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Version-matched official guide

Main Story — Complete Story Beats Walkthrough

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

Chronoromancer's main story currently contains 62 sequential Story Beats. Most begin automatically when you enter the correct location with the required prior beat complete. A smaller number require a relationship stage, side plot, worker, skill, item, faction score, dungeon victory, or large payment.

This guide was inspired by the community-created Story Beats wiki page by Sh1n7, then rebuilt from the current Story Beat registry and completion handlers. The community page stopped at Beat 60; the current build continues through Beat 62.

Heavy spoiler warning: This guide names late-story events, character transformations, recruits, and major rewards.

Table of Contents


How Story Beats Work

The story is linear: Beat 2 requires Beat 1, Beat 3 requires Beat 2, and so on. Completing a beat advances the current Story Beat and records its completion flag.

Automatic and Manual Beats

Most beats are automatic. Entering their location while all conditions are true starts the scene.

Two beats are manual location actions:

  • Beat 8: choose Ask Lilu to Train You at the Dojo.
  • Beat 11: choose Discuss the Research Findings at the University Research Lab.

Simply entering those locations is not enough.

Time Window Convention

Story windows use a start-inclusive, end-exclusive rule. A listed window of 9 AM–5 PM means the trigger works from 9:00 through 4:59 PM. At exactly 5:00 PM, the window has closed.

“Any time” means the Story Beat itself has no time restriction, although the location may still have opening hours.

Choices and Progression

Choices can change relationship rewards and, in several beats, alignment. They do not replace the next Story Beat or create a separate main-story branch. Choose based on roleplay or desired relationship gains unless a note below calls out a special effect.


Major Gates to Prepare For

These requirements are the most common reasons the story appears to stop:

Upcoming Beat Prepare This
4 Sonia at Acquaintance or higher
24 Robin at Crush or higher
33 $20,000 to hire Riki
36–37 Willow active as Worker #18; Nurse's Room accessible
38 Player knows Blink
39 Kasumi active as Worker #20; Bar accessible
43 Bella and Blinky both Romantic; Blinky's first-kiss flag complete
47 Miki at Friend; ComicCon Miki and GuguDolly Emergency complete
48 Dance Studio faction score 25+
49 Abby at Crush
50–51 Miki at Crush
51 Carry 1 Flowers; it is consumed
53 Christy–Maryann introduction complete
55 Carry $10,000,000; it is spent
58 Defeat the Floor 25 miniboss

The Rose & Thorn story phase also assumes that the associated specialty rooms are built and reachable.


Beats 1–10: Present-Era Investigation

The Early Game Walkthrough gives a much more detailed treatment of Beats 1–10, including the surrounding tutorials and preparation. This table provides the exact story route.

Beat Story Trigger Important Notes / Result
1 Atmospheric Research University Research Lab, 9 AM–5 PM Meet Sonia and begin the atmospheric investigation.
2 Beach Investigation City Beach (Uptown), 8 AM–6 PM Meet Summer and investigate the anomaly.
3 Consulting Nova and AIMy Nova's Quantum Research Lab, 12 AM–11 PM Bring the evidence to the future.
4 Recruiting Sonia as an Ally University Research Lab, 9 AM–5 PM Requires Sonia: Acquaintance.
5 Summer's Leads City Beach (Uptown), 8 AM–6 PM Continue the present-era investigation.
6 Alley Rescue Back Alley, 10 PM–12 AM Rescue Kimi and Becky; Kimi receives enough additional relationship progress to cross the intended early threshold.
7 Police Statement Police Station, 3 PM–11 PM Becky interview with multiple relationship choices.
8 Meeting Master Lilu Dojo, 10 AM–7 PM Manual action: Ask Lilu to Train You. Costs 60 minutes. Finishes with Energy 1, Calm 1, Health 20.
9 Waterfall Training Hidden Waterfall, 7 AM–11 AM Advances 8 hours; grants +5 Strength, +5 Stamina, +5 Ability; leaves Energy 1, Calm 1, Health 20.
10 Gang Confrontation Back Alley, 10 PM–12 AM Contains Good/Neutral/Evil approaches. Intimidating also records that you learned Saint's name.

Beats 11–23: The Future and the Biobot Plan

Beat Story Trigger Important Notes / Result
11 Research Findings University Research Lab, 9 AM–5 PM Manual action: Discuss the Research Findings.
12 Asking Becky Out Police Station, 3 PM–11 PM Advances Becky's main-story relationship.
13 Restaurant Date Downtown Restaurant, 7 PM–9 PM Four sets of Becky relationship choices.
14 Future Era Mission Nova's Quantum Research Lab, any time Begins the future-era investigation phase.
15 Meeting Ghost Underground Resistance Hideout, 1 PM–11 PM Introduces Ghost and the resistance problem.
16 Meeting Orchid Surplus Distribution Center, 12 PM–6 PM Meet Orchid and learn what is needed from the past.
17 The Purple Orchid Ancient Earth Shrine, 6 AM–3 PM Awards the temporary Purple Orchid key item.
18 Proof of Time Surplus Distribution Center, 12 PM–6 PM Returns with the orchid; the temporary key item is consumed.
19 The Waste Processing Zone Industrial Waste Processing Zone, 8 AM–6 PM Continue Orchid's device plan.
20 The Device Underground Modification Clinic, any time Complete the device stage.
21 Questions About the Past Nova's Quantum Research Lab, any time Activates the temporal-biobot plan.
22 Meeting Glitch Glitch's Den, any time Recruits Glitch; grants System Hacking and +5 Technology; advances 18 hours and leaves Energy/Calm/Satiation at 10.
23 The Archive's Limits Modified Historical Archive Facility, any time Consult the Archive about the elder races; advances 30 minutes.

Beats 24–35: Robin, AIMy, and the Resistance

Beat Story Trigger Important Notes / Result
24 The Transfer Robin's Hunting Lodge, 6 PM–12 AM Requires Robin: Crush. Transfers Robin's biobots; advances 60 minutes.
25 The Results Nova's Quantum Research Lab, any time Discover Robin's historical fate; advances 30 minutes.
26 The Warning Archery Range, 9 AM–6 PM Warn Robin; advances 45 minutes.
27 Something Changed Nova's Quantum Research Lab, any time Confirms the changed future; advances 30 minutes.
28 The Reunion Virtual Recreation Optimization Center, any time Robin joins the resistance; advances 45 minutes.
29 Almost Ready Underground Modification Clinic, any time AIMy's new body is nearly ready; advances 30 minutes.
30 The Road Ahead Nova's Quantum Research Lab, any time Debrief and prepare for the next operation; advances 20 minutes.
31 Under Siege Underground Resistance Hideout, any time Battle and aftermath; AIMy's body is completed; advances 60 minutes.
32 The New Headquarters Underground Modification Clinic, any time Unlocks mercenary recruitment; advances 45 minutes.
33 The Mercenary Synthetic Beings Recharge Station, 6 PM–12 AM Requires $20,000. Recruits Riki and deducts the money; advances 30 minutes.
34 The War Council Operations Center, any time Assigns resistance roles; advances 60 minutes.
35 Looking Forward AIMy's Control, any time Establishes the present-era priority and points toward preserving the Rose & Thorn; advances 30 minutes.

Beats 36–46: The Rose & Thorn and Blinky

Beat Story Trigger Important Notes / Result
36 The Long Game Ancient Earth Shrine (Altar Chamber), 3 PM–9 PM Requires Willow active as Worker #18. Sends Sashina toward the Rose & Thorn; advances 30 minutes.
37 The Healer's Gift Nurse's Room, 9 AM–4 PM Requires Willow active. Unlocks Willow's enhanced healing; advances 45 minutes.
38 Untapped Potential Arcane Room, any time Requires the player skill Blink. Hints at Blinky's greater potential; advances 30 minutes.
39 The Oracle's Warning The Bar, 3 PM–6 PM Requires Kasumi active as Worker #20. Grants the player Precognition; advances 30 minutes.
40 Roots Ancient Earth Shrine (Altar Chamber), 8 AM–10 PM Elara learns the hidden context; advances 60 minutes.
41 The Truth Ancient Earth Shrine, 8 AM–10 PM Fully briefs Elara and begins Blinky's intimacy mission; advances 45 minutes.
42 The Talk Arcane Room, any time Makes Blinky ready for the next stage; advances 30 minutes.
43 The Blink Arcane Room, any time Requires Bella: Romantic, Blinky: Romantic, and Blinky's first kiss. Unlocks Blinky's power, awards the Focus Crystal worker item, moves Bella into the medieval arc, and temporarily closes the present library. Advances 60 minutes.
44 A Better Story Ancient Earth Shrine (Altar Chamber), 3 PM–9 PM Continues Bella's adjustment to the medieval era; advances 30 minutes.
45 The Grand Tour Rose & Thorn, 8 AM–6 PM Bella tours the establishment; advances 120 minutes.
46 The Bigger Picture Sorceress Home, any time Bella agrees to volunteer at the Rose & Thorn; advances 45 minutes.

Beats 47–55: Miki and the Farmers Market

Beat Story Trigger Important Notes / Result
47 The Approach Food Court (Mall), 9 AM–2 PM Requires Miki: Friend, ComicCon Miki, and Miki's GuguDolly Emergency complete. Discovers Evangeline; advances 60 minutes.
48 The Jealousy Card Dance & Yoga Studio; intended 3 PM–7 PM Requires Dance Studio faction 25+. Begins the Abby/Miki jealousy plan; advances 45 minutes. Contains an alignment choice.
49 She Sees Right Through You Night Club; intended 10 PM–12 AM Requires Abby: Crush. Advances 120 minutes.
50 The Setup Dance & Yoga Studio; intended 7 PM–9 PM Requires Miki: Crush. Advances 90 minutes. Contains an alignment choice.
51 My Monkey Food Court (Mall); intended 9 AM–2 PM Requires Miki: Crush and 1 Flowers. Flowers are consumed. Opens Miki's mansion from 6 PM–10 PM; advances 45 minutes.
52 The Strawberry Errand Miki's Bedroom, 6 PM–10 PM Miki asks for strawberries; advances 30 minutes.
53 Ten Million Dollars Farmers Market; intended 7 AM–5 PM Requires the Christy–Maryann introduction. Sets up the market crisis; advances 20 minutes. Contains an alignment choice.
54 The Transfer Miki's Bedroom, 6 PM–10 PM Activates Miki's biobots; advances 60 minutes.
55 The Counter-Offer Town Hall Office, 9 AM–5 PM Requires and deducts $10,000,000. Saves the Farmers Market; advances 45 minutes. Contains an alignment choice.

Current Time-Window Quirk for Beats 48, 49, 50, 51, and 53

Those five entries store their intended hours under start_hour and end_hour. The current plot-condition engine only enforces min_hour and max_hour, so those Story Beat windows are not directly enforced in the current build.

In practice:

  • The location's own opening hours can still restrict when you enter.
  • The scene may trigger outside the intended window if the location remains accessible.
  • The intended hours are listed above because they describe the designed route, but they are not currently reliable trigger gates.

This quirk does not affect the correctly encoded min_hour/max_hour windows used by the other Story Beats.


Beats 56–62: Bellavia and the Vampire Alliance

Beat Story Trigger Important Notes / Result
56 Missing Rose & Thorn, 8 PM–11 PM Bella disappears; the search advances 90 minutes.
57 What Did You Do Nurse's Room, any time Bring Bella back for Willow's examination; advances 120 minutes.
58 A Free Meal Torea's Chamber, any time Requires the Dungeon Floor 25 miniboss defeated. Torea turns Bella; advances 60 minutes.
59 The Awakening Nurse's Room, any time Awakens Bellavia, unlocks the Cellar, reopens the present library, and recruits Bellavia as Worker #10. Advances 90 minutes.
60 The Librarian's Message City Library (Uptown), any time Speak with Bella after the library reopens; advances 45 minutes.
61 A Vampire's Proposal City Library (Uptown), 8 PM–10 PM Torea presents her proposal and updates vampire-basement access; advances 60 minutes.
62 A Fortress to Endure Ancient Earth Shrine (Altar Chamber), 3 PM–7 PM Counsel with Sashina about preparing a durable refuge; advances 45 minutes. This is the current final registered Story Beat.

Alignment Choices

The following Story Beats explicitly record Good, Neutral, or Evil alignment choices:

Beat Scene General Choice Shape
10 Gang Confrontation Wait for police / question calmly / intimidate
48 The Jealousy Card Good / Neutral / Evil approach to the plan
50 The Setup Good / Neutral / Evil handling of the setup
53 Ten Million Dollars Good / Neutral / Evil response to the crisis
55 The Counter-Offer Good / Neutral / Evil handling of the deal

Some of these scenes also offer an unaligned response. Relationship rewards differ by choice, but all choices complete the beat.


Time Costs and Forced Exhaustion

Most early Story Beats rely on their scenes or actions for time handling. From Beat 22 onward, many completion handlers explicitly advance time.

The largest jumps are:

  • Beat 9: +8 hours, then Energy 1 / Calm 1 / Health 20
  • Beat 22: +18 hours, then Energy 10 / Calm 10 / Satiation 10
  • Beat 45: +2 hours
  • Beat 49: +2 hours
  • Beat 57: +2 hours

Do not begin Beat 9 or Beat 22 immediately before a separate narrow appointment unless you are prepared to lose the remainder of that time window.


Troubleshooting

The next beat does not trigger

Check, in order:

  1. The previous Story Beat is complete.
  2. You are at the exact location in the table.
  3. The current hour is inside the start-inclusive, end-exclusive window.
  4. The relationship, worker, skill, faction, item, side-plot, or dungeon gate is satisfied.
  5. The location itself is open and unlocked.

Beat 8 does not start when entering the Dojo

Choose Ask Lilu to Train You. Beat 8 is a manual Story action.

Beat 11 does not start at the Research Lab

Choose Discuss the Research Findings. Beat 11 is also manual.

Beat 24 is stuck

Robin must be at Crush or higher. Return to her relationship content before revisiting the Hunting Lodge from 6 PM to midnight.

Beat 36 or 37 is stuck

Willow must be active as Worker #18. Beat 37 also requires access to the Rose & Thorn Nurse's Room.

Beat 38 is stuck

The player must know Blink. Progress Blinky's training/content until it is learned, then enter the Arcane Room.

Beat 39 is stuck

Kasumi must be active as Worker #20, and the Rose & Thorn Bar must be accessible. Enter from 3 PM to 6 PM.

Beat 43 is stuck

All three gates must be true:

  • Bella is Romantic or higher.
  • Blinky is Romantic or higher.
  • Blinky's first-kiss event is complete.

Beat 47 is stuck

Miki must be Friend or higher, and both prerequisite side plots must be complete:

  • ComicCon Miki
  • Miki's GuguDolly Emergency

Beat 51 is stuck

Carry at least 1 Flowers and have Miki at Crush. The flower is removed when the beat completes.

Beat 55 is stuck

You need the full $10,000,000 in available Wealth before entering the Town Hall Office. The payment is mandatory and is deducted on completion.

Beat 58 is stuck

Defeat the Dungeon Floor 25 miniboss first, then visit Torea's Chamber.

Nothing appears after Beat 62

Beat 62 is the current end of the registered main-story sequence. Additional relationship, faction, dungeon, brothel, resort, and side-story content remains available.


  • Early Game Walkthrough for a detailed Beats 1–10 route and early-system preparation
  • Locations Guide for navigation and location access
  • Stats, Skills & Proficiencies Guide for Blink, Precognition, and other player skills
  • Brothel Guide for Willow, Kasumi, specialty rooms, and worker activation
  • Wealth Guide for the $20,000 and $10,000,000 story gates
  • Combat System Guide and the forthcoming Dungeon guide for the Floor 25 miniboss
Community discoveries

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

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