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Artemis

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Artemis
Artemis
Artemis — Complete Walkthrough

Overview

Artemis is a 96-year-old elven Resistance marksman. Her current route has ten personal story scenes, three heart-to-hearts, two dates, a Tactical Awareness lesson and a one-time Perception reward. Progress depends on completed scenes and main-story milestones as well as affection.

Quick Stats

Attribute Value
Age 96
Race Elf
Era Future
Alignment Neutral
Favorite stats Ability 80, Perception 80, Stamina 80
Special relationship skill Anthropology
Skill lesson Tactical Awareness
One-time stat lesson +1 Perception through Listen Before the Shot
Gifts No authored gift action
Apartment / animated personal encounter None currently authored

Finding Artemis

Story progress Location Schedule
After Story Beat 28, before completing Beat 32 Holographic Entertainment Complex, Prime district All day, every day
After Story Beat 32 Temporal Defense Armory 8 AM–6 PM
After Story Beat 32 Temporal Defense Barracks 6 PM–8 AM
Her action menu follows her to the current scheduled location. After Beat 32, she no longer stays at the Holographic Entertainment Complex. The Barracks schedule includes overnight conversations, but her personal automatic Barracks scenes specifically trigger 6 PM–midnight, not during the early-morning part of that schedule.

Relationship Walkthrough

  1. Use Talk to Artemis to reach Acknowledged. Talk takes 15 minutes, gives 1 base affection, and permits three uses per day across her locations.
  2. After Story Beat 32, visit the Barracks, 6 PM–midnight, for The Name She Chose at Acknowledged.
  3. At Known, return during that evening window for No Easy Forgiveness.
  4. At Acquaintance, visit the Armory, 8 AM–6 PM, for Two Hands, One Weapon. This unlocks the one-time Listen Before the Shot lesson, worth +1 Perception and 8 direct affection for 45 minutes, 15 energy and 10 calm.
  5. Complete Story Beat 34, then visit the Armory, 8 AM–6 PM, for Two Sets of Eyes after the previous scene.
  6. At Friend, visit the Barracks, 6 PM–midnight, for A Memory Without Orders, which unlocks Ash and Cedar. Complete that H2H. The Last Is Not a Relic is a separate automatic evening scene after A Memory Without Orders; it does not itself require the first H2H.
  7. At Close Friend, visit the Armory, 8 AM–6 PM, for The Biobot Line after The Last Is Not a Relic. It unlocks The Last Witness, provided Ash and Cedar is complete, and the separate Life After Ruin date.
  8. Return to the Barracks, 6 PM–midnight, for What the Ribbon Kept at Close Friend.
  9. At Crush, visit the Armory, 8 AM–6 PM, for A Future, Not a Replacement, then complete What Survived after The Last Witness.
  10. With What Survived complete, visit the Barracks, 6 PM–midnight, for Both Names, One Choice at Crush. This is the final currently authored scene in her personal chain.
The optional dates can help build affection, but they are not prerequisites for the ten-scene personal chain. The first date needs Beat 34 and Two Sets of Eyes; the second needs The Biobot Line.

Actions and Lessons

The locations in this table are alternatives determined by her schedule above. All versions of a given action share its tracking; moving between locations does not reset the daily allowance.
Action Start location Requirements Cost Reward Availability
Talk to Artemis Virtual Recreation Optimization Center / Armory / Barracks Stranger+ 15 minutes 1 base points 3/day
Tactical Awareness Virtual Recreation Optimization Center / Armory / Barracks Known+; Intelligence 15+; Not already learned: Tactical Awareness 160 minutes, $250, 40 energy, 35 calm 15 base points; learns Tactical Awareness 1/day
Listen Before the Shot Virtual Recreation Optimization Center / Armory / Barracks Acquaintance+; Two Hands, One Weapon completed 45 minutes, 15 energy, 10 calm 8 direct points; +1 Perception Once
Ash and Cedar Virtual Recreation Optimization Center / Armory / Barracks Friend+; A Memory Without Orders completed 75 minutes, 15 energy, 10 calm Scene/choice reward Once
The Last Witness Virtual Recreation Optimization Center / Armory / Barracks Close Friend+; The Biobot Line completed; Ash and Cedar completed 90 minutes, 20 energy, 10 calm Scene/choice reward Once
What Survived Virtual Recreation Optimization Center / Armory / Barracks Crush+; A Future, Not a Replacement completed; The Last Witness completed 90 minutes, 20 energy Scene/choice reward Once
A Forest Made of Glass Virtual Recreation Optimization Center / Armory / Barracks Friend+; Story Beat 34 - The War Council completed; Two Sets of Eyes completed; 8 AM–4 PM 120 minutes, $100, 30 energy Scene/choice reward Once
Life After Ruin Virtual Recreation Optimization Center / Armory / Barracks Close Friend+; The Biobot Line completed; 4 PM–10 PM 120 minutes, $120, 30 energy Scene/choice reward Once


Tactical Awareness needs Known and Intelligence 15, costs $250, 160 minutes, 40 energy and 35 calm, and awards 15 base affection on its successful lesson action. Once the skill is learned, its action is hidden. Listen Before the Shot is a one-time stat reward rather than another repeatable training action.
Listed relationship rewards are base values. Favorite stats add bonuses when their thresholds are met, and the special relationship skill doubles the adjusted base before the shared random roll. Equipment, buffs and alignment can further change the final reward. Raising affection does not replace quest flags or earlier heart-to-hearts.

Automatic Scene Requirements

Follow the earlier scenes in order and revisit the specified location inside its trigger window. Each scene below is one-time; the table shows its base completion reward.
Automatic scene Location Requirements Base reward
The Name She Chose Barracks Artemis: Acknowledged+; Story Beat 32 - The New Headquarters completed; 6 PM–midnight 6
No Easy Forgiveness Barracks Artemis: Known+; The Name She Chose completed; 6 PM–midnight 7
Two Hands, One Weapon Armory Artemis: Acquaintance+; No Easy Forgiveness completed; 8 AM–6 PM 8
Two Sets of Eyes Armory Artemis: Acquaintance+; Two Hands, One Weapon completed; Story Beat 34 - The War Council completed; 8 AM–6 PM 9
A Memory Without Orders Barracks Artemis: Friend+; Two Sets of Eyes completed; 6 PM–midnight 10
The Last Is Not a Relic Barracks Artemis: Friend+; A Memory Without Orders completed; 6 PM–midnight 11
The Biobot Line Armory Artemis: Close Friend+; The Last Is Not a Relic completed; 8 AM–6 PM 13
What the Ribbon Kept Barracks Artemis: Close Friend+; The Biobot Line completed; 6 PM–midnight 14
A Future, Not a Replacement Armory Artemis: Crush+; What the Ribbon Kept completed; 8 AM–6 PM 16
Both Names, One Choice Barracks Artemis: Crush+; A Future, Not a Replacement completed; What Survived completed; 6 PM–midnight 20


Personal Scene Choices

The following categories maximize Artemis's bonus, in order where a scene has several choices. The story behind the choices is left to the scenes themselves.
Scene Highest base bonuses, in choice order
The Name She Chose Caring/Flirty +3
No Easy Forgiveness Caring/Flirty +4
Two Hands, One Weapon Caring/Flirty +4
Two Sets of Eyes Flirty +5
A Memory Without Orders Caring/Flirty +5
The Last Is Not a Relic Caring/Flirty +6
The Biobot Line Caring/Flirty +7
What the Ribbon Kept Flirty +8
A Future, Not a Replacement Flirty +9
Both Names, One Choice Flirty +11


Heart-to-Heart Choices

All three conversations complete once. Their action costs are 75 minutes/15 energy/10 calm for Ash and Cedar, 90 minutes/20 energy/10 calm for The Last Witness, and 90 minutes/20 energy for What Survived. What Survived restores 10 calm. These choices maximize the base-point total.

Ash and Cedar

Round Highest base-point choice Base points
1 Tell me what it brought back, if you want to. 15
2 You still listen before you touch a weapon. 17
3 That memory deserves to be more than evidence of loss. 18
4 I am glad you trusted me with his laugh. 20
5 Then I will be grateful for exactly what you offered. 22


The Last Witness

Round Highest base-point choice Base points
1 They asked for a civilization when they should have asked you. 17
2 You do not owe perfection to people who cannot correct you. 19
3 I see Artemis before I see an obligation. 21
4 Let every entry remain yours to choose. 23
5 I want to know the stories you choose to make. 24


What Survived

Round Highest base-point choice Base points
1 What does it mean to Artemis tonight? 19
2 Whatever happens now belongs to your choice now. 22
3 Yes. No debt and no borrowed answer. 25
4 Artemis. I choose you too. 27
5 Kiss Artemis again, with the same clear answer. 28


Heart-to-heart choice points accumulate and use the shared relationship calculation at completion. The listed points are base values, not guaranteed final affection gains.

Optional Higher-Point Answers

These special answers appear when their listed skill or stat requirement is met. Choose the unlocked special answer in that round for the higher base reward below. The ordinary answers still complete the conversation; these points enter the same affection calculation as other H2H choices.
Heart-to-heart Round Special-answer requirement Base points
Ash and Cedar 2 Anthropology skill 19 instead of 17
The Last Witness 2 Empathy skill 21 instead of 19
What Survived 2 Empathy skill 24 instead of 22


Dates

Date Requirements Actual start location/window after Beat 32 Cost Reward
A Forest Made of Glass Friend; Beat 34 and Two Sets of Eyes completed Armory, 8 AM–4 PM 120 minutes, $100, 30 energy; restores 10 calm 10 base affection
Life After Ruin Close Friend; The Biobot Line completed Armory, 4–6 PM, or Barracks, 6–10 PM 120 minutes, $120, 30 energy; restores 12 calm 12 base affection
Both dates complete once. A Forest Made of Glass ends its start window at 4 PM, before she leaves the Armory. Life After Ruin spans her move from Armory to Barracks; use the location matching the current hour.
Date Highest choice bonuses, in order
A Forest Made of Glass Caring/Flirty +5 → Caring/Flirty +6 → Flirty +7
Life After Ruin Caring/Flirty +6 → Caring/Flirty +7 → Flirty +8

Other Routes Featuring Artemis

These supporting appearances add affection while advancing other characters; they do not replace her personal scene flags.
Scene Requirements and location Artemis base reward
Shared Sightline Riki Acquaintance; The Armory Clause completed; Transit Nexus, all day 2
No Invoice Riki Close Friend; Counteroffer completed; Barracks, all day 2
Data That Wasn't Ours Nova Close Friend; Access Revoked and Blind Calibration H2H completed; Player Lab, 8 AM–10 PM 2
Story Beats 73 and 74 Continue the main-story sequence at the Operations Center 4, then 3

If Progress Stalls

  • After Beat 32, check Armory by day and Barracks at night, rather than the old entertainment-complex location.
  • Her automatic Barracks scenes need 6 PM–midnight; merely finding her there before 8 AM does not trigger them.
  • Two Sets of Eyes and the first date need completed Beat 34.
  • Affection alone does not unlock H2Hs: each also needs its listed story scene and previous conversation.
  • The second date can start 4–6 PM in the Armory or 6–10 PM in the Barracks.
  • Complete What Survived before expecting Both Names, One Choice.
  • There is no separate gift, apartment or animated personal action to unlock after that final scene.

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Text adapted from the community-maintained Chronoromancer Wiki under CC BY-SA 4.0.