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Shigaku Carry: What the Carry Interaction Does and Who Gets Carried

Shigaku's Carry interaction transports other students across campus, most often ending in a locker drop. This Carry-only reference covers the targets seen in gameplay plus transport and drop-off behavior — not activation inputs or Grip.

Quick answer

Carry in Shigaku is a school-life sandbox interaction for transporting other students around the campus — and its best-known payoff is delivering the carried student into a locker.

  • Observed targets: defeated or knocked-out players, picked up right after a fight ends
  • While Carry is active, the carrier picks the destination, transports the target there, and drops them off
  • Locker stuffing is the common follow-up — a separate step, not part of the Carry action itself

Who gets carried: the targets seen in gameplay

Across gameplay footage, Carry is applied to defeated players immediately after a fight ends. In one video, the winner wraps up the fight with "GG's" and "You a worthy opponent," then tells the downed opponent "I'm going put you in a safe place" before picking him up to relocate him. In another, a group that routinely stuffs players into lockers works on targets who are already knocked out — "she's out. She's out... he's out. He's out." — before taking them to a drop-off spot.

Every target observed being carried is a defeated or knocked-out player, but the overall picture is currently inconsistent: the game guide frames carrying as something you can do to "other students" generally when school life gets a little too peaceful, while footage consistently shows targets going down first. Whether Carry also works on a standing or willing player remains unresolved, so eligibility beyond this observed pattern isn't established. Treat the knocked-out pattern as an observation from play, not a confirmed requirement, and test in-game whether a standing player can be picked up.

While Carry is active: transport and drop-off

While Carry is active, the carrier moves the target across the map and chooses where to release them. Footage shows the carrier announcing the destination and delivering the target there: "I'm going put you in a safe place... Now, I'm going to drop you off on this volleyball court, bro." A second group treats drop-off points as a deliberate choice, giving tours of "our second spot where we drop off the body." The observed pattern: the carrier picks the destination, transports the carried player there, and drops them off at that spot.

The common follow-up: locker deliveries

The documented follow-up to carrying someone is the locker dump. Pro Game Guides' overview of the game's campus activities (updated September 26, 2026) pairs the two actions directly: "You can even carry other students around and stuff them into lockers when school life gets a little too peaceful!" Footage shows the payoff in practice: "Your man's getting put in a locker" and "the way we actually stuffed him in a locker." Note that locker stuffing is a follow-up outcome, not part of the Carry action itself — the interaction that places the target into the locker is its own step and isn't detailed here.

Scope notes

This reference stays on the Carry interaction itself; it doesn't cover the input that starts Carry or any carrying restrictions. On freshness: the gameplay behind these observations was captured while a combat upgrade was in progress ("the combat got to upgrade," as one clip put it), so Carry's conditions and controls can shift after combat updates — recheck in-game before relying on any specific behavior.