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Version-matched official guide

Artemis — Complete Walkthrough

Character RoutesSimplified Chinese availableV0.9.7.5c
Guide noticeThis page contains gameplay and story spoilers and may describe mature systems.

Overview

Artemis is Robin after centuries of magical stasis, not a descendant or alternate copy. She remembers Robin's life and love, but her Future-era route never treats those memories as automatic consent. The route is about meeting the woman who survived, respecting the name she chose, and building a present relationship without demanding that she become Robin again.

All relationship progression is post-recruitment. Nothing in this route can occur before Artemis joins Ghost's resistance in Story Beat 028.

Quick Reference

Attribute Value
Character ID artemis
Era Future
Race Elf — the last known survivor
Story unlock Story Beat 028 completed
Permanent route unlock Story Beat 032 completed
Day location TD Armory, 8:00–18:00
Night location TD Barracks, 18:00–8:00
Talk limit 3 per day
Special skill Anthropology
Favorite stats Ability 80, Perception 80, Stamina 80
Teaches Tactical Awareness
One-time reward Listen Before the Shot: +1 Perception
Main plots 10
Dates 2
H2Hs 3 five-round scenes
Portraits Full 30-image range

Artemis has no implemented favorite or disliked gift.

Story and Location Gating

Artemis appears only after Story Beat 028 recruits her into the resistance.

  • From Story Beat 028 until Story Beat 032, she remains at the Holographic Entertainment Complex, available all day.
  • Once Story Beat 032 establishes the Temporal Defense fortress, she moves permanently into the resistance schedule.
  • From 8:00 to 18:00, find her in the TD Armory.
  • From 18:00 to 8:00, find her in the TD Barracks.
  • Her ten-plot relationship route begins only after Story Beat 032.
  • Two Sets of Eyes additionally waits for Story Beat 034, when Artemis and Riki are formally paired as scouts.

Standard Actions

Talk to Artemis

  • Time: 15 minutes
  • Daily limit: 3
  • Available from Stranger onward after recruitment

Tactical Awareness

  • Relationship stage: Known+
  • Intelligence: 15+
  • Time: 160 minutes
  • Cost: $250
  • Energy: −40
  • Calm: −35
  • Relationship gain: 15
  • Daily limit: 1

This action disappears once Tactical Awareness has been learned.

Listen Before the Shot

  • Relationship stage: Acquaintance+
  • Requires Two Hands, One Weapon completed
  • Time: 45 minutes
  • Energy: −15
  • Calm: −10
  • Reward: +1 Perception
  • One time only

Ten-Plot Route

The route is strictly chained. Each scene requires the previous scene's completion flag, so later content cannot jump ahead.

# Plot Minimum stage Location and time Additional gate
1 The Name She Chose Acknowledged TD Barracks, 18:00–24:00 Story Beat 032
2 No Easy Forgiveness Known TD Barracks, 18:00–24:00 Plot 1
3 Two Hands, One Weapon Acquaintance TD Armory, 8:00–18:00 Plot 2
4 Two Sets of Eyes Acquaintance TD Armory, 8:00–18:00 Plot 3 and Story Beat 034
5 A Memory Without Orders Friend TD Barracks, 18:00–24:00 Plot 4
6 The Last Is Not a Relic Friend TD Barracks, 18:00–24:00 Plot 5
7 The Biobot Line Close Friend TD Armory, 8:00–18:00 Plot 6
8 What the Ribbon Kept Close Friend TD Barracks, 18:00–24:00 Plot 7
9 A Future, Not a Replacement Crush TD Armory, 8:00–18:00 Plot 8
10 Both Names, One Choice Crush TD Barracks, 18:00–24:00 Plot 9 and What Survived H2H

Route Arc

  1. Artemis establishes that her chosen name is not a temporary disguise.
  2. She refuses easy absolution for absence, survival, or grief.
  3. Shared crossbow work lets trust exist through practiced care rather than nostalgia.
  4. Riki and Artemis learn to operate as two independent scouts instead of one replacing the other.
  5. Artemis allows one memory to remain personal rather than useful.
  6. She rejects being treated as a museum piece for an extinct people.
  7. She sets a firm consent boundary around the player's biobots and future technology.
  8. Robin's ribbon becomes something Artemis kept by choice.
  9. The relationship becomes a future with Artemis, not a search for Robin's return.
  10. After the first kiss, Artemis accepts both names as parts of one life whose present choices remain hers.

Dates

A Forest Made of Glass

  • Location: Skygarden
  • Stage: Friend+
  • Time window: 8:00–16:00
  • Duration: 120 minutes
  • Cost: $100
  • Requires Story Beat 034 and Two Sets of Eyes
  • One time only

The Skygarden lets Artemis encounter something forest-like without pretending it is the forest she lost.

Life After Ruin

  • Location: Glass Reef
  • Stage: Close Friend+
  • Time window: 16:00–22:00
  • Duration: 120 minutes
  • Cost: $120
  • Requires The Biobot Line
  • One time only

The Glass Reef focuses on living systems that grew after catastrophe rather than memorializing ruin.

Heart-to-Hearts

Each H2H contains five rounds and fifteen possible standard responses across caring, funny, and flirty tones. Special skill responses appear where defined.

Ash and Cedar

  • Stage: Friend+
  • Requires A Memory Without Orders
  • Time: 75 minutes
  • Special choice skill: Anthropology

Artemis recovers a memory of her father through the scent and grain of cedar, allowing the past to contain a laugh instead of only fire.

The Last Witness

  • Stage: Close Friend+
  • Requires The Biobot Line and completion of Ash and Cedar
  • Time: 90 minutes
  • Special choice skill: Empathy

Artemis decides how to preserve elven culture without reducing herself to an archive or official summary of the dead.

What Survived

  • Stage: Crush+
  • Requires A Future, Not a Replacement and completion of The Last Witness
  • Time: 90 minutes
  • Special choice skill: Empathy

This is the first-kiss sequence. Artemis explicitly separates memory, guilt, and obligation from her present consent. Frame 4 is the pause for an answer; frame 5 is the kiss. Completing it unlocks the final plot, Both Names, One Choice.

Portrait Range

Artemis uses the standard complete 30-image system:

  • 01–15: natural relationship progression from guarded neutrality to restrained affection
  • 16: happy or excited without becoming bubbly
  • 17: surprised
  • 18–19: thinking
  • 20: exhausted
  • 21–22: shy and flustered
  • 23: smirk
  • 24: confident
  • 25–26: sad and hurt
  • 27–28: annoyed
  • 29: angry
  • 30: scared

Her normal-range portraits use practical standing-sprite variety: modest weight shifts, crossed or clasped arms, small conversational gestures, and safe low or slung crossbow positions.

Route Tips

  • If Artemis is still at the Holographic Entertainment Complex, complete Story Beat 032 before looking for route scenes.
  • If Two Sets of Eyes does not trigger, complete Story Beat 034 and visit the TD Armory during daytime.
  • The first H2H becomes available after Plot 5, the second after Plot 7, and the third after Plot 9.
  • Complete What Survived before returning to the TD Barracks for the final plot.
  • Anthropology doubles normal relationship gains through Artemis's special-skill preference and also provides a special response in Ash and Cedar.

Writing Voice

Artemis is concise, formal, and dry. She can become affectionate and openly happy, but never bubbly. Vulnerability arrives through exact statements, chosen objects, and permission given one step at a time. Her route should never frame Robin as dead, erased, or waiting to be restored; Robin's memories remain hers, while Artemis's present consent controls what they mean now.

Community discoveries

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