Roblox High School 2 Wiki
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RHS Exterior (Summer)

The Roblox High School building.

Roblox High School is the high school in Starcadia Bay, and the main setting for most activities in the game. Here, the player can participate in class minigames and socialize. It is likely the first location that most players will see.

Classes[]

There are seven classes in total: Art, P.E., Science & Engineering, Math, Performance Arts, Cooking, and Dance. Five classes are picked at random each day, unless the schedule has been manually changed by a Principal. During each class, a minigame is played which rewards the player with Credits and Experience upon completion. Performance is measured by letter grades, which affect the reward.

Art[]

During this class, students are given a series of color tiles on a grid. Using a selection of colors, the image must be replicated perfectly in order to complete it. Grading is based on how many paintings the player completes before the timer expires.

Class Difficulty Modifiers[]

  • At difficulty level 1.9 and below, the grid is 4x4 squares in size.
  • At difficulty level 2.9 and below, 3 colors are available.
  • From difficulty levels 2.0 to 3.9, the grid is 5x5 squares in size.
  • From difficulty levels 3.0 to 4.9, 4 colors are available.
  • At difficulty level 4.0 and above, the grid is 6x6 squares in size.
  • At difficulty level 5.0 and above, 5 colors are available.

P.E.[]

During this class, students are split into two teams: Red and Blue. Each team is placed on either side of the gymnasium, and a game of dodgeball begins. The game is split into two rounds: the object of the first round is to eliminate all players on the other team.

Each player begins with three dodgeballs, which can be aimed and thrown by clicking or tapping on the screen. Each player also has three hearts. If a player is hit by a dodgeball, one heart will be lost. Only dodgeballs that are glowing yellow can damage the player. If all three hearts are lost, the player is knocked out, and must sit out the rest of the round.

Hitting an opponent with a dodgeball awards the player one point, whereas knocking an opponent out awards three points. Being knocked out by a dodgeball carries a one point penalty. The round ends when the timer expires, or when only one team remains.

The object of the second round is to score more points than the other team. The second round plays out similarly to the first, with a few notable changes. Each player starts the round with five dodgeballs instead of three. As well as this, players that have been knocked out will reenter the playing field after a short time. Finally, large targets appear at opposite ends of the gymnasium, which award 1 point to the player's team if hit.

The second round ends when the timer expires, and grades are determined by the player's overall score.

Power Ups[]

  • Fireballs cause the next dodgeball thrown by the player to subtract 2 hearts from the target. This power up lasts 25 seconds, or until a dodgeball is thrown by the player.
  • Hearts increase the player's heart count by 1, even beyond the normal 3 heart limit. This power up is instant.
  • Bubbles create a temporary shield around the player, rendering incoming dodgeballs useless. The effect does not stack with itself. This power up lasts six seconds, or until the player is hit by a dodgeball.
  • Arrows increase the player's running speed for the duration. The effect does not stack with itself. This power up lasts seven seconds.
  • Boosters increase the player's jump height for the duration. The effect does not stack with itself. This power up lasts seven seconds.
  • Shockwaves increase the velocity of all dodgeballs thrown by the player. The effect does not stack with itself. This power up lasts nine seconds.

Class Difficulty Modifiers[]

  • At difficulty level 4.0 and above, power ups which slow the player may appear alongside normal power ups.

Science & Engineering[]

During this class, students are split into two teams: Red and Blue. Both teams compete to achieve the highest score by collecting scrap metal scattered throughout the hallways. Hex nuts are worth five points, bolts are worth ten points, and golden sheets are worth twenty points. The minigame ends when the timer expires, and the team with the highest score is declared the winner. This has no bearing on the player's final score, which is based on how many points the player scored during the minigame.

Power Ups[]

  • Magnets teleport scrap metal to the immediate area surrounding the player's location. This power up is instant.
  • Lucky Stars multiply the player's point earnings by 2 for the duration. The effect does not stack with itself. This power up lasts seven seconds.
  • Arrows increase the player's running speed for the duration. The effect does not stack with itself. This power up lasts seven seconds.

Class Difficulty Modifiers[]

  • At difficulty level 4.0 and above, red orbs will spawn alongside normal power ups. These temporarily slow the player after contact.
  • At difficulty level 5.0 and above, red scrap metal will spawn alongside normal scrap metal. These deduct points from the player's team when picked up.

Math[]

During this class, students are given seven basic math problems to complete. Typing the correct answer in the shortest amount of time will count towards a higher grade- however, the minigame seems to favor accuracy over speed in terms of grading. The problems themselves consist of addition, subtraction, multiplication, and division. On certain problems, the Order of Operations must be taken into account.

Class Difficulty Modifiers[]

  • Higher difficulties will increase the complexity of each math problem.
  • Higher difficulties will allow the player more time to solve each problem.

Performance Arts[]

During this class, students must complete seven different patterns of dance moves by pressing colored buttons. The buttons will first glow and emit tones in a random sequence, which the player must then replicate afterwards. Scoring is solely based on accuracy, although there is a time limit for each pattern.

Class Difficulty Modifiers[]

  • At difficulty level 2.9 and below the number of available dance moves is 3.
  • From difficulty levels 3.0 to 3.9, the number of available dance moves may increase to 4.
  • At difficulty level 4.0 and above, the number of available dance moves may increase to 5.

Cooking[]

During this class, students are paired up by a cauldron and given a recipe containing three ingredients. The ingredients can be found on shelves and counters nearby. Once an ingredient has been picked up, the player must return to the cauldron and throw the ingredient in, adding a few points to the player's score. Adding all three ingredients to the cauldron fulfills the recipe and greatly contributes to the player's score. Failing to do so before the cauldron burns up will cause points to be deducted. Grades are based on the final score.

Class Difficulty Modifiers[]

  • At difficulty level 4.0 and above, Spoiled ingredients will appear alongside normal ingredients. These, as well as incorrect ingredients, will cause the current recipe to be cleared if thrown into the cauldron.
  • At difficulty level 5.0 and above, a new ingredient, Milk, will appear.
  • Higher difficulties will cause the cauldron to burn faster, giving the player less time to complete each recipe.

Dance[]

During this class, students participate in a rhythm game. Pressing the arrows to the tune of the music will increase the score. If the player hits enough arrows in succession without making any mistakes, a score multiplier will go into effect, up to a maximum of x4. Missing an arrow will reset the multiplier.

Class Difficulty Modifiers[]

Events[]

Lunch[]

Lunch is a daily event that always takes place during Period 4. Lunch does not have a minigame associated with it, instead serving as a break in between classes. Students will be given the option to teleport to the cafeteria, where they may take the opportunity to socialize and eat food.

Fire Drill[]

If the Principal so chooses, they can start a Fire Drill once per day. The Fire Drill will always begin at 50 minutes past the hour, and cannot be triggered after Period 6. When the drill begins, all players in the school will lose the ability to use gear, and must exit the School building within 40 seconds. Evacuating in time will reward a student with Credits 25 Credits while failure will result in no reward. The Principal receives Credits 50 Credits for conducting the drill, regardless of participation.

Detention[]

The Principal may send a student to a two-minute Detention, provided that they are inside the school while it is in session. While in Detention, the student may choose to stay in the classroom, or attempt to escape by completing an obby before time runs out. Completing the obby in time will reward a student with a random amount of Credits, while failure will result in no reward.

In Roleplay Mode Servers, students cannot escape Detention. As well as this, the Principal may only send 4 students to Detention each day, but this can be increased by upgrading the Enforcer's Powers Gamepass. Detentions may be avoided with the Detention Immunity Ticket.

Suspension[]

In Roleplay Mode servers, the Principal may suspend a student from school for the day, provided that school is in session and the student has been sent to Detention already. When a student is suspended, they cannot enter the school by any means.

By default, only 2 students may be suspended each day, but this can be increased by upgrading the Enforcer's Powers Gamepass.

End of School[]

At 2:50 PM on every school day, the average grades of each student will be tallied and displayed on a leaderboard. Earning a top spot on the board is purely for bragging rights, as no extra rewards are given.

After School Event[]

At 8:00 PM on every school day, one of eight after school events will be chosen at random, unless the schedule has been manually changed by a Principal. Students will be given the option to teleport to the event site, however no minigame will be started. Participating students will receive Credits 25 Credits for attending.

List of possible events
Name Location
Club Red Party Club Red
Beach Party Beach
Camping Trip Forest
School Dance Gymnasium
Skate Meetup Skate Park
Downtown Shopping The Plaza
Food District Hangout Food District
Mall Shopping Mall

Trivia[]

  • The Roblox High School building is the single largest building in the game.
  • It is possible to teleport outside of the school's interior using Umbra's Void Staff.
  • A leaderboard sits behind the front desk, which lists the usernames and levels of the top 100 players.
  • A perfect Performance Arts score is 5,550 points.

Gallery[]

RHS Exterior (Summer)

The Roblox High School campus during the summer.

RHS2 Campus

The Roblox High School campus during the winter.

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