Clean All Blood[]
“
Clean all blood.
”
The eleventh number in the code refers to whether or not all blood must be cleaned up. This includes footprints, however it does not include bloody clothing.
Value
Blood Remains
0
The objective is not enabled.
1
Blood must be cleaned up.
Time Limit[]
“
Complete the mission within 10 minutes.
”
The twelfth number in the code refers to whether or not there is a 10-minute time limit on the mission.
Value
Time Limit
0
The objective is not enabled.
1
The time limit of 10 minutes will be enforced.
Suspicious Activity[]
“
Don't let students observe your suspicious behaviour.
”
The thirteenth number in the code refers to whether or not students are allowed to witness suspicious behaviour.
Value
Suspicious Activity
0
The objective is not enabled.
1
NPCs must not witness suspicious behaviour.
Security Cameras[]
“
Don't let security cameras observe your suspicious behaviour.
”
The fourteenth number in the code refers to whether or not security cameras will be present during the mission.
Value
Security Cameras
0
The objective is not enabled.
1
Security cameras will be present during the mission. If the player falls within the camera's vision whilst exhibiting suspicious behaviour, an instant game over will be triggered.
Metal Detectors[]
“
Don't pass through metal detectors while carrying a weapon.
”
The fifteenth number in the code refers to whether or not metal detector gates will be present during the mission.
Value
Metal Detectors
0
The objective is not enabled.
1
Metal detector gates will be present during the mission. The player must not carry a metal weapon through them, as the weapon will be detected.
Speaking to Students[]
“
You are not allowed to speak to any students.
”
The sixteenth number in the code refers to whether or not the player is able to speak to other students.
Value
Socialising
0
The objective is not enabled.
1
The player will be unable to speak to other students.
Safe[]
“
You must find a key, unlock a safe, and steal documents from it.
”
The seventeenth number in the code refers to whether or not the player has an additional mission to complete on top of the murder of their target.
Value
Safe
0
The objective is not enabled.
1
The player is required to locate a key, unlock the safe in the headmaster's office and steal the documents inside.
note: where is da key ;-;
Nemesis Conditions[]
The eighteenth number in the code refers to the conditions of Nemesis' presence in the mission. These conditions do not affect the assigned difficulty level of the mission.
Value
Conditions
0
Nemesis is not present during the mission.
1
Nemesis will be present during the mission.
2
Nemesis will be present and may not be killed.
3
Nemesis will be present, may not be killed and
will be disguised as a random student in the school.
Note: If Condition 3 is enabled, sometimes Nemesis will be disguised as the target student, thus preventing the mission to be completed.
School Population[]
The nineteenth and final number in the code refers to the population of the school.
Value
School Population
0
Only the regular students found in normal Yandere Simulator gameplay will be present.
1
A higher school population will be enabled, consisting of randomly-generated students.