18+ adults-only game · Guides may describe mature game systems

Version-matched official guide

Chronoromancer — Early Game Walkthrough (Free / Non-Patreon)

Start HereSimplified Chinese availableV0.9.6.0
Guide noticeThis page contains gameplay and story spoilers and may describe mature systems.

A complete guide to your first major milestones in Chronoromancer. This walkthrough takes a non-Patreon player from character creation through the 15 Tutorial Quests, the Brothel acquisition, Story Beats 1-10, dungeon Floor 10, full romance arcs with Jessie and Dr. Akira, and partial progress with Emily and Bella. Everything here is achievable in the free version of the game.


Section 1 — Getting Started: The Essentials

This section covers everything you need to know in your first in-game day. It's the foundation the rest of the walkthrough builds on.


What Kind of Game Is This?

Chronoromancer is a time-travel sandbox RPG. You play as a character with the unique ability to warp between three eras — the modern Present, a fantasy Medieval kingdom, and a dystopian Future — and each era has its own map, NPCs, economy, jobs, skills, and storylines.

Unlike a linear visual novel, there is no "right" order. You're free to chase relationships, grind stats, dungeon-crawl, fish, collect caterpillars, run a brothel, or investigate the main story at your own pace. This walkthrough gives you an efficient route through the early game without missing major content.


Character Creation

At the start of a new game, you'll choose your character's name, appearance, gender, and — most importantly — your Proficiency. Proficiency is a permanent choice that defines your starting skills, starting stats, and unlocks a career path that becomes your best source of income once the corresponding stat hits 30.

There are 11 proficiencies. Each starts you with a signature skill that doubles relationship points with the matching romance interests and unlocks proficiency-specific story content. A short summary:

Proficiency Primary Stat Starting Skills Career Unlock (stat 30+)
Athlete Stamina Endurance Training, Adrenaline Rush Coach (Basketball Court)
Body Builder Strength Power Strike, Endurance Training Personal Trainer (Gym)
Computer Expert Technology Engineering Genius, System Hacking IT Specialist (Computer Lab)
Games Master Luck Tactical Awareness, Cheating Gamer (Arcade)
Jack of All Trades Balanced Improvisation, Cultural Adaptation Every proficiency career (at 70% income)
Magician Mystic Elemental Blast, Illusion Weaving Illusionist (Mystic Curiosities)
Martial Artist Stamina Martial Arts, Combat Reflexes Sensei (Dojo)
Musician Creativity Musical Virtuosity, Master Performer Producer (Music Studio)
Player Charm Seduction, Reading People Promoter (Night Club)
Salesman Communication Silver Tongue, Networking Car Salesman (Car Dealer)
Scholar Intelligence Arcane Knowledge, Researching Teacher (University Classroom)

Recommendations for this walkthrough:

  • Scholar is the single most efficient starting choice. The Researching skill doubles relationship points with characters like Dr. Akira, Sonia, and several others — including making early Story Beats easier.
  • Martial Artist makes early combat and the Tutorial Quest dojo training trivial, and Lilu (Story Beat 8) responds well to martial characters.
  • Salesman gives you Networking, which reveals every NPC's favorite skill on the relationship screen — a huge efficiency boost for romance routes.
  • Player grants Reading People, which unlocks hidden NPC descriptions and advanced dialogue.

There's no wrong pick, but if this is your first playthrough and you want to follow this walkthrough efficiently, pick Scholar or Salesman.


Understanding the UI

After character creation you'll wake up in your Apartment in Present Uptown. Take a moment to get oriented:

Top Left — Time Display Shows the current in-game time (24-hour clock) and day counter. Actions advance time by a set number of minutes. The game runs on a 24-hour clock from midnight to midnight.

Top Right — Stats Panel Your four variable stats you'll interact with constantly:

  • Energy — Spent by most actions. Restore by sleeping.
  • Health — Damaged by combat and some scenarios. Restore by sleeping or healing items.
  • Calm — Your mental/emotional state. Some actions require a minimum calm level.
  • Wealth — Your money. Core currency for purchases, upgrades, and gifts.

Bottom — Action Buttons Every location has a list of available actions. Actions are filtered automatically based on:

  • Current time of day
  • Required stats, skills, or items
  • Relationship stages with NPCs
  • Story progression flags

If an action isn't showing up, one of those conditions isn't met.

Tutorial Quest Icon (right of stats panel) A glowing icon for the 15 Tutorial Quests. Click it any time to check progress and claim completed rewards. The icon disappears after you finish all 15.

Map Access From any outdoor location, you can open the area map. From there you can reach other districts in the same era. To travel between eras you'll need to unlock warping (explained below).


The Core Stats

Chronoromancer tracks 14 core stats that drive everything from combat to relationships to job unlocks. Each NPC has preferred stats that boost the relationship points you earn when interacting with them.

Stat What It Does
Strength Physical combat, weapon damage, some activity gates
Stamina Energy pool, athletic jobs, combat endurance
Charm Social interactions, discounts at some shops, certain jobs
Intelligence Scholar careers, research, magic studies, science plots
Perception Hidden actions/items, bluffing games, Shadow's questline
Ability Agility-based combat, dungeon skills, many skill gates
Creativity Music, art, cooking, busking income
Mystic Magic potency, mystic training with Sashina, spellcasting gates
Technology Future-era skill gates, tech jobs
Commerce Broker career, investment income bonus
Rogue Thieves Guild content, stealth and theft actions
Cooking Food prep, Chef career, cooking skill gates
Communication Social jobs, grows passively from talking to NPCs
Luck Bonus rolls throughout the game, grows gradually from actions

There are also a few special tracks: Attractiveness (relationship bonus rolls, boosted by clothing and spa content), Erotic Experience (intimacy content depth), and Beast (a Patreon Supporter mode stat unlocked at 5+ points).

Growing stats: Each training location raises its linked stat. Cap increases by using the Sample Collection at Akira's office (for 3+ ABL), doing the waterfall training at the Present Uptown cafe waterfall (Stamina), Gym button masher (Strength + Stamina), University (Intelligence), and so on. Stats cap increases slowly over time — you'll typically finish the early game with your primary stat at 30-50.


Relationships: How They Work

Every major NPC has a relationship stage ladder:

Stranger → Acknowledged → Known → Acquaintance → Friend → Close Friend → Crush → Romantic → Intimate → In Love

You climb the ladder by accumulating relationship points through actions, gifts, plot scenes, and dates. Each NPC has a required point total to advance to each stage.

Three key multipliers determine how much each action is worth:

  1. Favorite Stats — Each NPC has 2-3 preferred stats with a threshold (usually 45). Meeting each adds +1 to the base action points. Use the Researching skill to see these on the relationship screen.

  2. Favorite Skill — Every NPC has one signature skill that doubles the total points earned after favorite-stat bonuses are added. Use the Networking skill to see this on the relationship screen.

  3. Attractiveness chance + buffs — Cologne, Buffer Optimization, certain key items, and high Attractiveness all give small bonus points or per-action chance bonuses.

Efficiency tip: Learn Researching and Networking as early as possible. They literally show you the cheat sheet for every romance route.


The Three Eras at a Glance

You'll spend time in all three during the early game. A quick tour:

Present Era

The modern city, split into two districts:

Uptown — Your apartment, the Hospital (Dr. Akira), the University, the Gym, the Cafe (Jessie), the Beach, the Mall (Emily and Bella), the Community Center, the Farmers Market, the Research Lab, the Convenience Store, and more. This is where you spend most of your first 10 in-game days.

Downtown — The Bar, Nightclub, Dojo, Restaurant, Dance Studio, Offices (investment system), Music Studio, Back Alley, Police Station, Mansion Foyer, Spa, and Arcade. Most Story Beats take you here starting around Beat 6.

The Present is your home base. Modern money ($), modern goods, and most of the "daily life" systems live here.

Medieval Era

The fantasy kingdom, split into:

King's Demesne — The royal center. Throne Room, Marketplace, Fighters Guild, Thieves Guild, Bards Guild, Arcane Shop (magic), Tailor Shop (Fernando), Blacksmith (Gastoff), General Goods, Cobbler, Noble Quarter, and the Rowdy Alehouse (Vixen).

Outskirts — The countryside. Rural Farm (Wilfred and Honey), Fishing Village (Marina), Monk's Temple, Hunting Grounds, Archery Range (Robin), Witch's Hut (Sabbath), Ancient Earth Shrine (Sashina), and more.

Medieval uses its own gold currency. No electricity, no modern technology. This is also where the dungeon is located — beneath the Monastery — and where you'll acquire the Brothel later in this walkthrough.

Future Era

The dystopian sci-fi city, split into:

Prime Sector — The corporate-controlled upper city. Synergy Corp offices, holographic entertainment, high-tech shops, and the Synthetic Beings Recharge Station.

Fringe Zone — The underground resistance-era slums. Your secret lab (where Nova and AIMy are based), the Unregistered Housing Complex (Creative Cooking skill), Glitch's Den, the Resistance Hideout (Ghost), the Waste Processing Zone, Orchid's Distribution Center, and more.

The Future uses credits. You'll spend less time here early on, but Story Beats 3, 14, and beyond are all Future-based, and several Tutorial Quests require you to visit.


Warping Between Eras

At the start of the game you're locked to the Present era. Warping unlocks through the prologue/tutorial sequence, after which you can travel freely between eras from your Apartment or from certain other trigger points.

Once unlocked, warping is instant and costs no energy — the time doesn't advance when you switch eras, so don't hesitate to jump around. Each era maintains its own separate clock for time-of-day triggers, but game days advance together.

Key point: Each NPC exists in ONE era only. Jessie is only in the Present. Sashina is only in the Medieval. Ghost is only in the Future. Plan visits accordingly.


Time, Days, and the Doomsday Clock

The Day Cycle

Each in-game day runs 24 hours. Actions cost minutes (or hours). Sleep restores energy and advances to the next morning. Many plot triggers require a specific time window — for example, "Jessie's Rebound" only triggers between 7 PM and 10 PM, and most shops close by 9 PM.

Some NPCs also have specific working hours. Dr. Akira is at the Hospital 6 AM-7 PM every day. Gastoff the blacksmith works 6 AM-9 PM. Marina at the fishing hut is 4 AM-5 PM. If you show up outside an NPC's hours, you'll find an empty location.

The Doomsday Clock

Chronoromancer has a game-over timer. You start with a set number of days, and if the counter reaches zero, the game ends. Don't panic — the timer is generous, and there are many ways to extend it.

Crystals are the currency that buys you more time. Both Seraph (Future era) and Lillian (Medieval era) will exchange Crystals for extra days.

Main Crystal sources in the early game:

  • Tutorial Quests — Several of the 15 reward Crystals directly (Quests 5, 6, 7, 10 all give +1 each; +3 bonus for completing all 15)
  • Relationship maxes — Reaching the highest stage with any NPC awards a Crystal
  • Fighters Guild quests — Certain quests in the chain reward Crystals
  • Cucker Chucker — Hit 500 total Cuckers across all plays for a Crystal
  • Caterpillar discoveries — Certain milestones award Crystals
  • Rat extermination — Kill 50 rats in the Medieval Back Alleys for a Crystal
  • Discord redeem codes — Shared by the developer on the official Discord (join the community to get them)

Following this walkthrough you'll naturally accumulate 10+ Crystals before even touching the Patreon content, so the doomsday timer is a non-issue.


Your First In-Game Day — Quick Roadmap

Here's what to do in your very first day, immediately after character creation wakes you up in your Apartment:

1. Explore your Apartment Click around to learn the layout. Note the sleep option (restores energy), and take stock of your starting stats and inventory.

2. Use the "Post Apartment Listing" one-time action This is a no-cost action in your apartment that advertises your spare room for rent. Do this immediately on Day 1 — it's the prerequisite for Jessie's entire questline (covered in detail in a later section). Once posted, nothing happens until you visit the Cafe Exterior, so you can post it and forget about it.

3. Head to the Downtown Office Building (Investment Office) Open the map. Travel to Downtown. Visit the Investment Planning Office (9 AM-5 PM). Spend a little starting cash on Coffee Shop ($50, cheapest investment). This plants the seed for Tutorial Quest #2 and starts earning you passive income. If you can afford more, buy 3 investments total today to finish Quest #2.

4. Check the Tutorial Quest panel Click the glowing icon. Read the 15 quests. This walkthrough references them by number — knowing the list helps you plan efficient routes.

5. Start earning money Depending on your proficiency, hit an appropriate early job:

  • Musicians: Busk at City Street or Downtown (Creativity × 2, doubled by Master Performer)
  • Charm-based characters: Distribute Flyers (City Street) or Beg for Change (Uptown)
  • Athletic characters: Stock Shelves at the Convenience Store (Stamina 10+)
  • Scholars: Library Assistant at the University (Intelligence 10+)

You want at least $200-500 by end of Day 2 to afford the first gift for Jessie and a weapon/armor at Gastoff's.

6. Sleep and end the day Sleep in your Apartment. Day 2 begins.

That's it for Day 1. Don't try to do everything at once. The next section covers Days 2-7, where you'll unlock Dr. Akira's research chain, meet Jessie, start investing seriously, and warp to the Medieval era for the first time.


Section 1 complete. Continue to Section 2 for the early-game roadmap — Dr. Akira's first exam, meeting Jessie, earning your first Crystal, and unlocking the Medieval era.


Section 2 — Foundations: Skills, Stats, Money, and Efficiency

Chronoromancer rewards players who understand its systems. This section covers the fundamentals of efficient play: which skills unlock quality-of-life UI upgrades, which stats matter most and how to raise them, and how to progress from broke to comfortable.

If you skip this section and just "play the game," you'll still have fun — but you'll also waste time grinding relationships blind, stacking the wrong stats for your favorite NPCs, and missing the best income sources for your stat level. Ten minutes reading this section saves you hours of in-game time.


The "UI-Reveal" Skills — Read This First

A handful of skills don't do combat damage or unlock dungeon rewards — they reveal hidden information on the Relationship Screen. Every one of these pays for itself within a couple of relationship grinds.

Skill What It Reveals Where to Learn Cost
Researching Each NPC's preferred stats (the +1 bonus triggers) Scholar proficiency (free starting skill) OR University Campus (Present Uptown) 180 min, −50 energy/−40 calm, $200, Intelligence 15+
Anthropology Each NPC's age University Campus (Present Uptown) 180 min, −50 energy/−40 calm, $200, Intelligence 15+
Networking Each NPC's favorite skill (the 2× multiplier trigger) Salesman proficiency (free starting skill) OR Glitch's Den (Future Fringe Zone) Free if Salesman, otherwise from Glitch
Reading People Advanced NPC descriptions + enhanced text formatting Player proficiency (free starting skill) OR Vixen at Rowdy Alehouse (Medieval) Free if Player, Vixen training varies
Information Brokering Each NPC's location on the relationship screen Cognitive Optimization Academy (Future) OR Vixen at Bards Guild (Medieval) Varies
Data Mining Exact relationship points + thresholds with progress tracking Universal Knowledge Synthesis Institute (Future Fringe Zone) 180 min, −60 energy/−50 calm, $200, Technology 20+

Data Mining is the most valuable of these. Once learned, your relationship screen shows literal numbers — "Jessie: 47/60 to Crush" — so you know exactly when the next plot will trigger.

Suggested early-game skill priority:

  1. Your starting proficiency skills (free)
  2. Researching — if you're not already Scholar, prioritize this at the University. Revealing preferred stats changes how you build your character.
  3. Networking — if you're not already Salesman, head to Glitch in the Future once warping unlocks.
  4. Data Mining once you can afford the Future tuition and Technology 20.
  5. Alcohol Tolerance (see Jessie section — required for her romance).

Other High-Value Early Skills

Beyond the UI-reveal skills, a handful of other skills have outsized early-game value:

Alcohol Tolerance — Required to complete Jessie's romance (needed for "Jessie's Rebound" scene). Also unlocks bar interactions and prevents wine gifts from penalizing your stats.

Networking / Silver Tongue (Salesman starting skills) — Silver Tongue gives a second chance roll on relationship points with every social action. If you're not Salesman, Silver Tongue is also learnable from the Bards Guild or the Demon Brothel (higher cost).

Creative Cooking — Required for Tutorial Quest #7 (+1 Crystal). Learned at the Unregistered Housing Complex in the Future Fringe Zone. A quick one-stop quest.

Martial Arts — If you didn't pick Martial Artist, you can still learn it at Master Lilu's Dojo (Present Downtown). Essential for Story Beat 9 and good for early dungeon combat.

Researching, Engineering Genius, Arcane Knowledge — Three "multiplier" skills that buff specific activities (caterpillar research, tech encounters, magic damage). Pick up whichever suits your build.


The Stats That Matter Most

Chronoromancer has 14+ stats but you can't max them all. Here's what to prioritize based on this walkthrough's goals:

Priority 1: Intelligence (target 45+ early)

The single most important stat for the early game. Why:

  • Dr. Akira's favorite stat (reaches 45 = +1 per action)
  • Required to learn Researching, Anthropology, Resource Optimization, Data Mining (directly or through related stat gates)
  • Gates Sonia's research plots (Story Beats 1, 4, 11)
  • Enables Scholar career for income once you hit 30

How to raise: University Campus (Present Uptown) — the primary training location. Cafe reading actions also raise it slowly. Sample Collections from Akira passively boost it.

Priority 2: Charm (target 20-30)

  • Enables social jobs like Distribute Flyers, Tutor Students
  • Emily's favorite stat
  • Required for Combat Leadership (Fighters Guild) and Silver Tongue (Bards Guild)
  • Unlocks romance dialogue options with many NPCs

How to raise: Community Center (Present Uptown), social jobs, flirty dialogue choices, performing at various locations.

Priority 3: Stamina (target 20-30)

  • Determines your maximum energy pool — directly affects how many actions per day
  • Required for most physical jobs
  • Tutorial Quest #3 trains it at the Dojo

How to raise: Gym (button masher minigame, high yield), Dojo training, Lifeguard Duty at the Beach. The Gym Button Masher is the single best Stamina gainer in the early game.

Priority 4: Strength (target 20-30)

  • Weapon damage in combat — critical for dungeon crawling
  • Required for Sparring Partner job ($15+ income tier)
  • Enables Gastoff's higher-tier weapon upgrades

How to raise: Gym button masher, Dojo sparring, Community Volunteer (moving furniture).

Priority 5: Perception (target 18-45)

  • Unlocks hidden actions, secret dialogue, and Shadow's alley discovery questline (45 Perception required)
  • Bella's favorite stat
  • Required for Lockpicking, Acrobatics

How to raise: Gym Button Masher gives a small Perception boost; certain dungeon scenarios and one-time rewards.

The Rest

Ability, Creativity, Technology, Mystic, Beast — all useful later, but don't focus on them in the first 10-15 days unless your build specifically requires them.


Raising Stats: Training Locations at a Glance

Location Era Trains Requirements
Gym (Uptown) Present Strength + Stamina (button masher minigame = best early source) None
University Campus Present Uptown Intelligence Varies
University Research Lab Present Uptown Intelligence (higher tier) Intelligence 15+
Dojo (Downtown) Present Stamina (martial training) None
Community Center Present Uptown Charm, Communication Varies
Beach (Lifeguard Duty) Present Uptown Stamina None
Waterfall (Uptown) Present Stamina (Story Beat 9 + repeatable) None
Knight's Training Grounds Medieval Outskirts Strength + combat skills Varies
Monk's Temple Medieval Outskirts Mystic + Inner Peace Mystic 30+ for skills
Human Performance Lab Future Fringe Zone Strength + Iron Constitution skill Strength 30+
Cognitive Optimization Academy Future Prime Sector Intelligence + tech skills Varies

Key efficiency tip: The Gym button masher minigame is the single best stat-per-minute source in the early game. You'll earn +1 Strength or +1 Stamina per successful session, with a small chance for Perception. Run it daily until your stats hit 30.


Earning Money: From Broke to Comfortable

Income scales in three tiers based on your stats. Pick the best available job each day.

Tier 1: Day 1 Jobs (No Requirements)

These work from the very start:

Job Location Based On Typical Income Notes
Distribute Flyers City Street (Downtown) Communication Low but steady 8 AM-8 PM
Beg for Change Uptown Charm Low (+ low energy) Good for desperate early days
Busk City Street / Downtown Creativity × 2 + tips Excellent if Musician Master Performer doubles it

Musicians: busking is your meal ticket. Expect $50-150 per session with Master Performer active.

Tier 2: Stat-Gated Jobs (Stats 10-15+)

Unlock these as soon as you hit the requirements:

Job Location Requirement Income Range
Stock Shelves Convenience Store Stamina 10+ Low-medium
Library Assistant University (Uptown) Intelligence 10+ Low-medium
Community Volunteer Community Center Communication Low-medium
Market Helper Farmers Market Cooking (1.5× with Cook Food skill) Medium
Lifeguard Duty Beach Stamina Medium (+ Stamina gain)
Tutor Students University Intelligence Medium (1.5× with Researching)
Paid Medical Trials Hospital Stamina (−health) Medium-high
Bar Back Downtown Bar Stamina 10+, evening hours Medium
Tech Support Downtown Technology 10+ Medium
Sparring Partner Dojo (Downtown) Strength 15+, Ability 15+ Medium-high

These should carry you from $0 to around $1,000-2,000 over your first 5-7 in-game days.

Tier 3: Proficiency Careers (Primary Stat 30+)

Once your primary stat hits 30, your proficiency-specific career opens. Formula: random(Stat, Stat × 2) + 15, with an 8% chance of +1 stat per shift. Each career has a skill that doubles your pay.

Proficiency careers are the real money makers. Hit your primary stat of 30 as quickly as possible to unlock yours.


Investments: Passive Income Engine

Visit the Investment Planning Office at the Downtown Offices (9 AM-5 PM). This is your wealth engine for the mid-to-late game.

How it works:

  • 50 investments available, from Coffee Shop ($50) up to Space Mining ($1,000,000)
  • Each investment can be upgraded 5 times (Level 1 → Level 5)
  • Every investment pays back over 50 days based on total invested
  • Earnings accumulate passively — just visit to collect
  • Three risk tiers: Low (80-110% return), Medium (60-140%), High (0-200%)

Early strategy:

  1. Day 1: Buy Coffee Shop ($50). Even $1-2/day adds up.
  2. Stack low-risk investments first — steady returns fund higher-cost unlocks.
  3. Pick up the Investment Savvy skill — it gives 15% discount on all future investment purchases. Two paths to learn it: (a) deep romance arc with Portia culminating in her Villa apartment H2H, or (b) build relationship with Arestes (Master Thief, Thieves Guild Hidden Chamber) to Known stage — she'll teach it for $500 (needs Intelligence 19). Arestes is the faster path for a wealth build.
  4. Own 3 investments to complete Tutorial Quest #2 (+300 Wealth reward).

Don't over-invest early. Keep a cash reserve of at least $500 for gifts, weapon upgrades, and skill training.


Other Money Sources

  • Fishing — Visit the Medieval Fishing Village. Catch fish, sell them to Marina or fry at the coast. Good mid-income, builds Tutorial Quest #12 progress (10 species for +400 Wealth).
  • Dungeon loot — Direct gold drops from enemies + materials for crafting/upgrading + rare key items. Runs well after Strength/Stamina 15+.
  • Bar Minigames (Downtown Bar) — Liar's Dice, Darts, and Christmas Hold'em against Vera. Wins grow your balance but losing hurts. Vera's romance actually unlocks through gambling (Tell at $800 net won, Bad Night at $1,200, etc.) — a nice side benefit.
  • Cucker-Chucker (Medieval Rural Farm) — After completing The Cuckers Return, hit 500 cumulative Cuckers across all plays to unlock a 1-Crystal recognition plot.
  • Trading — Convert materials between tiers at the trade system. Useful once you're running dungeons regularly.

Gift Economy: What to Buy, What It Costs

Gifts are the bread and butter of relationship grinding. A quick reference:

Gift Type Where to Buy Typical Uses
Flowers Convenience Store (Uptown), General Goods (Medieval) Known+ with many female NPCs, base +4 points
Chocolate Convenience Store, Cafe Early gift (+3-4 points) for many NPCs
Books University Bookstore, General Goods Friend+, base +6 — best for intellectual NPCs (Akira, Sonia)
Wine Downtown Bar, General Goods (Medieval) Close Friend+, base +7 — highest-value gift
Lingerie Mall Clothing Store Intimate+, romantic bonus gift
Jewelry Mall / Silas in Medieval Crush+ gift, strong for stat-based bonuses

Efficiency tip: Buy gifts in bulk when cheap. Flowers especially are worth hoarding — every romance character accepts them at Known+, and they're dirt cheap at the Convenience Store.


Key Item Bonuses to Chase Early

A few key items give passive stat bonuses. Worth planning for:

  • 1 Ring — +1 to all relationship point gains. Obtained from the Vampire Ring dungeon scenario (any floor where it spawns). Massive value once you have it.
  • Magic Spectacles — Boost Intelligence-based actions. From a specific dungeon scenario.
  • Awesome Crown — Story reward, minor Charm boost.
  • Ornate Locket — Minor attractiveness + relationship bonus.

These aren't strictly necessary for the early game but if you see the Vampire Ring scenario in the dungeon, always pick the combat or Light Magic option — don't back away. The Ring is a permanent bonus.


Putting It All Together: A Balanced Day

A well-planned in-game day in the early phase looks like this:

Morning (6 AM-noon):

  • Visit Dr. Akira (Sample Collection if unlocked → +10 Akira, +200 wealth quest progress)
  • Hit the Gym (button masher → +1 Strength/Stamina)
  • Or visit a training location for your priority stat

Afternoon (noon-6 PM):

  • Run a stat-appropriate job for income
  • Visit 1-2 romance NPCs for daily Talk / gift actions
  • Check the Investment Office to collect earnings / buy new investments

Evening (6 PM-10 PM):

  • Evening-exclusive NPC visits (Jessie 7-10 PM for certain plots, etc.)
  • Bar minigames if flush with cash
  • Story Beat triggers that require evening times

Night (10 PM-midnight):

  • Story Beats 6 and 10 (back alley, 10 PM-midnight)
  • Sleep in the Apartment to end the day

You won't cram all of this into every day — energy runs out fast at the start — but rotating these activities across a week gets you to your first major milestones efficiently.


Section 2 complete. You now have the systems knowledge to play efficiently. Continue to Section 3 for a detailed tour of the three eras and how to navigate between them.


Section 3 — The Three Eras: A Navigator's Guide

Once the prologue ends (about 20-30 minutes of cutscenes spanning 4 acts), you're dropped back in your Present apartment with warp access to all three eras. No additional unlock is required — every era is open from Day 1 of free play. This section walks you through every important location in each era so you know where to go and why.


How Warping Works

  • Where to warp from: Your Apartment (Present Uptown) has era-selection buttons. Certain shrine/lab locations in other eras also allow re-warping.
  • Time cost: Instant. No in-game minutes pass during the warp itself.
  • Energy cost: None.
  • Per-era clocks: Each era maintains its own time-of-day display, but the global day counter advances together.
  • Limitations: None meaningful in the free version. You can hop eras as often as you like.

Practical usage: If it's night in the Present and you need to hit a daytime shop in the Medieval, warp there — the Medieval clock might still be in daytime hours. Each era's clock progresses on its own local day/night cycle.


Present Era — Your Home Base

Modern city, split into Uptown (residential/educational) and Downtown (commercial/nightlife).

Uptown — Key Locations

Location Hours Why Visit
Your Apartment 24/7 Sleep, change clothes, warp, Jessie's room (after move-in), Attic (Kupie)
Hospital 6 AM-7 PM Dr. Akira's office, Paid Medical Trials job
University Campus Varies Intelligence training, Tutor Students job, Anthropology/Researching skills
University Research Lab 9 AM-5 PM Story Beats 1, 4, 11 (Sonia), higher-tier Intelligence training
Gym Varies Button Masher minigame (best Strength/Stamina source), Jessie's "Gym Recognition" requires 10 gym clout
Cafe Varies Cheap Charm-building, Cafe Exterior = Jessie cafe encounter
Community Center Varies Charm + Communication training, volunteer job
Farmers Market 7 AM-5 PM Market Helper job, Christy (potato quest), ingredient shopping
Beach Varies Lifeguard Duty (Stamina job), Summer (Story Beats 2, 5)
Convenience Store Varies Stock Shelves job, buy Flowers/Chocolate (cheapest gifts)
Mall (Clothing Store) Varies Emily + Bella shared scene, clothing upgrades, lingerie purchases
Mall (Food Court) 9 AM-2 PM Miki's food demands plot
Park Varies Miki's GuGuDolly plot, general wandering
Metro Station 9 AM-3 PM Mindy Metro Reunion plot
Waterfall 7 AM-11 AM Story Beat 9 (Waterfall Training with Lilu)
Forest Varies Seraph's Caterpillar Tutorial, caterpillar collecting
Kitchen (Apartment) 24/7 Cooking actions, Lillian's Cooking Tutorial

Downtown — Key Locations

Location Hours Why Visit
City Street 8 AM-8 PM Busking, Distribute Flyers (starter income)
Office Building (Investment Office) 9 AM-5 PM Tutorial Quest #2 (own 3 investments), passive income engine, Portia
Town Hall Varies Diane, municipal plots
Dojo 10 AM-7 PM Master Lilu — learn Martial Arts, Disarming, Counterattack, Exploit Weakness, Fleet Footed. Sparring Partner job (Strength 15+). Tutorial Quest #3. Story Beat 8.
Bar Evening Vera — Liar's Dice, Darts, Christmas Hold'em minigames. Her romance unlocks through gambling winnings. Buy Wine here.
Restaurant Evening Chef Martha, learn Cooking skills, Story Beat 13 (Restaurant Date)
Nightclub 8 PM-2 AM Social dancing, late-night interactions
Dance/Yoga Studio 12 PM-5 PM Dance Studio Confrontation plot (Lucy + Abby)
Music Studio Varies Musician proficiency content
Arcade 3 PM-10 PM Rei (cat girl NPC intro)
Spa Varies Nerida introduction
Back Alley 10 PM-midnight Story Beats 6 and 10 (Alley Rescue, Gang Confrontation). Shadow discovery (Perception 45+)
Police Station 3 PM-11 PM Becky — Story Beat 7 (statement) and 12 (asking her out)
Convenience Store (Downtown) Varies Three Girls Comparison plot (Emily, Rachel, Mindy)
Mansion Foyer Varies Arnold introduction
Mystic Curiosities Shop Varies Learn Sleight of Hand (Ability 16+, $250)

Medieval Era — Fantasy Kingdom

The Medieval era uses gold as currency. No modern technology or concepts — stay period-appropriate in dialogue choices. This is where you'll acquire the Brothel and run most of the dungeon.

King's Demesne — Central Kingdom

Location Hours Why Visit
Royal Castle Courtyard Varies Entry point to castle, guards
Throne Room 10 AM-5 PM King Graham + Elara. Brothel quest chain triggers here. Appointment as Brothel Owner.
Marketplace 6 AM-8 PM Medieval commerce, various merchants
Fighters Guild Varies Lyra — 10+ sequential quests, Crystals rewards, Combat Leadership skill (Charm 15+)
Thieves Guild Varies Kalb + Shadow — reputation building, heists, Lockpicking skill
Bards Guild 4 PM-10 PM even days (Vixen) Vixen, Sandra, Violet, Robin — music skills, Information Brokering, performance content
Arcane Shop 10 AM-6 PM Aziza — magical artifact tutorial ($200), buy grimoire
Tailor Shop 6 AM-9 PM Fernando — casual/dating/formal outfit upgrades (L2-L5), Fashion Intervention plot
Blacksmith Shop 6 AM-9 PM Gastoff — buy sword/armor, upgrade to L5. Tutorial Quest #13 (sword L3).
General Goods 6 AM-9 PM Hailey — general supplies, Herbal Remedies plot with Willow
Cobbler Shop 6 AM-9 PM Ben Arthur — footwear
Rowdy Alehouse 8 PM-10 PM Vixen first introduction, bard performances
Back Alleys Varies Lillian (Tutorial Quest #6), rats to kill for Crystal (50 = +1 Crystal)
Noble Quarter Varies Esperanza encounters, Vixen daylight meeting, heist targets
Grand Ballroom 12 PM-5 PM Esperanza introductions
Acrobat Hall 6 AM-9 PM Cinnamon, learn Acrobatics (Ability 18+)
Exotic Goods Merchant 6 AM-9 PM Silas + Jade — rare item trading

Medieval Outskirts — Countryside

Location Hours Why Visit
Rural Farm 6 AM-6 PM Wilfred + Honey — Brothel quest potato delivery, farm content
Wizard's Interior 10 AM-8 PM Gandon — Wizardry, Master Wizard skills. Wizard Initiation Test.
Shrine Altar Chamber 8 AM-8 PM Sashina — THE critical location for the Brothel chain.
Ancient Earth Shrine Varies Sashina + Foxy shrine scenes, Story Beat 17
Monastery Varies Dungeon entrance, scriptoria
Caravan Rest Stop 9 PM-midnight Tutorial Quest #5 (Caravan Defense), Fighters Guild quests
Fishing Village Varies Marina fishing content
Fishing Hut (Interior) 4 AM-5 PM Marina's first meeting, fishing lessons, boat upgrades
Monk's Temple Varies Inner Peace skill (Mystic 30+), Stamina training
Hunting Grounds Varies Hunt creatures, encounter scenes
Witch's Hut 6 PM-midnight Sabbath — frog gloating, spellbook trick
Archery Range 9 AM-6 PM Robin — Animal Care skill (Perception 20+), archery minigame, Story Beat 26
Robin's Hunting Lodge 6 PM-midnight Robin evening content, Story Beat 24
Bandit Hideout 6 AM-6 PM Yrsa — barbarian trader, full relationship arc
Sylwithe's Hollow Varies Sylwithe weather-manipulation content
Tournament Grounds Varies Valkyra — Swordplay (Friend+, $1000)
Peasant Huts Varies Rural NPCs
Mountain Foothills Varies Exploration

Future Era — Dystopian Sci-Fi

The Future uses credits. Corporate surveillance dominates Prime Sector; the Fringe Zone is underground resistance territory. Several Tutorial Quests and early Story Beats require Future visits.

Future Prime Sector — Corporate Upper City

Location Why Visit
Synergy Corp Outer Corporate entry point, scanning
Synergy Corp Inner Story content (restricted access)
Holographic Entertainment Complex Story Beat 28 (Robin reunion), entertainment
Synthetic Beings Recharge Station Riki (mercenary) — Story Beat 33
Cognitive Optimization Academy Information Brokering, advanced Intelligence training
Modified Historical Archive Facility Archie + archive system — Story Beat 23 (requires archive hack)

Future Fringe Zone — Underground Resistance

Location Why Visit
Your Secret Lab (Player Lab Fringe) Nova + AIMy — Story Beats 3, 14, 21, 25, 27, 30 all trigger here
Unregistered Housing Complex Tutorial Quest #7 — learn Creative Cooking here (+1 Crystal). Peasant huts equivalent.
Universal Knowledge Synthesis Institute Data Mining skill (Technology 20+, $200), Digital Forensics, Cultural Adaptation, Material Science
Human Performance Optimization Lab Iron Constitution skill (Strength 30+, $350)
Underground Resistance Hideout Ghost — Story Beats 15, 31, 32
Surplus Distribution Center Orchid — Story Beats 16, 18
Industrial Waste Processing Zone Story Beat 19
Underground Modification Clinic Cid — Story Beats 20, 29, 32
Glitch's Den Glitch — learn Networking (if not Salesman), Story Beat 22
Aquatic Modification Testing Zone Aquatic content
Artificial Nature Preserve Synthetic nature, caterpillars
Sky-Level Atmosphere Weather Control facility
Bio-Optimization Medical Center Future medical

Location Correspondences Across Eras

A neat design detail: each Present Uptown location has a direct geographic counterpart in the Medieval Outskirts and Future Fringe Zone. Same spot on the map, three different realities. Handy if you're looking for an era-equivalent:

Present Uptown Medieval Future Fringe
Cozy Apartment Ancient Earth Shrine Nova's Quantum Research Lab
Residential Block Peasant Huts Unregistered Housing Complex
Local Café Traveler's Inn Tavern Human Interaction Optimization Center
Corner Convenience Store Village Market Surplus Distribution Center
University Campus Monastery Scriptoria Universal Knowledge Synthesis Institute
Community Center Bandit Hideout Underground Resistance Hideout
Uptown Park Royal Hunting Grounds (edge) Artificial Nature Preserve
City Gym Knight's Training Grounds Human Performance Optimization Lab
City Hospital Village Healer's Hut Bio-Optimization Medical Center
Metro Station Caravan Rest Stop Hyperloop Transit Nexus
City Beach Fishing Village (Coast) Aquatic Modification Testing Zone
Mountain Foothills Mountain Foothills Sky-Level Atmosphere

This mapping isn't just flavor — it hints at how the three timelines connect in the main story.


Suggested Era Routine for the Early Game

Rather than bouncing chaotically, use a theme-per-day approach when possible:

  • Present-heavy days — Daily Akira visit, gym, job, apartment sleep. Most of your stat-building and money-earning lives here.
  • Medieval runs — Combine Gastoff upgrades + Sashina/brothel-chain visits + Fishing Hut + Fighters Guild in one trip since they're all walking distance.
  • Future runs — Usually a single trip per week to hit skill training (Data Mining, Creative Cooking) and any active Story Beats. Less time-consuming than the other two eras once you've set up a routine.

When a Story Beat requires a specific location at a specific time, that overrides your routine — plan the day around it.


Section 3 complete. You now know where every major NPC, shop, and quest trigger lives. Continue to Section 4 for a step-by-step completion guide to all 15 Tutorial Quests.


Section 4 — The 15 Tutorial Quests: Complete Walkthrough

The Tutorial Quest system is Chronoromancer's onboarding ladder. All 15 quests together give you a complete tour of the game's systems — relationships, investments, combat, cooking, crafting, dungeon, brothel, caterpillars, fishing, the full loop. Completing all 15 also awards a +3 Crystal completion bonus on top of every individual reward.

Access: Click the glowing Tutorial Quest icon to the right of your stats panel. The panel lists all 15 quests with progress bars, rewards, and claim buttons. Rewards must be claimed manually once a quest is done — they aren't auto-granted.

Quests can be completed in any order. The walkthrough below orders them roughly by when it's efficient to attempt them in a typical playthrough.


Quest 1 — Dr. Akira's Research

  • Objective: Provide samples for Dr. Akira 3 times at the Uptown Hospital
  • Reward: +200 Wealth

How to complete:

  1. Visit Akira's Office at the Hospital (6 AM-7 PM, any day).
  2. Use the action "Request Exam" (30 min, −30 energy). This starts Akira's plot chain.
  3. Return the next in-game day. "The Results" auto-triggers on your second visit — this is where the butterscotch-compound reveal happens. Upon completion, the Sample Collection action unlocks.
  4. Use Sample Collection (30 min, −20 energy, 1× per day) three times across three different days.

Each Sample Collection also gives you +10 relationship with Akira, which pushes her romance along. See the Dr. Akira romance section later in this walkthrough for the full chain.


Quest 2 — Smart Investor

  • Objective: Own 3 investments at the Downtown Office Building
  • Reward: +300 Wealth

How to complete:

  1. Travel to DowntownOffice Building (Investment Planning Office, 9 AM-5 PM).
  2. Buy any 3 investments. The cheapest starting options:
    • Coffee Shop — $50 (low risk, steady return)
    • Food Truck — similar low-tier starter
    • Any Low-Risk tier option you can afford
  3. You don't need to upgrade them — just own 3 at Level 1+.

Tip: Even if you only have $50, buy Coffee Shop immediately on Day 1. Save up and buy two more as soon as possible. The investments start paying you back on Day 1 and compound daily, so the earlier you own them the better.


Quest 3 — Martial Training

  • Objective: Train Martial Arts 3 times at the Downtown Dojo
  • Reward: +2 Stamina

How to complete:

  1. Travel to DowntownDojo (10 AM-7 PM).
  2. Use the "Train Martial Arts" action three times across three separate visits (usually 1× per day due to energy cost).

No stat requirements, just energy. A very quick quest to knock out in your first 3-4 days.


Quest 4 — Cupid's Arrow

  • Objective: Redeem the VALENTINE code, which automatically starts the Kupie minigame
  • Reward: +1 Sylph (Kupie minigame starting worker)

How to complete:

  1. Travel to either Seraph's Sanctuary (Future Fringe Zone) or Lillian's Lair (Medieval Demesne).
  2. Use the "Enter Redeem Code" action at either location.
  3. Type VALENTINE (case-sensitive) and confirm.
  4. A cinematic plays confirming the code worked. Kupie appears in your Attic (accessible from your Present Uptown Apartment), and the Kupie Love Training minigame unlocks.
  5. Also hunt for hidden Sylph collectibles scattered on every map to grow your workforce faster.

This quest is free content — you do not need Patreon to use the VALENTINE code. It unlocks Kupie's entire minigame, 6 plot scenes, and an additional relationship path.


Quest 5 — Caravan Defense

  • Objective: Fight off raiders at the Medieval Caravan Rest Stop
  • Reward: +1 Crystal

How to complete:

  1. Warp to the Medieval era.
  2. Travel to the Caravan Rest Stop (Village Outskirts) in the evening (9 PM-midnight).
  3. A tutorial-style combat plot auto-triggers on your first visit in the correct time window — raiders ambush you and the caravan.
  4. Win the fight. Quest completes.

Preparation tips:

  • Buy at least a Basic Sword from Gastoff ($150) before attempting, and ideally Basic Armor ($150) too.
  • Have full health and some healing items.
  • This is also the trigger for the Fighters Guild's Caravan Defense I quest chain — you meet Kalb here, which can be handy later.

Quest 6 — Demon's Whisper

  • Objective: Find Lillian in the Medieval Back Alleys and talk to her 3 times
  • Reward: +1 Crystal

How to complete:

  1. Warp to Medieval Demesne.
  2. Travel to the Back Alleys. Lillian appears here at certain hours (try evening/night).
  3. Use the "Talk to Lillian" action three separate times across three visits.

Each talk also builds relationship with Lillian, which is valuable for unlocking her crystal shop and Dark Magic teaching later.


Quest 7 — Improvised Chef

  • Objective: Learn the Creative Cooking skill at the Unregistered Housing Complex (Future Fringe Zone)
  • Reward: +1 Crystal

How to complete:

  1. Warp to the Future Fringe Zone.
  2. Travel to the Unregistered Housing Complex.
  3. Use the "Learn Creative Cooking" action.

Creative Cooking is a useful skill outside this quest — it unlocks Future-era survival cooking (since real ingredients are scarce there). Minor cost, huge payoff.


Quest 8 — Kindred Spirit

  • Objective: Become Close Friends with Sashina
  • Reward: +3 Mystic

How to complete:

  1. Warp to the Medieval era.
  2. Travel to the Shrine Altar Chamber (Village Outskirts, 8 AM-8 PM). Sashina is here.
  3. Build relationship points through repeated visits:
    • Talk to Sashina (daily limit applies)
    • Give her Flowers (Known+), Books (Friend+), Wine (Close Friend+)
    • Complete "The Sorceress's Confession" plot at Known stage (also launches the Brothel chain — double win)
  4. Continue until you hit Close Friend stage (~80-100 relationship points total depending on your multipliers).

Efficiency tips:

  • Sashina's favorite skill doubles your points — check the relationship screen with Networking to see it.
  • Many Sashina visits also advance the main story and the Brothel chain, so this quest tends to complete naturally while you pursue both of those.

The +3 Mystic is valuable — Mystic is a hidden stat needed for several advanced skills (Inner Peace at 30, Mystic Seduction, Elemental skills from Sashina).


Quest 9 — Crypt Clearer

  • Objective: Defeat 10 enemies in the Catacombs beneath the Monastery
  • Reward: +1 Strength, +1 Ability

How to complete:

  1. Warp to the Medieval eraMonastery (Village Outskirts).
  2. Enter the Dungeon.
  3. Fight enemies on Floors 1-5 (kills on any floor count). The quest counter tracks only dungeon combat kills, not overworld fights.

Preparation:

  • Level 2-3 weapon and armor from Gastoff strongly recommended.
  • Carry Bread / Meat / healing items from the General Goods store.
  • Don't try this before Strength/Stamina 10-15 — enemies hit hard.

This is one of your earlier goals but it stretches across several dungeon runs. See Section 7 for full dungeon mechanics and tactics.


Quest 10 — Brothel Baron

  • Objective: Acquire the Brothel in the Medieval Demesne
  • Reward: +1 Crystal

How to complete:

Follow the full Brothel Quest Chain (covered in detail in Section 6). Short version:

  1. Build relationship with Sashina to Known → triggers "The Sorceress's Confession"
  2. Visit King Graham in the Throne Room → "The King's Challenge" (dragon food crisis)
  3. Visit Sonia at the Research Lab → "Agricultural Research Discussion" (needs Sonia at Known stage)
  4. Visit Christy at the Farmers Market → "Potato Cultivation Mastery"
  5. Return to King Graham with your Sack of Potatoes key item → "The Potato Solution"
  6. Deliver the knowledge to Wilfred at the Rural Farm → "Potato Knowledge Delivery"
  7. Return to King Graham a final time → "The Royal Appointment" — you are named Brothel Owner

Quest completes when you acquire the brothel. This is a multi-day sequence; most players finish it around Day 10-15.


Quest 11 — Bug Collector

  • Objective: Discover 10 unique caterpillar or moth species
  • Reward: 5 Comet Moths

How to complete:

  1. Travel to caterpillar-bearing locations. Good early spots:
    • Present Uptown Forest — start here with Seraph's Caterpillar Tutorial
    • Medieval Hunting Grounds and Mountain Foothills
    • Future Artificial Nature Preserve
  2. Use search / collect actions at each location. Each new species you find counts toward the quest.
  3. You can also see your tally in the Fishing/Caterpillar Ledger if unlocked.

Tip: Different species spawn in different eras. You'll hit 10 unique species much faster if you rotate between all three eras instead of grinding one location.

The reward (5 Comet Moths) is a premium caterpillar species useful for crystallization, habitat building, and Marina's caterpillar bait quest.


Quest 12 — Angler's Progress

  • Objective: Catch 10 different fish species
  • Reward: +400 Wealth

How to complete:

  1. Warp to Medieval OutskirtsFishing Village.
  2. Meet Marina at the Fishing Hut (4 AM-5 PM). She'll teach you how to fish through the "Fishing Lesson" plot.
  3. Use the fishing minigame — navigate the boat, collect fish rings of varying rarity (common, rare, epic).
  4. Each new species caught counts. Track your progress in the Fishing Ledger.

Efficiency tip: Different weather/time conditions spawn different fish. Visit at different times of day and across multiple in-game days to vary your catches.


Quest 13 — Forged in Fire

  • Objective: Upgrade your melee weapon to Level 3 at the Blacksmith
  • Reward: +2 Strength

How to complete:

  1. Warp to Medieval DemesneBlacksmith Shop (6 AM-9 PM).
  2. Progress through Gastoff's upgrade tiers:
    • Buy Sword — $150, 20 min (Level 0 → Level 1)
    • Upgrade Sword — $250 + 30 common materials, 20 min (Level 1 → Level 2)
    • Upgrade Sword — $600 + 20 rare materials, 20 min (Level 2 → Level 3 — quest complete)

Materials: Common materials drop from Floor 1-5 dungeon enemies. Rare materials from Floor 5-10. You'll likely need a few dungeon runs to accumulate enough.

Upgrading weapons also dramatically improves your dungeon survivability, so this quest synergizes with Quest 9 (Crypt Clearer). Do both in parallel.


Quest 14 — Fashion Forward

  • Objective: Upgrade your casual outfit to Level 3
  • Reward: +2 Attractiveness

How to complete:

  1. Level 1 → Level 2 — Upgrade at the Mall Clothing Store (Present Uptown). Sold as the "Cool Clothing" upgrade.
  2. Level 2 → Level 3 — Upgrade at Fernando's Tailor Shop in Medieval Demesne (6 AM-9 PM). Fernando handles all L3+ outfit upgrades.

Attractiveness boosts your per-action relationship chance bonuses with every NPC — this is a compounding buff that pays off across every romance route.


Quest 15 — Maid Mentor

  • Objective: Train any brothel maid to Level 3
  • Reward: Master Mop (permanent key item for brothel cleaning efficiency)

How to complete:

  1. First acquire the Brothel (Quest 10).
  2. Recruit/assign at least one maid via the brothel worker management screen. Free-version maids available early include Violet (after her recruitment chain).
  3. Use the Train Maid actions at the brothel repeatedly until she reaches Level 3.

This quest can only begin after you own the brothel, so it's usually among the last you'll complete.


Completing All 15 — The Bonus

Once all 15 quests have been claimed (not just completed — you have to press the Claim button on each one), a final "COMPLETE ALL" button appears in the Tutorial Quest panel.

Click it to receive:

  • +3 Crystals

The Tutorial Quest icon then disappears permanently from your UI — the tutorial phase is officially over. You keep all earned rewards, and the game has no more hand-holding. From this point on, you're working on Story Beats, romance routes, the brothel, and deeper dungeon exploration.


Suggested Completion Order

If you want a rough sequence that's efficient:

Days 1-3 (Present Era focus):

  • Quest 2 (Investments, +300) — start Day 1
  • Quest 1 (Akira samples, +200) — start Day 1, finish by Day 4
  • Quest 3 (Dojo training, +2 Stamina) — finish Days 2-4

Days 3-7 (First Medieval + Future runs):

  • Quest 4 (Kupie VALENTINE code, +1 Sylph) — instant
  • Quest 7 (Creative Cooking, +1 Crystal) — 1 Future trip
  • Quest 5 (Caravan Defense, +1 Crystal) — 1 Medieval evening trip
  • Quest 6 (Lillian back alleys, +1 Crystal) — 3 Medieval trips
  • Quest 13 (Sword L3, +2 Strength) — in progress as you run dungeons

Days 7-15 (Deepening):

  • Quest 9 (10 dungeon kills, +1 STR +1 ABL) — multiple runs
  • Quest 8 (Sashina Close Friend, +3 Mystic) — naturally via brothel chain
  • Quest 10 (Brothel acquisition, +1 Crystal) — the big one
  • Quest 12 (10 fish species, +400) — passive while doing Marina content
  • Quest 11 (10 caterpillar species, 5 Comet Moths) — passive while traveling
  • Quest 14 (Outfit L3, +2 Attractiveness) — once you have money

Days 15+:

  • Quest 15 (Train a maid to L3, Master Mop) — post-brothel only
  • Claim the +3 Crystal completion bonus

Total rewards from completing all 15:

  • $900 wealth
  • +8 permanent stat points (+2 Stamina, +3 Strength, +1 Ability, +2 Attractiveness)
  • +3 Mystic
  • 7 Crystals (4 quest rewards + the +3 completion bonus)
  • Master Mop key item
  • 5 Comet Moth caterpillars
  • 1 bonus Sylph

That's a major power jump — and it comes on top of every relationship, skill, and equipment gain you made along the way.


Section 4 complete. Continue to Section 5 for the Main Story — Story Beats 1 through 10.


Section 5 — The Main Story: Story Beats 1 Through 10

Chronoromancer's main story is told through Story Beats — auto-triggering plot scenes that chain sequentially. Each beat has a location, a time window, and conditions (usually just "previous beat completed," sometimes a relationship stage). Show up at the right place at the right time and the scene plays automatically.

Non-Patreon note: Story Beats 1-10 are all fully free. The paywall kicks in at Beat 11 onward. This section covers everything accessible without Patreon.

Core mechanic: Every beat uses required_flags and blocked_flags. Once a beat completes, its completed flag is set, which unlocks the next beat. Missing a time window just means "come back later" — nothing is missable.


Story Beat 1 — Atmospheric Research with Sonia

  • Location: Present Uptown → University Research Lab
  • Time: 9 AM - 5 PM
  • Requirements: None (first beat)
  • Relationship reward: +10 Sonia

What happens: You meet Sonia, a research scientist studying atmospheric anomalies. After witnessing something unusual in the park, she's been running simulations all night. She wants your help as a test subject. You agree to help with her research.

How to trigger: Just visit the Research Lab during daytime hours. If you haven't met Sonia yet elsewhere, this is her introduction.

Significance: Launches the entire main story. Sonia becomes a recurring main-story character and eventually an ally.


Story Beat 2 — Beach Investigation with Summer

  • Location: Present Uptown → Beach
  • Time: 8 AM - 6 PM
  • Requirements: Beat 1 complete
  • Relationship rewards: +5 Sonia, +10 Summer

What happens: Sonia directs you to talk to Summer, a beach regular who claims to have seen strange phenomena near the water. Summer becomes a main-story source of leads.

How to trigger: Visit the Beach during daytime. The scene auto-plays on entry.


Story Beat 3 — Consulting Nova and AIMy

  • Location: Future Fringe Zone → Your Secret Lab (Player Lab Fringe)
  • Time: Any (24/7)
  • Requirements: Beat 2 complete
  • Relationship reward: +5 Nova

What happens: You warp to the Future era for the first time (in the main story context) and consult Nova and AIMy — your future-era allies — about the anomalies. They have a different perspective on the phenomena you've been witnessing.

How to trigger: Warp to the Future and enter your secret lab. No time constraints.

Significance: Confirms the three-era connection. Nova and AIMy become recurring main-story characters.


Story Beat 4 — Recruiting Sonia as an Ally

  • Location: Present Uptown → University Research Lab
  • Time: 9 AM - 5 PM
  • Requirements: Beat 3 complete + Sonia at Acquaintance stage
  • Relationship rewards: +15 Sonia, +5 Nova

What happens: Now that you have Future-era insight, you return to Sonia and formally recruit her to your team. This is the first "gate" where you need to build a relationship before the story progresses.

How to trigger: Grind Sonia's relationship up to Acquaintance (50 points before multipliers), then visit the Research Lab during daytime.

Building Sonia to Acquaintance:

  • Sonia is at the Research Lab during work hours. Use Talk and any compatible gifts.
  • Her favorite skill is Researching (among the most common early skills).
  • Her favorite stat is Intelligence, so a Scholar build builds this fast.

Story Beat 5 — Summer's Leads

  • Location: Present Uptown → Beach
  • Time: 8 AM - 6 PM
  • Requirements: Beat 4 complete
  • Relationship reward: +5 Summer

What happens: Summer brings you information gathered from beachgoers and locals. She's pieced together a pattern — and it points to Downtown late at night.


Story Beat 6 — Alley Rescue

  • Location: Present Downtown → Back Alley
  • Time: 10 PM - midnight (22:00-24:00)
  • Requirements: Beat 5 complete
  • Relationship rewards: +10 Kimi, +10 Becky

What happens: Following Summer's tip, you head to the Downtown back alley at night. You witness street hoodlums attacking two women — Kimi and Becky. You intervene and fight them off in a turn-based combat scene.

Preparation:

  • This is a combat encounter. Have a Sword L1+ and Armor L1+ from Gastoff.
  • Be at full health. Bring healing items (Bread, Meat).
  • Enemies here are Street Hoodlums with base 30 HP each.

Significance: Introduces Becky (police officer, future romance and main-story ally) and Kimi. Becky's full romance arc starts here.

How to trigger: Be at the back alley at 10 PM or later. If you arrive earlier, pass time or sleep in your apartment until evening.


Story Beat 7 — Police Statement

  • Location: Present Downtown → Police Station
  • Time: 3 PM - 11 PM
  • Requirements: Beat 6 complete
  • Choice rewards: Up to +3 Becky per choice (6 choices total)

What happens: You give a police statement about the alley attack. You're interviewed by Becky and have 6 sets of dialogue choices. Each choice awards 1-3 Becky points depending on your response style.

Optimal choices for maximum Becky points: Choose the "option 1" branch consistently (awards the maximum 3 points each time).

No combat. Just dialogue. Easy scene.


Story Beat 8 — Meeting Master Lilu

  • Location: Present Downtown → Dojo
  • Time: 10 AM - 7 PM
  • Requirements: Beat 7 complete
  • Relationship reward: +10 Lilu + up to +3 from the choice

What happens: Summer points you toward Master Lilu at the dojo as someone who may know about the phenomena. You meet her and she offers to teach you. Three response options: Respectful (+3 Lilu, the best choice), Flirty (+1), or Comical (+2).

Significance: Lilu is now accessible as a combat/skill trainer (Disarming Technique, Counterattack, Exploit Weakness, Fleet Footed — see Section 2). Her training is essential for mid-game dungeon work.


Story Beat 9 — Waterfall Training

  • Location: Present Uptown → Waterfall
  • Time: 7 AM - 11 AM
  • Requirements: Beat 8 complete
  • Relationship reward: +10 Lilu

What happens: Lilu takes you to the waterfall for meditation-style training. Stamina gain + story progression.

Tight time window. Be awake and in Uptown by 7 AM. Sleep early the night before.


Story Beat 10 — Gang Confrontation

  • Location: Present Downtown → Back Alley
  • Time: 10 PM - midnight
  • Requirements: Beat 9 complete
  • Relationship reward: +15 Becky (+5 bonus from the key choice)

What happens: The hoodlums from Beat 6 come back in force for a rematch. This is a tougher combat encounter — bring your best equipment. If you pick the right dialogue option with Becky at the end, you get the +5 bonus.

Preparation:

  • Sword L2+, Armor L2+ recommended.
  • Full health and healing items.
  • Some combat skills (Martial Arts, Counterattack) make this much easier.

Significance: Closes out the "first chapter" of the main story and cements Becky as a main-story ally. Beat 11 onward is Patreon-gated.


Story Beats at a Glance (Beats 1-10 summary)

# Title Era Location Time Window Requires
1 Atmospheric Research Present Uptown Research Lab 9 AM-5 PM
2 Beach Investigation Present Uptown Beach 8 AM-6 PM Beat 1
3 Consulting Nova & AIMy Future Fringe Lab Any Beat 2
4 Recruiting Sonia Present Research Lab 9 AM-5 PM Beat 3, Sonia Acquaintance
5 Summer's Leads Present Uptown Beach 8 AM-6 PM Beat 4
6 Alley Rescue Present Downtown Alley 10 PM-midnight Beat 5
7 Police Statement Present Police Station 3 PM-11 PM Beat 6
8 Meeting Master Lilu Present Dojo 10 AM-7 PM Beat 7
9 Waterfall Training Present Uptown Waterfall 7 AM-11 AM Beat 8
10 Gang Confrontation Present Downtown Alley 10 PM-midnight Beat 9

After Beat 10

Beat 11 onward is paywalled Patreon content. This walkthrough does not cover Beats 11+, but for reference here's what you'll be missing as a free-version player:

  • Beats 11-20 — Deeper Future Era plots (Orchid, Ghost, the Archive), Becky restaurant date, more Robin content, meetings with Cid and Glitch
  • Beats 21-30 — Robin transfer arc, Riki the mercenary, the war council, Glitch's archive
  • Beats 31-35 — The resistance siege, new headquarters, final chapter

If you decide to support the developer on Patreon later, your save continues and picks up at Beat 11 automatically. Nothing is lost by completing Beat 10 first.


Tips for Efficient Beat Progression

Plan your days around the tight time windows. The hardest beats to trigger are those with narrow windows:

  • Beat 6 + 10: 10 PM-midnight (2-hour window, Downtown Alley)
  • Beat 9: 7 AM-11 AM (4-hour window, requires sleeping early)

Build Sonia to Acquaintance early. Beat 4 is the only relationship gate in this stretch, and Sonia is easy to raise quickly — she's always at the Research Lab during work hours and her favorite skill is Researching, which most early builds can acquire.

Don't try to sprint through. Beat 6 and 10 are combat encounters. Arriving underleveled means restarting the fight. Weapon/armor L2+ and Martial Arts skill before Beat 6 saves a lot of pain.

Beats overlap with Tutorial Quests. Beat 8 takes you to the Dojo, which is also where Tutorial Quest 3 (Martial Training) lives. Do them together. Beat 3 takes you to the Future lab — a good time to also pick up Creative Cooking (Tutorial Quest 7) and scout Data Mining.

Relationship rewards add up. The story beats alone give you +30 Sonia, +15 Summer, +5 Nova, +10 Kimi, +30 Becky, +20 Lilu. That's a massive head start on all six of those romance routes with zero grinding.


Section 5 complete. Continue to Section 6 for the full Brothel Quest Chain walkthrough.


Section 6 — The Brothel Quest Chain: From Sashina to Royal Appointment

The Brothel is one of Chronoromancer's core late-early-game systems — a full business sim with rooms, workers, reputation, daily income, customer events, and specialized training. But before you can run it, you have to earn it through a 7-plot quest chain that weaves together three eras, five NPCs, a food crisis, and a lot of potatoes.

This chain completes Tutorial Quest #10 (Brothel Baron, +1 Crystal) and is a prerequisite for dozens of other plots. Expect 4-7 in-game days to finish it once you start.


Overview: The 7 Steps

Step 1 — Sashina's Confession (Medieval Shrine)
     ↓
Step 2 — The King's Challenge (Medieval Throne Room)
     ↓
Step 3 — Sonia's Research (Present Research Lab)
     ↓
Step 4 — Christy's Potato Education (Present Farmers Market)
     ↓
Step 5 — Return to the King (Medieval Throne Room, with Sack of Potatoes)
     ↓
Step 6 — Deliver to Wilfred (Medieval Rural Farm)
     ↓
Step 7 — The Royal Appointment (Medieval Throne Room) = BROTHEL ACQUIRED

Every step auto-triggers when you arrive at the correct location with the correct flags. No manual plot activation.


Step 1 — "The Sorceress's Confession"

  • Location: Medieval Demesne → Shrine Altar Chamber
  • Time: 8 AM - 8 PM
  • Requirement: Sashina at Known stage

What happens: Sashina confides in you about an abandoned brothel in the kingdom that she'd like to see restored. She hints at a way forward — through the King.

Choice rewards:

  • Grateful choice: +15 Sashina (best)
  • Ethical choice: +10 Sashina
  • Worried choice: +10 Sashina

How to reach Sashina's Known stage:

  1. Visit the Shrine Altar Chamber daily (8 AM-8 PM).
  2. Talk to her + give basic gifts (Flowers at Acknowledged+, etc.).
  3. Needs roughly 15-25 relationship points depending on multipliers.
  4. Sashina's favorite skill is Master Wizard, which doubles points — but Master Wizard is a high-tier skill. Her favorite stat is Mystic.

If you're Scholar or Magician proficiency, she builds fast. Otherwise, plan for 3-4 daily visits.

Completion flag: sashina_brothel_confession_completed

This flag also opens up Foxy's brothel recruitment chain later.


Step 2 — "The King's Challenge"

  • Location: Medieval Demesne → Throne Room
  • Time: 10 AM - 5 PM
  • Requirements: sashina_brothel_confession_completed, King Graham at Stranger+, Elara at Stranger+

What happens: You meet King Graham and his royal advisor Elara. The King has a real problem: his prized dragon is starving, the kingdom is food-insecure, and if you want royal favors (like running a brothel), you need to help solve his food crisis first.

He tasks you with finding a new food source that can grow in his kingdom's harsh soil.

Relationship rewards: +5 King Graham, +5 Elara

How to access the Throne Room:

  • Warp to Medieval Demesne → Royal Castle Courtyard → Enter Castle → Throne Room.
  • Must be 10 AM-5 PM when you arrive.

Completion flag: king_graham_dragon_food_crisis_completed


Step 3 — "Agricultural Research Discussion"

  • Location: Present Uptown → University Research Lab
  • Time: 9 AM - 5 PM
  • Requirements: king_graham_dragon_food_crisis_completed, Sonia at Known stage

What happens: You return to the modern era and consult Sonia about drought-resistant crops. She points you toward the humble potato — hardy, nutritious, adapts to harsh soil — and suggests you talk to Christy at the Farmers Market for practical cultivation knowledge.

Relationship reward: +10 Sonia

How to reach Sonia's Known stage:

  • Sonia already gains +15 total from Story Beats 1 and 4, plus +10 from Beat 11 (gated).
  • A few extra Talk visits usually suffice.
  • Her favorite skill is Researching (free if Scholar; easy to learn at the University).

Completion flag: sonia_potato_agriculture_research_completed


Step 4 — "Potato Cultivation Mastery"

  • Location: Present Uptown → Farmers Market
  • Time: 7 AM - 5 PM
  • Requirements: Christy at Stranger+
  • Relationship reward: +10 Christy

What happens: Christy teaches you the practical ins and outs of potato agriculture — when to plant, soil preparation, harvesting. She hands you a Sack of Potatoes as a starter for the kingdom.

Note: This plot is not auto-triggered — you'll need to use the relevant action on Christy (Talk or visit trigger). Just showing up at the market during hours should be enough.

Christy's location: She works the Farmers Market during daytime (7 AM-5 PM). She's easy to find and usually mostly approachable even as a Stranger.

Key item received: Sack of Potatoes (required for the next step)

Completion flag: christy_potato_education_completed


Step 5 — "The Potato Solution"

  • Location: Medieval Demesne → Throne Room
  • Time: 10 AM - 5 PM
  • Requirements: christy_potato_education_completed, Sack of Potatoes in your inventory, King Graham + Elara at Stranger+

What happens: You present the Sack of Potatoes and your knowledge to the King. He's skeptical but impressed — and tasks you with delivering this knowledge to Wilfred, his best farmer, out at the Rural Farm.

Relationship rewards: +5 King Graham, +5 Elara

Completion flag: king_potato_solution_completed. The wilfred_potato_delivery_active flag also gets set here, which unlocks the next step.


Step 6 — "Potato Knowledge Delivery"

  • Location: Medieval Outskirts → Rural Farm
  • Time: 6 AM - 6 PM
  • Requirements: wilfred_potato_delivery_active, Wilfred at Stranger+, Honey at Stranger+

What happens: You arrive at the farm and meet Wilfred (the farmer) and his daughter Honey. You teach them potato agriculture. They're overjoyed — this could save the kingdom's food supply. Wilfred promises the King will hear of your success.

Relationship rewards: +15 Wilfred, +15 Honey (big boost!)

Travel note: The Rural Farm is in the Medieval Outskirts, not the main Demesne. From the Demesne map, exit to the Outskirts, then travel to Rural Farm.

Completion flag: wilfred_potato_delivery_completed


Step 7 — "The Royal Appointment"

  • Location: Medieval Demesne → Throne Room
  • Time: 10 AM - 5 PM
  • Requirements: wilfred_potato_delivery_completed, King Graham + Elara at Stranger+

What happens: You return to the castle. The King has already received word from Wilfred. The potato reform is working. As promised, he rewards you with the royal appointment as Brothel Owner.

The abandoned brothel in the Demesne is now yours. Sashina's vision becomes reality.

Relationship rewards: +5 King Graham, +5 Elara

Completion flag: king_brothel_appointment_completed AND brothel_owned = True

Tutorial Quest #10 completes. Claim your +1 Crystal.


What Unlocks With the Brothel

Acquiring the brothel is a major turning point — it's not just a building, it's an entire system layer. After the Royal Appointment:

New Location: The Medieval Brothel becomes accessible from the Demesne map, with multiple rooms — Bar, Nurses' Room, Master Bedroom, Arcane Room, Worker Rooms, Kitchen, Dungeon cell, Elara's Office, VIP Lounge, Grand Ballroom (Esperanza), and more.

Elara as Manager: Elara from the Throne Room becomes your brothel manager, running daily operations and providing strategic guidance.

Worker Recruitment: Your first free worker options include:

  • Sophie — rescue her from the alley behind the brothel
  • Violet (Maid #1, elemental) — full recruitment plot available via the Bards Guild
  • Honey (after her recruitment plot) — the farmer's daughter you just helped
  • Raven, Valkyra, Lindia, Whiskers — recruited by defeating them as dungeon minibosses
  • Various others through exploration and plot completion (Jade, Willow, Grace, Brandy, and more)

Room Management: Start renovating/upgrading rooms. Each room unlocks new services, customer types, and income streams.

Daily Income: The brothel generates gold daily based on reputation, cleanliness, and worker assignments. Early on this is modest; at higher upgrade tiers it eclipses every other income source.

New Plot Triggers: Dozens of brothel-gated plots become available — Esperanza's entire arc, Foxy's brothel recruitment, Sherry, the Syndicate mod content (if installed), and more.

Daily Events: Random events at the brothel generate bonus encounters, problems to solve, and relationship moments with your workers.


Important Follow-Up Content

Once you own the brothel, several additional plots become immediately available if you've met the prerequisites:

Esperanza's Ballroom Intro — triggers at the Grand Ballroom after you make a "brothel operation choice." She's a noblewoman who becomes a recurring presence.

Foxy's Brothel Recruitment — triggers at the Ancient Earth Shrine if Foxy is at Romantic stage. sashina_brothel_confession_completed is required (which you now have).

Silas' Emerald Dragon Trade — available at the Exotic Goods Merchant if you have the Emerald Dragon key item.

Tutorial Quest #15 (Maid Mentor) — becomes completable. Train a maid to Level 3 for a Master Mop reward.


Practical Tips for Starting the Chain

  1. Start Sashina early. She takes the longest to reach Known stage. Start visiting the Shrine Altar Chamber on Day 2-3 and keep up daily Talks.

  2. Build Sonia alongside the main story. Beats 1 and 4 naturally push her relationship; she'll hit Known around when you need her.

  3. Pre-meet everyone. Visit King Graham, Christy, and Wilfred before the chain needs them — this way they're all at Stranger stage (or higher) when the chain demands it. A single courtesy visit to each is enough.

  4. Don't forget the Sack of Potatoes. It's a key item — check your inventory's key items tab after Step 4 to confirm you have it before heading back to the King.

  5. Medieval travel time. The Rural Farm in the Outskirts is a trip. Plan Step 6 as a morning run since Wilfred's hours end at 6 PM.

  6. Stack overlap: Step 3 (Present Research Lab) is also where Story Beats 1, 4, and 11 trigger — combine trips. Step 5 (Throne Room) has you back near Fighters Guild, Gastoff, and the Shrine Altar — use the walk efficiently.


Section 6 complete. Continue to Section 7 for full dungeon mechanics and a Floor 1-10 completion guide.


Section 7 — Dungeon Crawling: Floors 1 Through 10

The dungeon is Chronoromancer's combat and loot engine. 40 procedurally generated floors (plus the endless Infinity Dungeon beyond them) house enemies, scenarios, resources, bosses, and key items. This section covers everything you need to reach and defeat the Floor 10 miniboss (Serpina) in the free version, including tactics for every miniboss along the way.

Access: Monastery (Medieval Demesne) — enter the dungeon from inside the Monastery Scriptoria.

Paywall note: Floors 21 and beyond (including the Infernal Depths, the Void floors, and the Infinity Dungeon) are Patreon content. Floors 1-20 are free. This walkthrough targets Floor 10 since it's the first meaningful "gate" boss.


How the Dungeon Works

Map structure: Each floor is a procedurally generated grid of tiles. Walls (WALL), floors (FLOOR1/FLOOR2), doors, stairs down, keys, chests, water, spikes, and many special tiles.

Movement: Step onto tiles to interact. Some tiles (Water, Boulders, Trolls, Trick Doors) require skills or stat checks to traverse.

Encounter rates per step on a floor tile:

  • 8% chance: A random Scenario triggers (priority over combat)
  • 15% chance: A random enemy battle triggers
  • 100%: Special tile (minibosses, chests, stairs, etc.) — always triggers on step

Energy and time: Each step costs small energy and a minute or two. Running out of energy mid-dungeon is bad — always carry Meat/Bread for a buffer.

Escape: You can flee most combat. Boss fights disable flee — you must win or die. Dying in the dungeon triggers death handling (stat losses, game over if Doomsday timer also expires).

Saving: You cannot save while inside the dungeon. Plan a complete run and exit cleanly before saving.


Combat Basics

Regular combat is turn-based. Your options each turn:

Action Effect
Attack Strength × weapon bonus damage to enemy
Magic Mystic/Intelligence × grimoire bonus damage; needs mana or grimoire
Skill Specific combat skills do special effects (e.g., Power Strike, Counterattack)
Defend Reduce incoming damage next turn
Item Use consumables (Bread, Meat, Apple, healing potions)
Flee Chance to escape — disabled during bosses/minibosses

Damage formula essentials:

  • A basic attack builds from a small base plus roughly half your Strength (scaled by your fighting-experience modifier) plus weapon level × 2
  • With Weapon Mastery skill, the weapon contribution becomes weapon level × 3
  • Armor reduces incoming damage on a scaling curve — each armor level cuts noticeably more than the last
  • Pain Tolerance skill adds +1 effective armor level
  • For the full damage math, see the Combat System guide

Enemy tiers by exp reward (from enemy_data.rpy):

  • Weak (6-16 exp): Giant Rat, Goblin, Kobold, Slime, Wolf, Zombie, Forest Nymph, Orc, Hobgoblin, Lightning Sprite, Harpy, Dryad — typical on floors 1-5
  • Medium (17-22 exp): Skeleton Warrior, Witch, Ice Maiden, Dark Elf, Fire Elemental, Siren, Banshee, Hellhound, Werewolf, Succubus, Shadow Assassin — floors 5-15
  • Strong (23-35 exp): Naga, Basilisk, Vampire, Demon, Gargoyle, Manticore, Earth Elemental, Minotaur, Troll, Crystal Golem — floors 15-20+

Pre-Dungeon Preparation Checklist

Before descending, always:

Equipment (minimum for Floor 1-5):

  • Sword Level 1 from Gastoff ($150)
  • Armor Level 1 from Gastoff ($150)
  • At least 3-5 Bread / Meat / Apple consumables

Stats (minimum):

  • Strength 15+ for Floor 1-3
  • Strength 20+ and Stamina 20+ for Floor 4-7
  • Strength 25+ for Floor 8-10

Skills to have before deep runs:

  • Martial Arts or a Power Strike equivalent
  • Counterattack (from Lilu's Dojo) — 20% chance bonus damage
  • Exploit Weakness (Lilu) — 15% crit chance
  • Acrobatics — 15% damage × 1.5 chance

Must-have before Floor 5+:

  • Sword Level 2 and Armor Level 2 minimum ($250 + 30 common materials each)
  • 5+ healing consumables

Must-have before Floor 10:

  • Sword Level 3 and Armor Level 3 ($600 + 20 rare materials each)
  • Some combat skill learned
  • 10+ healing consumables

Minibosses: Floor Locations & Tactics

Each miniboss occupies a specific floor tile (MINIBOSS tile). Step on it to trigger a narrative combat encounter — a 5-round stat-check fight with dialogue, choices, and scoring. These are NOT standard battles; they use a separate combat system.

Key facts:

  • Each miniboss has an energy pool (their HP) and an attack_power (damage dealt per round).
  • You pick choices each round — choices are stat-based (Strength, Intelligence, Charm, Ability, etc.) or skill-based (if you know the required skill).
  • Choice effectiveness: excellent (skill-based, 50% enemy damage), good (75%), normal (100%), poor (125%).
  • Damage caps apply — rounds 1-3 max out at 25% HP drain, round 5 is the kill round.
  • Winning gives you loot, relationship with the boss (some become recruitable), and optionally a Beast Mode finisher.

Miniboss roster on Floors 1-10 (free content):

Floor Miniboss Energy (HP) Attack Notes
1 Raven (The Whip Master) 135 25 First miniboss — mostly tutorial-difficulty
3 Spectra 185 37 Perception-heavy encounter
5 Whiskers 185 37 Catgirl-themed, agility focus
7 Lindia 235 50 Intelligence/magic focus
10 Serpina 300 55 Floor 10 mini-gate — your target for completing this walkthrough's dungeon goal

Beyond Floor 10 (still free up to 20): Lyssa (Floor 15) and Ravenous (Floor 20) round out the free content. Deeper minibosses — Torea (25), Valkyra (30, recruitable as a brothel worker, 980 HP), Audrey (35), Nyxara (40), and A.R.I.A. (45) — sit behind the Floor 21+ paywall.


Miniboss Combat Tactics

General rules for all minibosses:

  1. Skill choices are always best. A skill-based choice deals 1.5× base damage AND usually has "excellent" effectiveness (50% return damage). Every skill you've learned from Lilu, the Scholar proficiency, etc., shows up as a choice option when relevant.
  2. Round 5 is the kill round. Round 5 damage is doubled. Save your best skill choice for round 5 if possible.
  3. Diversify your stats. Different rounds need different stats. A Strength-only character struggles in Intelligence rounds.
  4. Bring buffs. The Power buff (1.25× damage dealt) and Shield buff (0.8× damage taken) from consumables are huge for miniboss fights.

Raven (Floor 1):

  • Forces Strength, Intelligence, Charm, Ability choices across 5 rounds
  • Skills that shine: Power Strike, Combat Reflexes, Intimidating Presence, Exploit Weakness, Silver Tongue, Reading People, Acrobatics, Tactical Awareness, Counterattack
  • She's easy — designed as a tutorial fight. Win with basic Strength attacks even without skills.

Spectra (Floor 3):

  • Perception and Charm heavy
  • Bring Reading People skill if possible
  • Higher damage than Raven — have Armor L2+ or full healing stock

Whiskers (Floor 5):

  • Catgirl/agility encounter — favors Ability and Perception choices
  • Fleet Footed skill shines here
  • Consider also having Acrobatics

Lindia (Floor 7):

  • Magic/Intelligence focus — Mystic and Magic skills dominate
  • Elemental Blast, Arcane Knowledge, Mana Channeling all give excellent choices
  • If you lack magic skills, pivot to Intelligence-based non-skill options

Serpina (Floor 10 — YOUR TARGET):

  • 300 energy is roughly twice Raven's
  • Damage output around 40 per round — 5 rounds = up to 200 damage taken if you pick poorly
  • Bring armor L3, Pain Tolerance skill if possible, and at least 4 healing items
  • Mix of stats across rounds; come with a varied build
  • Winning Serpina completes the Floor 10 goal and grants access to Floor 11

Random Scenarios — The Big Rewards

Every step you take on a dungeon floor tile has an 8% chance of triggering a scenario — a narrative event with choices that can grant key items, gold, stat boosts, or trouble. Some scenarios are worth far more than grinding combat.

Priority scenarios to look for on Floors 1-10:

The Vampire Ring Scenario (any floor) — The highest-value early scenario.

  • A vampire lord lounges in an opulent chamber. Three options:
    • Challenge him to combat — fight Vampire Lord (70 HP + floor scaling). Win = 1 Ring key item.
    • Light Magic skill option — banish him with light magic. Instant win, same reward.
    • Back away — no reward, no fight.
  • The 1 Ring is permanent +1 to all relationship point gains. Get it as early as possible. This single key item speeds up every romance route for the rest of the game.

Magic Spectacles Scenario — An arrogant scholar offers a gift if you can tell him something new. Intelligence check (−20 modifier, so Intelligence 30+ is safe). Win = Magic Spectacles key item, boosts Intelligence actions.

The Fairy Encounter — Pixie/fairy scenario. Various outcomes based on choices. Some paths unlock the Fairy/Pixie questline and related rewards.

Wounded Wolf — Animal Care skill unlocks a big reward path. Otherwise a modest choice-based reward.

Auriana's Wolves — Long-running questline starting at low floors. Continuing it rewards skills (Fleet Footed, Endurance Training, Adrenaline Rush) as dungeon drops.

Sylph Scenario — Related to the Kupie/Sylph system. Rewards a Sylph for the minigame.

Fight Club — Strength-based scenario chain, multi-floor progression.

Torture Chamber — Dark scenario with Blackmail skill reward and Lilith mini-fights at higher floors.

Mysterious Shops — Random merchants selling goods at odd prices.

Gambling Dens (Orc, Leprechaun) — Risk-for-reward encounters with Sleight of Hand/Deception skill bonuses.

General rule: Read every scenario carefully. "Back away" is always an option and always safe. When in doubt and you don't meet a skill/stat check, back away — the dungeon regenerates scenarios on repeat runs.


Resources and Loot

What you'll accumulate on a typical Floor 1-10 run:

  • Gold — direct drops from combat and chest tiles. Expect $50-200 per run.
  • Common materials (Tier 1) — from floors 1-5 enemies. Used for sword/armor L2 upgrades.
  • Rare materials (Tier 2) — from floors 5-10 enemies. Used for sword/armor L3 upgrades.
  • Epic materials (Tier 3) — from floors 10-20 enemies. Used for L4 upgrades.
  • Fabrics (Tier 1-3) — for clothing upgrades via Fernando.
  • Ingredients (Tier 1-3) — for cooking.
  • Dragon Coins — premium currency from scenarios, some Sylph encounters, and boss defeats. Used for advanced training and rare purchases.
  • Food tiles — Bread, Meat, Apple, Meal tiles. Pick them up to replenish healing stock.
  • Coins (small drops) — direct wealth bumps from floor tiles.
  • Key items — Vampire Ring, Magic Spectacles, Awesome Crown, Ornate Locket, Emerald Dragon (boss scenarios), etc.

Run Strategy by Floor

Floor 1-2 runs (starting out):

  • Bring Sword/Armor L1, 3 healing items
  • Target: kill 10 enemies (Tutorial Quest #9 — "Crypt Clearer"), loot chests, find Raven on Floor 1
  • Exit after Floor 2 to upgrade gear

Floor 3-5 runs (mid-early):

  • Sword/Armor L2, 5 healing items
  • Target: Spectra on Floor 3, Whiskers on Floor 5, Vampire Ring scenario if it appears
  • Farm common → rare materials for L3 upgrades

Floor 6-10 runs (targeting completion):

  • Sword/Armor L3, 10 healing items, some combat skills
  • Target: Lindia on Floor 7, Serpina on Floor 10 (your walkthrough goal)
  • Floor 10 completion = major stat/experience gain + access to Floor 11+

How many in-game days: A single dungeon trip can run from dawn to late afternoon in terms of in-game time (depends on how many steps). Plan one or two dungeon days per week. Between trips, earn money, upgrade gear, and do plots.


Skill-Gated Movement Cheats

Certain skills let you bypass dungeon obstacles that would otherwise block you:

Obstacle Bypass Method
Water tiles Swim skill required to cross
Boulder Strength check (20 + floor level) — passes, converts to walkable
Troll Strength check (30 + 2× floor level) — overpower, converts to walkable
Trick Door Creativity 35+ solves the mechanism
Standard Door Requires player_has_key flag (find a Key tile on same floor)

Having Swim unlocks shortcut paths across many floors. Lockpicking skill doesn't just help scenarios — it also helps with chest tiles.


Dying in the Dungeon

If your health (or targeted stat in a miniboss fight) reaches 0, you die. Consequences:

  • Game ejects you to your apartment
  • Stats stay but major health/energy/calm penalties apply
  • If the Doomsday timer hasn't run out, you recover and can play on
  • If Doomsday is up, game ends

To avoid:

  • Don't go deeper than your gear can handle
  • Always keep 3+ healing items in reserve
  • Flee when possible — regular combat allows it, minibosses do not
  • If a miniboss is losing badly, let the timer run out (max rounds + 1) — you get ejected from dungeon but don't die

Summary: Reaching Floor 10 Checklist

Before you claim you've "completed the early dungeon":

  • [ ] Beaten Raven (Floor 1)
  • [ ] Beaten Spectra (Floor 3)
  • [ ] Beaten Whiskers (Floor 5)
  • [ ] Beaten Lindia (Floor 7)
  • [ ] Beaten Serpina (Floor 10) ← your main goal
  • [ ] Tutorial Quest #9 (Crypt Clearer, 10 kills) completed
  • [ ] Tutorial Quest #13 (Forged in Fire, Sword L3) completed (requires dungeon materials)
  • [ ] Obtained the 1 Ring key item (Vampire Ring scenario, any floor)
  • [ ] Collected enough common/rare materials for L3 sword and armor
  • [ ] At least Strength 25, Stamina 25, Armor/Sword L3

Hit all those and you've built a character ready for the rest of the game's content.


Section 7 complete. Continue to Section 8 for romance walkthroughs — Jessie, Dr. Akira, Emily, and Bella.


Section 8 — Romance Routes (Free Version)

Chronoromancer's relationship system is deep. Each NPC has unique favorite stats, a favorite skill that doubles points, preferred gifts, and individual dialogue/scenes at every stage. This section gives you focused progression paths for four romance routes you can meaningfully pursue without Patreon: Jessie, Dr. Akira, Emily, and Bella.

Patreon note: All four routes have additional late-stage content, H2Hs, dates, and intimate scenes gated behind Patreon. This walkthrough gets you to the furthest free-version point — typically Close Friend, Crush, or Romantic depending on the character.


Route 1 — Jessie (The Rebound Roommate)

Jessie is a unique romance that plays out inside your apartment. She's introduced via a scripted sequence, moves in as a roommate, and her arc centers on helping her through a bad breakup.

Character quick reference:

Attribute Value
Age 24
Era Present
Where found Cafe Exterior (trigger), then Jessie's Room in your apartment
Favorite stat Stamina (for the gym recognition)
Dialogue triggers Post-breakup, vulnerable, rebuilding

Jessie — The Progression Path

Step 1 — Post the Apartment Listing (Day 1)

Inside your apartment, use the "Post Apartment Listing" one-time action. This sets the jessie_apartment_listed flag. Nothing immediately happens — you have to physically visit the trigger location next.

Step 2 — "A Girl in Need" Plot (Cafe Exterior)

Travel to Present Uptown → Cafe Exterior (outside the cafe, not inside). The plot auto-triggers once you arrive with the listing posted. Jessie is sitting there — she's just been kicked out by her ex. She asks about the room. You agree. She moves in.

Reward: +10 Jessie base. Plot flag: jessie_cafe_encounter_completed.

Step 3 — Build Gym Clout (to 10)

Visit the Gym in Uptown. Do training actions (Treadmill, Button Masher, No Pain No Gain) — each gives some gym clout. You need a total of 10 gym clout before the next plot triggers.

Each major gym action gives 1-2 clout, so expect 5-7 training sessions.

Step 4 — "Jessie Notices Your Gains" Plot

Once you hit 10 gym clout, visit Jessie's Room in your apartment. The plot auto-triggers. She comments on your physical changes and the relationship deepens.

Reward: +15 Jessie. Flag: jessie_gym_recognition_completed.

Step 5 — Reach Friend Stage

Build Jessie to Friend via repeated visits. In her room you can:

  • Talk daily
  • Give small gifts
  • Spend time together

Her favorite skill doubles all points — check the relationship screen with Networking.

Step 6 — "What Jessie Really Needs" Plot

At Friend stage, visit Jessie's Room again. Auto-triggers. She opens up about her rebound needs — she wants you, but she needs alcohol to lower her inhibitions, and she needs to know you can handle it (i.e., you need the Alcohol Tolerance skill).

Reward: +30 Jessie. Flag: jessie_rebound_request_completed.

Step 7 — "Jessie's Rebound" (the big one)

Requirements:

  • Previous plot completed
  • Alcohol Tolerance skill learned (required)
  • 1 Wine in inventory (bought at Downtown Bar or Medieval General Goods)
  • Time: 7 PM - 10 PM

What happens: Visit Jessie's Room during the evening window. Auto-triggers. You share wine, she opens up, things happen. The romance's main content beat.

Reward: +40 Jessie.

Learning Alcohol Tolerance: There are multiple sources — some bar interactions, certain dungeon scenarios, and the Player proficiency sometimes teaches related skills. The most reliable path: visit Vera at the Downtown Bar and complete her gambling encounters (the "Bad Night" and "Crossing the Line" plots eventually teach it), or check the skills glossary for a direct learning location.


Jessie — Post-Rebound

After the Rebound Night completes, Jessie continues to be available for daily interactions, Talk actions, and gifts. Her relationship continues climbing naturally. Free-version gameplay typically caps Jessie around Crush-Romantic — further stages and scenes are Patreon-gated.

Total relationship points earned from plot chain alone: +95 Jessie. That's most of a full ladder done through scripted content.


Route 2 — Dr. Akira (The Burned-Out Doctor)

Akira is a scientist romance driven by a 7-plot research chain. She becomes obsessed with analyzing your biologically unusual samples, and the relationship thaws from clinical detachment to genuine affection across her story arc.

Character quick reference:

Attribute Value
Age 32
Era Present
Where found Akira's Office (Uptown Hospital), 6 AM - 7 PM daily
Favorite stats Intelligence 45, Technology 45, Perception 45
Favorite skill Researching (doubles all points) — Scholar starts with it
Favorite gift Book
Least favorite gift Flowers (ironic — still accepts)

Akira — The Progression Path

Akira's entire arc is the 7-plot research chain described fully in Section 4 (Tutorial Quest #1). Here's the ladder with relationship stage requirements:

Plot Stage Req Reward (base) Content
Request Exam Stranger+ +1 Manual action to launch chain
The Results — (auto next day) +3 Biological impossibility revealed, first video scene. Unlocks Sample Collection action
Controlled Experiment Known +6 Butterscotch compounds, oral examination
Unexpected Findings Acquaintance +10 First full intimate scene
Clinical Trials Close Friend +17 Second intimate scene
Peer Review Crush +14 Emotional reveal about her burnout
Published Findings Romantic +20 Final scene, Akira commits to "just Akira"

Plus choice rewards: Each plot has dialogue choices awarding up to +5 additional points per choice. Total potential from full chain: ~125+ Akira relationship points from plots alone.

Supporting content:

  • Sample Collection — Unlocked after "The Results." Repeatable daily (+10 base, full multiplier stacking). Also completes Tutorial Quest #1.
  • Transfer Protocol H2H — Unlocked at Close Friend. 60 min, −30 energy. 4 rounds of intimate content (+45 relationship, +140 erotic XP).
  • Zoo Date — Friend+, 9 AM-2 PM, $100, 120 min. Rich character moment — she opens up about wanting to be a veterinarian.
  • Farmers Market Date — Close Friend+ with Zoo completed. Similar cost. She reveals her mother's death, vet school acceptance.

Akira — Efficiency Strategy

  1. Day 1-2: Visit the Hospital. Use Request Exam. Also use Talk (3×/day daily limit).
  2. Day 2-3: The Results auto-triggers on second visit. Sample Collection unlocks — use it every day thereafter (+10 base, also +200 wealth from Tutorial Quest #1 on your third sample).
  3. Daily routine: Sample Collection + 3× Talk + occasional Book gift (at Friend+). Her romance grows fast.
  4. Build Intelligence to 45 at the University early. That's one of her favorite-stat thresholds, adding +1 per action.
  5. Learn Researching (Scholar starts with it, or University Campus — see Section 2). Doubles her points. This is the single biggest boost you can give Akira's route.
  6. Target: Close Friend gets you Transfer Protocol H2H and Zoo Date. Both packed with content. That's your free-version sweet spot.

Free-version realistic endpoint: Most players reach Romantic or In Love with Akira in free play — her chain is almost entirely free content. Only some peripheral scenes may be gated.


Route 3 — Emily (The Cafe Waitress)

Emily is a bubbly cafe waitress with a hidden melancholy streak. She's been the face of the Uptown Cafe since Day 1 and is one of the most straightforward romance routes — but also one of the most rewarding.

Character quick reference:

Attribute Value
Age 20
Era Present
Where found Cafe Interior (Uptown), 7 AM - 3 PM daily. Also the Uptown Park, 7-9 PM on even days (after Close Friend)
Favorite stats Charm 35, Stamina 50, Attractiveness 30
Favorite skill Entrepreneurship (doubles all points)
Favorite gift Lingerie (late-stage gift)
Least favorite gift Book (she's not bookish)

Emily — The Progression Path

Emily is a pure daily-grind romance — no plot chain, just consistent visits. Her content gates by relationship stage and by a "points threshold" flag system.

Stage 1: Stranger → Known (first few days)

  • Tip Emily ($10, available until Acquaintance) — +1 base. Use all 4 daily tips to start.
  • Talk to Emily (20 min, Acknowledged+) — +2-5 base depending on stage.

Stage 2: Acquaintance → Friend

  • Give Chocolate (consumable, daily 1) — +5 base.
  • Service & Emotion Tips (Communication 20+, one-time) — +8 relationship AND permanent +1 Charm.
  • Continue Talk daily.

Stage 3: Friend → Close Friend

  • Zoo Date (Friend+, 9 AM-2 PM, $100, 120 min) — major scene, one-time.
  • Continue gifts and talks.
  • Need ~160 total points for the next unlock.

Stage 4: Close Friend — Unlocks the Park (big one)

Once you reach Close Friend, Emily becomes available at the Uptown Park (7-9 PM on even days) as a new location with its own actions:

  • Talk in the park — +5 base (romantic setting).
  • Give Flowers — +20 base (much higher value than other locations).
  • Romantic Walk (60 min, Crush+) — +35 relationship, a date-tier action.
  • Heart to Heart (120 min, 300+ points required) — Emily's dreams/hopes conversation.

Stage 5: Crush → Romantic

  • At Crush stage, "Knock on Emily's Door" unlocks as a remote action from the Housing Block (7-11 PM, 1 to 3 daily). Major content piece.
  • Invite to Beach (requires 160+ points) — H2H conversation at the beach.
  • Give Flowers in the park for max returns.

Stage 6: Intimate (700+ points)

  • Intimate with Emily park action — quick intimate video scene (+25 relationship).

Emily — Efficiency Strategy

  1. Build Charm to 35 and Stamina to 50 early. Those are her two big stat thresholds.
  2. Attractiveness to 30 via Fashion Forward (Tutorial Quest #14) — the +2 alone contributes half that.
  3. Learn Entrepreneurship if possible (it's an Economic Skills category skill) — doubles all her points.
  4. Alternate days: Cafe during the day (Tip + Talk + Chocolate), Park in the evening once unlocked.
  5. Don't forget Service & Emotion Tips — the one-time +1 Charm reward is a permanent stat boost.
  6. Zoo Date and Heart-to-Heart eat most of a day each — schedule them around other Story Beats or Tutorial Quests.

Free-version realistic endpoint: Most Emily content is free. You can reach Crush-Romantic easily and most of her park/apartment-adjacent content is accessible. Some late-stage intimate scenes and dating extras may be Patreon-gated.


Route 4 — Bella (The Shy Librarian)

Bella is an introverted bookworm who works at the Uptown Library. She's fascinated by fantasy literature and — crucially — becomes utterly enchanted by the player's "creative storytelling" when you describe real medieval/future experiences in detail. Her romance is intellectual and slow-building but has tremendous depth.

Character quick reference:

Attribute Value
Age 25
Era Present
Where found Library (Uptown), 8 AM - 6 PM daily, plus 7-9 PM on even days
Favorite stats Intelligence 35, Creativity 30, Charm 50
Favorite skill Storytelling (doubles all points)
Favorite gift Book
Least favorite gift Technology-based items

Bella — The Progression Path

Like Emily, Bella is a daily-grind romance with tiered content based on stage and point thresholds. But her special hook is the Medieval Era dialogue.

Stage 1: Stranger → Known

  • Donate to Library ($10, Stranger-Acquaintance) — +1 base, generous 6 daily limit
  • Talk to Bella (20 min) — +2 base
  • Talk about Medieval Era (45 min, Acknowledged+, 1/day) — a short H2H conversation where she gushes about your "creative medieval knowledge"

Stage 2: Acquaintance → Friend

  • Books vs Technology one-time action (Communication 24+) — +8 relationship AND permanent +1 Perception
  • Give Chocolate (Acquaintance+, 1/day) — +5 base
  • Continue Talk and Medieval discussions

Stage 3: Friend → Close Friend

  • Give Flowers (Friend+, 1/day) — +5-25 base (scales with stage; 25 at romantic+)
  • Zoo Date (Friend+, 9 AM-2 PM, $100, 120 min) — one-time, major content
  • Invite to Woods H2H (160+ points required) — "Whispering Woods" conversation, 3 hours

Stage 4: Crush (300+ points)

  • Give Ancient Manuscript — H2H conversation using a Book item (300+ points required). Deep literary connection.
  • Find Bella after hours at the library (Crush+, remote action, 7-11 PM, 1 to 3 daily) — after-hours library visits

Stage 5: Intimate (700+ points)

  • Private Library Moment — intimate video scene (19-21h on even days, 30 min, +25 relationship)

Bella — Efficiency Strategy

  1. Build Intelligence to 35 early (University Campus). That's her primary favorite stat.
  2. Creativity to 30 — busking, music studio, Scholar proficiency actions.
  3. Charm to 50 — Community Center, social jobs. Her biggest stat gate.
  4. Learn Storytelling skill — doubles all points. Kent teaches it (Storytelling teacher) or check the skills glossary.
  5. Save books as gifts. Books are her favorite — base +15-30 points depending on stage. The Library also has books, and the Bookstore at the University sells them.
  6. The "Medieval Era" conversation is infinite value — 1/day, Acknowledged+, gives base relationship points. Use every day.
  7. Both Emily and Bella overlap with the Mall (one shared lingerie scene at Close Friend+ for both of them — a fun bonus plot).

Free-version realistic endpoint: Bella has a lot of free content. Expect to reach Crush or Romantic in a normal playthrough. Late intimate content likely Patreon-gated.


The Emily + Bella Shared Plot

Trigger: Both Emily AND Bella at Close Friend stage.

Location: Present Uptown Mall → Clothing Store.

What happens: "Unexpected Shopping Encounter" — you bump into both of them lingerie shopping. Awkward, funny, potentially steamy. +5 to each.

A nice little reward for keeping two routes parallel.


General Romance Efficiency Tips

Stack multipliers:

  • Favorite stat thresholds = +1 per action per met threshold
  • Favorite skill = × 2 on total
  • Attractiveness roll = chance for +1 per action
  • 1 Ring key item (Vampire Ring scenario) = +1 per action
  • Cologne buff = +1 per action
  • Buffer Optimization (Patreon) = +1 per action, but plenty of free stacking is available

A fully stacked action on a character with Researching + 3 met favorite stats + 1 Ring + Cologne can give 2× (base + 3 + 1) + 1 = 2× (base+4) + 1. For a base 7 wine gift, that's ~23 points per use — massive compared to unoptimized ~8-10.

Rotate routes daily. Each NPC has a daily-limit action stack (3 Talks, 1 Chocolate, 1 Flowers, etc.). You cap out on one character's daily gains quickly. Use remaining energy on other routes. Running 3-4 concurrent romances is efficient.

Plan around time windows. Akira 6 AM-7 PM, Emily 7 AM-3 PM + 7-9 PM even days, Bella 8 AM-6 PM + 7-9 PM even days, Jessie evening. A well-planned day hits 3-4 characters.

Don't sleep on one-time +stat actions. Emily's "Service & Emotion Tips" (+1 Charm) and Bella's "Books vs Technology" (+1 Perception) are permanent stat boosts. Do them the moment you can.


Section 8 complete. Continue to Section 9 for other early-game activities — fishing, caterpillars, seasonal events, minigames.


Section 9 — Other Early-Game Activities Worth Doing

Beyond the tutorial quests, story beats, brothel, dungeon, and romance routes, Chronoromancer has dozens of smaller systems that reward regular attention. This section covers the ones worth prioritizing as a free-version player.


Redeem Codes

Chronoromancer supports redeem codes that unlock extra content. Enter codes at Seraph's Sanctuary (Future Fringe Zone) or Lillian's Lair (Medieval Demesne) via the "Enter Redeem Code" action. Codes are case-sensitive.

Two codes that are safe to use for the free version:

  • VALENTINE — Unlocks the Kupie character in your Attic and starts the Kupie Love Training minigame (see below). Also completes Tutorial Quest #4 (+1 Sylph).
  • HALLOWEEN — Unlocks the Haunted Mansion map with 36 locations, 21 collectible spirit entries, and an entire side-questline with its own NPC (Friday).

More codes exist — some are community rewards from the developer's Discord, others unlock Patreon-only content. This walkthrough doesn't list them; join the official Discord if you want to see what's available.


The Kupie Love Training Minigame (VALENTINE)

Once you redeem VALENTINE, Kupie appears in your Attic (access from your Present Uptown Apartment). This unlocks:

  • Kupie as a relationship NPC with her own progression (Talk, Give Chocolates, Give Wine)
  • The Love Training idle/clicker minigame — assign Sylph workers to generate Hearts and Charms
  • 6 Kupie plot scenes spread across her relationship progression
  • NPC dating tracks inside the minigame — each game NPC has levels, date scenes, and milestone rewards
  • Hidden Sylph collectibles scattered on every map — find them to expand your Sylph workforce
  • The Sylph Shop — spend in-game currency for upgrades like Hermes Shoes (2× speed), Cupid's Wings (4×), Divine Blessing (6×)
  • Crystal rewards at milestone progression points

Why do it: Kupie's minigame runs passively while you do other things. Assigning Sylphs in the morning generates resources throughout your day with zero time cost. Several NPC dating tracks inside the minigame also give Crystal rewards at key milestones — meaningful Doomsday timer extensions for basically free.

Start point: Once redeemed, visit the Attic to launch the minigame. Follow the in-game tutorial from there.


The Haunted Mansion (HALLOWEEN)

Redeeming HALLOWEEN unlocks access to the Haunted Mansion — a separate multi-room map with its own systems.

What's inside:

  • 36 locations to explore, many with unique puzzles or encounters
  • 21 collectible spirit entries scattered through the mansion (the Attic Twins currently add two Soul Jar units)
  • Piano puzzle — musical puzzle for a reward
  • Hangman minigame — word puzzle for rewards
  • The Bride Mystery — a multi-room investigation plot chain
  • Friday (the Soul Collector) — a full romance NPC with her own relationship progression, introduced via the mansion's foyer soul jar
  • 2 possible Crystal rewards — one from the final soul ceremony and one from completing all 25 Hangman phrases
  • Ornate Locket key item — awarded for completing Friday's arc (all 21 souls)

Why do it: The Haunted Mansion is extremely content-rich relative to a single redeem code unlock. Its two Crystals and Ornate Locket are valuable, Friday is a meaningful romance option, and the puzzles/minigames are fun changes of pace. Also: this content is not time-gated — unlike real-world Halloween, you can play it any time of the year.

Start point: After redeeming, the mansion becomes accessible from the map. The Foyer is your entry — Friday introduces herself there via the soul jar encounter.


Fishing (Marina's Minigame)

Fishing is a full minigame that also completes Tutorial Quest #12 (+400 Wealth for 10 species) and builds Marina's romance.

How to start:

  1. Warp to Medieval OutskirtsFishing VillageFishing Hut (interior) (4 AM-5 PM)
  2. Meet Marina for her first encounter plot
  3. Take the "Fishing Lesson" — she teaches you the mechanics
  4. Fishing becomes available as a regular action

Mechanics:

  • You navigate a boat on a stylized water map
  • Fish rings appear in three rarities: common, rare, epic
  • Collect rings to catch fish
  • Each catch is logged in the Fishing Ledger by species

Income potential: Varies by species and rarity. Rare and epic fish sell for significantly more than common. Selling at the Fishing Hut or Marina directly gives the best prices.

Long-term rewards:

  • Boat upgrades from Marina (Close Friend+, $5,000, then $15,000, then $50,000) — increases fishing speed and range
  • Leviathan reward — catching the massive Leviathan triggers a major plot + bonus
  • Sashimi encounter — a water-themed worker can be recruited via fishing content at high progression

Tutorial Quest #12: 10 different fish species caught = +400 wealth. Fish variety is tied to in-game time of day and weather — run fishing at different times of day to vary your catches.


Caterpillar Collecting

Caterpillars are a passive collectible system completing Tutorial Quest #11 (+5 Comet Moths for 10 species).

How to start:

  1. On your early visits to the Uptown Forest, Seraph's Caterpillar Tutorial auto-triggers, introducing the system
  2. Use the caterpillar-specific search actions at compatible locations
  3. Track discoveries in your Caterpillar ledger

Where to find them:

  • Uptown Forest — Butterflies, common moths
  • Medieval Mountain Foothills and Hunting Grounds — Fantasy species
  • Future Artificial Nature Preserve — Genetically modified species
  • Coastal/Beach areas — Water-type caterpillars

Long-term systems:

  • Caterpillar Habitats — Build and stock habitats for breeding and research
  • Caterpillar Research — With Researching skill, research runs faster
  • Crystal rewards — Certain discovery milestones award Crystals
  • Marina's Caterpillar Bait quest — Collect a large number of caterpillars for a key plot (advanced content)
  • Moth Lady Blessing — Rare species can trigger special scenes

Efficiency tip: Rotate between all three eras while exploring — different species spawn in each, making the 10-species tutorial goal much faster.


The Cucker Chucker Minigame

A carnival-style minigame that awards a Crystal for hitting 500 cumulative Cuckers across all plays.

How to play:

  • Complete The Cuckers Return, then visit the Rural Farm in the Medieval Village Outskirts from 8 AM to 7 PM
  • Throw projectiles at the Cucker targets, each hit counting toward your total
  • Score points and collect rewards

Rewards:

  • 500 total Cuckers: +1 Crystal (major Doomsday extension)
  • Cucker Slayer Recognition plot triggers — bonus scene

Play this as a quick break between bigger activities. Each play only takes a few in-game minutes.


Rat Extermination (Easy Crystal)

One of the simplest Crystals in the game:

  1. Warp to Medieval DemesneBack Alleys
  2. Use the search/fight actions. Rat encounters will appear.
  3. Kill 50 rats total (counter carries across visits).

Reward: +1 Crystal + the Ratmen Exterminator Recognition plot scene.

You can easily do this alongside Tutorial Quest #6 (Lillian 3 Talks) since both are in the Back Alleys.


Vera's Bar Minigames (Downtown Bar)

The Downtown Bar (evenings) has three gambling minigames against Vera, plus her entire romance arc unlocks through winnings:

The games:

  • Liar's Dice — Dice bluffing. Depends on reading your opponent. Perception and poker-face skills help.
  • Darts — Straightforward accuracy game. Ability and Perception affect performance.
  • Christmas Hold'em — Poker variant against Vera (available during Christmas event or after specific unlocks).

Why play:

  • Direct income when you win (can lose if unlucky)
  • Vera's romance gates by net winnings:
    • +$800 net won triggers "The Tell" plot
    • +$1,200 triggers "Bad Night"
    • +$1,800 triggers "Crossing the Line"
    • +$4,000 triggers "Last Card" (needs Romantic stage + an H2H)

Vera is a Crush/Romantic level romance option through gambling rather than gifts. A unique progression path worth exploring if you like the minigames.

Skills that help: Silver Tongue (second roll chance), Reading People (+10% to bonus rolls), Sleight of Hand (learned at Mystic Curiosities), Deception. Vera also teaches Intimate Communication and related skills at high stages.


Archery (Medieval Archery Range)

The Archery Range in Medieval Outskirts hosts:

  • Archery minigame — Aim-and-shoot mechanic. Scores tied to Perception and Ability.
  • Robin (the NPC) — Romance + skill teacher (Animal Care at Perception 20+, Known+ relationship)
  • Robin's Hunting Lodge at 6 PM-midnight (evening content)
  • Story Beat 26 (The Warning) auto-triggers here at 9 AM-6 PM

Good spot to train Perception passively while building Robin's relationship.


The Dance/Yoga Studio (Downtown)

At the Downtown Dance Studio (12 PM-5 PM):

  • Dance training actions — boosts Creativity and Ability
  • Dance Studio Confrontation plot auto-triggers at 10+ dance studio clout with Lucy and Abby
  • Dance Victory Reward plot follows if you beat Abby in the challenge
  • Meet Lucy (full romance available) and Abby (challenging rival)

Fighters Guild Quests (Medieval Demesne)

The Fighters Guild has a 10+ sequential quest chain led by Lyra. Each completed quest earns gold, Fighters Guild clout, and occasionally:

  • Crystals at specific milestones
  • Maid items usable in the brothel
  • Access to Tutorial Quest #5 (the Caravan Defense auto-trigger happens during one of these quests)

Quest types:

  • Kill quests — hunt specific enemies in the dungeon (guaranteed tiles placed per floor)
  • Bounty hunts — find specific NPCs in the world
  • Protection quests — escort/defend at specific times
  • Ore collection — dungeon-based resource gathering

Free-version access: Quests 1-10 are free. Quests 11-15 (the "Succubus Tier") are Patreon content tied to deeper floors. Plenty of free content here.

Worth doing: Yes. Guild quests provide steady gold, Crystals, and combat practice. They pair well with dungeon runs since many objectives are in the dungeon anyway.


Thieves Guild (Medieval Demesne)

A parallel questline to the Fighters Guild, led by Kalb (and Shadow after her discovery plot):

  • Initiation — the Thieves Guild welcome quest
  • Rank progression — 7+ rank quests advance your guild standing
  • Noble Quarter heists — break into wealthy estates for big payouts (starts with surveillance plots)
  • Gilded Row — an advanced area unlocked through the guild
  • Shadow recruitment — at high Perception + Thieves Guild rank, Shadow becomes accessible. She's a unique NPC with Shadow Step skill teaching.

Start point: Visit the Thieves Guild in the Demesne, meet Kalb, take the Initiation quest.

Worth doing: Yes, especially if you have good Perception. Heist rewards scale with Perception and Lockpicking skill. The Shadow arc is unique content.


Other Minigames Worth a Look

Brief coverage of smaller minigames you'll encounter:

Minigame Location Purpose
Gym Button Masher Uptown Gym Best Stamina + Strength source in the early game
Neural Targeting Future Era Target-shooting minigame, technology-themed
Space Shooter Future Era Combat strategy minigame
Dance timing games Dance Studio + various Creativity/Ability tests
Rhythm timing games Music-related NPCs Creativity tests
Monster timing games Various (monster girl encounters) Related to monster girl capture system
Sandra's Singing Game Bards Guild / Brothel Musical performance minigame
Piano puzzle Haunted Mansion Music-based brain teaser
Hangman Haunted Mansion Word puzzle

Most of these are discoverable on visit; nothing is truly missable.


Investment System Deep Dive (Worth Revisiting)

Once you have the Brothel and steady income, invest aggressively:

Tiers to prioritize:

  • Low-risk investments (80-110% return): Reliable passive income. Always max these first.
  • Medium-risk (60-140%): Better returns if you can afford some variance. Upgrade low-risks first, then add these.
  • High-risk (0-200%): Gambling-tier. Only use surplus cash you don't need.

Key tip: Pick up the Investment Savvy skill — 15% discount on ALL investment purchases. On a $5,000 investment that's $750 saved. On a $100,000 late-game investment that's $15,000. Essential. Learn it from Portia (deep Villa apartment H2H) or Arestes (Thieves Guild Hidden Chamber, Known+ relationship, Intelligence 19, $500). Arestes is much faster — Portia is the romance route.

The 50-day return rule: Every investment recovers its total invested amount over 50 days. This means in the long run, investments always pay themselves back and continue generating profit indefinitely.


Skill-Learning Priorities Revisited

Once you're past the early game, a useful second-tier skill list to acquire:

Skill Source Why Learn
Master Performer Musician proficiency (free) OR Bards Guild Doubles busking income
Inner Peace Monk's Temple (Mystic 30+) 10% calm penalty reduction
Endurance Training Athlete proficiency OR Knight's Training 10% energy penalty reduction
Iron Constitution Future Human Performance Lab (Strength 30+) 10% health penalty reduction
Healing Touch Sashina (various shrine locations) Dungeon self-healing, romance boost
Animal Care Robin (Archery Range, Perception 20+, Known+) Doubles Foxy's points, dungeon wolf encounter wins
Sleight of Hand Mystic Curiosities Shop (Ability 16+) +2 dungeon gambling wins, goblin merchant steals
Lockpicking Thieves Guild (Ability 16+) Opens chests, dungeon scenario rewards
Inner Peace + Master Wizard Monk's Temple + Gandon Unlocks magic builds

Don't try to learn every skill — focus on the ones that match your build and the characters you're pursuing.


What to Do After Completing This Walkthrough

If you've finished everything in this walkthrough (all 15 Tutorial Quests, Story Beats 1-10, the Brothel, dungeon Floor 10, and meaningful progress with Jessie/Akira/Emily/Bella), here's what's still available in the free version:

  • Dungeon Floors 11-20 — more minibosses (Lyssa at 15, Ravenous at 20), harder combat
  • Fighters Guild Quests 1-10 — the full free-version quest chain
  • Brothel expansion — recruit more workers, upgrade more rooms, build reputation
  • More romance routes — Marina, Sashina, Rachel, Mindy, Ghost, Esperanza, Vera, Robin, Foxy, and many more
  • The Haunted Mansion if you redeemed HALLOWEEN
  • Kupie's Love Training minigame if you redeemed VALENTINE
  • Seasonal events — Christmas brings Holly, Noella, Ginger, and a full Christmas Village
  • Mod content — third-party community mods expand the game further

Brief Note on Patreon Content

While this walkthrough focuses on free-version play, it's worth mentioning what Patreon supporters access:

  • Story Beats 11-35 — the continuation of the main story
  • Dungeon floors 21-30 — Infernal Depths and Overgrown Depths
  • Additional brothel workers — Brandy (#17), Honey late-stage, Sherry, and others
  • Future-era characters — Glitch, Artemis, Riki, EPOM get expanded content
  • Intensive Training — Patreon Master proficiency with +1 to all stats action
  • Extended H2H scenes — many late-stage scenes for NPCs
  • Skill-locking content — Blink spell and some advanced magic
  • Valentine/Goblin Girl premium content — expanded minigame and NPC options

If you enjoy the game and want to support continued development, Patreon unlocks all of this. But everything in this walkthrough — including meaningful progress on 4 romance routes, the brothel, 10 dungeon floors, and 10 main-story beats — is genuinely accessible free of charge.


Section 9 complete. This concludes the Chronoromancer Early Game Walkthrough.

Good luck, have fun, and remember: the game is a sandbox. This walkthrough is a roadmap, not a rule. Skip sections you're not interested in, pursue routes that speak to you, and enjoy the ride across three eras.


Section 10 — Hidden Map Collectibles: Free Flowers and Gold

This one's a secret most new players miss entirely: many location backgrounds have invisible clickable spots that give you free flowers, free gold, or other rewards. Some respawn every 6 days, some are one-time finds. There are dozens of these scattered across all three eras.

How it works: While standing at certain locations, click around the background (especially corners, benches, planters, dumpsters, and behind objects). If there's a hidden pickup there, a short message appears and the reward goes straight to your inventory or wealth. If the spot is empty or already collected, nothing happens — no penalty for missing.

Two types:

  • Flowers (respawning) — Most common. Every 6 in-game days the spot regenerates. Free gifts for Emily, Bella, and every romance NPC who takes Flowers.
  • Gold stashes (one-time) — $50 to $150 per spot. You only get each one once, but 40+ of them exist across the three eras. That's a potential $3,000-4,000 in free early-game wealth if you find them all.

Why this matters enormously for early-game players: Flowers are worth +20 relationship points with most romance NPCs at Close Friend+. Buying them from shops costs money. Finding them for free is pure value. And the early-game gold stashes alone can fund your first few Gastoff upgrades and investment purchases.


Priority Early-Game Flower Locations

Flowers respawn every 6 days, and each location usually has 2-5 separate spots. These are the best routes to regularly farm:

Present Era — Park Uptown (4 spots) — The easiest early-game flower farm. All four spots respawn weekly. Check around the flower beds, the bench area, and the grass patches.

Present Era — Park Downtown (4 spots) — Two of the spots give 2 flowers at once instead of 1. Check near the fountain, along the paths, and in the garden beds.

Present Era — Cafe Exterior (2 spots) — Planters and the window box. Perfect — you're visiting the Cafe Exterior anyway for Jessie's encounter.

Present Era — Waterfall Uptown (3 spots) — You're already here at 7-11 AM for Story Beat 9. Check the waterfall mist area, riverside, and base cliffs.

Medieval Era — Castle Garden (8 spots!!!) — The flower paradise. Several spots give 2-3 flowers each. This is the single best flower farm in the game. Access it through the Castle Courtyard. Visit weekly.

Medieval Era — Mystics Meditation Grove (2 spots) — Purple flowers near ancient stones.

Future Era — Mutated Botanical Preserve Prime (4 spots) — All four give 2 flowers each. Genetically enhanced roses and crystal tree flowers.

Bonus after you own the Brothel — Brothel Courtyard (5 spots) — Two of the spots give 2 flowers each. Once the brothel is yours, this becomes another routine flower stop.

Rough math: A weekly "flower sweep" of Park Uptown + Park Downtown + Waterfall + Castle Garden nets you roughly 20-25 flowers every 6 days, entirely free. That's 400-500 relationship points worth of gifts per week at Close Friend+ stages.


Priority Gold Stashes for Early-Game Funding

These are one-time pickups, so grab them when you visit. Listed roughly by walkthrough relevance:

Present Era — best early hits:

  • Library Uptown — $100 tucked in a book. You're here for Bella anyway.
  • Gym Uptown — $80 behind the dumbbells. Grab it during Tutorial Quest training.
  • Back Alley Downtown — $75 near the dumpster. Sweep on your way in for Story Beat 6/10.
  • Beach Uptown — $110 in a waterlogged wallet. While at the beach for Story Beat 2/5 or Emily/Summer.
  • Nightclub Downtown — $120 under the DJ booth. Biggest Present-era stash.
  • Restaurant Downtown — $90 uncollected tip. During Story Beat 13.
  • Spa Downtown — $85 by the lounge chair.
  • Dojo Downtown — $75 behind the mats. During Tutorial Quest 3.
  • Arcade Downtown — $50 in a jammed coin return.
  • Metro Station — $50 on the bench.
  • Food Court (Mall) — $65 under the table.
  • Convenience Store — $50 behind the counter.
  • Basement Apartment — $70 in your own couch cushions! (Easy free money on Day 1.)
  • Bar Downtown — $60 under a barstool.
  • City Street Downtown — $55 blowing along the sidewalk.

Medieval Era — best hits during your brothel chain:

  • Thieves Guild — $150 from the thieves' stash (biggest Medieval find).
  • Throne Room — $140 tucked behind a pillar. Grab it during the brothel chain visits.
  • Black Market — $130 from a loose gemstone.
  • Bandit Hideout — $120 unlocked stash.
  • Grand Ballroom — $110 noble's coin purse.
  • Underground Catacombs — $100 ancient coins.
  • Caravan Rest Stop — $90. During Tutorial Quest 5.
  • Medieval Back Alleys — $85 behind a barrel. During Tutorial Quest 6.
  • Barn Interior — $80 in hay.
  • Blacksmith Shop — $75. During Gastoff upgrades.
  • Travelers Inn — $70.
  • Rowdy Alehouse — $65 from a drunk patron.
  • Village Market — $60.
  • Monastery Scriptoria — $55.
  • Peasant Huts — $50.

Future Era:

  • Void Central Command — $150 confiscated chip (biggest Future find; advanced access).
  • Synergy Corp Tower — $140 corporate expense card.
  • Resistance Hideout — $130 from the old resistance fund.
  • Glitch's Den — $115 glitched chips. During Story Beat 22.
  • Neural Entertainment Complex — $100 unclaimed jackpot.
  • Waste Processing Zone — $95 in the scrap. During Story Beat 19.
  • Parking Complex — $80 on the deck floor.
  • Unregistered Housing — $75. While doing Creative Cooking (Tutorial Quest 7).
  • Surplus Distribution Center — $70. During Story Beats 16/18.
  • Transit Nexus — $60 on the bench.

Practical Tips for Finding Them

  • Click everywhere the first time you visit any location. Corners, planters, dumpsters, benches, under furniture, behind pillars — that's where they hide.
  • Respawning flowers don't reset until day 6 after you pick them. No point revisiting sooner.
  • One-time gold stashes are gone once collected. Don't rush away from a new location without sweeping it.
  • There's no indication on the screen that a collectible exists — that's intentional. Keep it fun by exploring.
  • A reward message confirms a find. If nothing happens when you click, either nothing's there, or you've already collected it (for one-time), or it hasn't respawned yet (for flowers).
  • Your apartment basement has $70 in the couch cushions. Go check right now. Seriously.

Section 10 complete. This concludes the walkthrough additions.

Community discoveries

These official guides track the current game. The player-maintained wiki may contain additional strategies and discoveries.

Visit Player Wiki →