This walkthrough explores the first season of Astrea’s Broken Heart in Romance Club, outlining how each choice reshapes the story and its outcomes.
Background
The central figure is a successful psychologist who, after a workplace incident, faces blame, loses their license, and is expelled from the medical center. The person must carve a new path within the mysterious detective agency Astrea. Is the world truly straightforward, or could something supernatural be waiting to reveal itself? The journey invites players to discover the answer.
Chapter 1: All Over Again
While seeking employment, the protagonist joins a group that investigates the supernatural. There, unusual assignments and colleagues await. The setting is striking—a beautiful place that operates without relying on belief alone.
At the start, the heroine is named Audrey by default, although players may enter any name. For the purposes of this guide, Audrey is used as the chosen name.
After naming the character, players select the main character’s appearance.
Body Type:
- Thin;
- Average;
- Lush.
Appearance Options:
- European;
- East Asian;
- Latin American;
- African American.
- Every day;
- Charming;
- Refined;
- Spectacular;
- Chic;
- Select all (all options will be added to the wardrobe; you will then choose what to wear).
Hairstyle Choices:
- Simple;
- Modest;
- Well taken care of;
- Fashionable;
- Elegant;
- Spotless;
- Luxurious;
- Select all (all options will be added to the wardrobe; you will then choose what you are using).
- Change selection;
- Get on.
Outfits and hairstyles can be changed by touching the top of the screen and tapping Wardrobe.
History asks the player to choose preferences.
Choice: I prefer…
- Male love lines (romantic plots with male characters and friendly ties with female characters);
- Female love lines (romantic plots with female characters and friendly ties with male characters);
- Both male and female love lines (romantic and friendly ties with all characters).
Choice: I prefer romantic scenes…
- More candid, more detailed (access to explicit anatomical and intimate details);
- Less candid, delicate (explicit details are avoided).
Select a tooltip preference. When hints are on, an icon appears next to each choice indicating the path taken. Romantic-behavior choices show a heart icon.
- Enable hints;
- Disable tooltips.
Preferences cannot be changed during the game. Ready to continue?
- Yes. Start story;
- No. I want to change preferences.
(Video unblocked)
Audrey drives a taxi as radio chatter mentions an incident involving a psychologist accused of assault. A passenger asks to turn off the radio, but the driver continues the discussion, hinting that the psychologist may be unwell.
The passenger recalls memories of a patient in acute psychosis who dreams of harming herself.
Choice: If I don’t act now, he will kill me… (Defending yourself earns a reputation point later in the story)
- Call for help – defending oneself is not possible, altering the plot;
- Protect yourself with a paperweight – defense is successful, altering the plot;
- Protect yourself with a knife – defense succeeds, altering the plot.
On the veranda of a Gothic mansion where Audrey is invited for an interview, a young man questions her purpose and hints that she may not fit the organization. He directs her to the office where she meets Mikael, who is surprised by a strong CV for a simple role as an appraiser.
Some choices influence belief values or skepticism. The path of faith leans toward openness to new ideas and easier concessions, while the path of skepticism leans toward a ordinary life without miracles, paired with wits, sarcasm, and a stubborn stance.
Choice: I can barely tell him the truth…
- I believe changes will benefit me (+1 Faith);
- This is how circumstances developed (+1 Faith);
- When I leave the hospital, I remain a doctor (+1 skepticism).
Blomkvist asks a few more questions and suggests Audrey stay in the mansion rather than searching for a hotel. The next day he schedules an off-site meeting with a new client and a lawyer named David. After the interview, Audrey feels at ease. All that remains is to wait for David, who will help her settle into the mansion.
Choice: I wonder how everything works here?
- View Mikael (image unlocked);
- Look around the room (no effect).
If the first option is chosen:
Choice: What should I do? (you can select all options. A hint: you have something to talk about with Mikael after choosing the first two, and your relationship improves after the third option)
- Distracting a conversation (55);
- There’s something in your hair (64);
- Compliment the appearance (free);
- Consult fatigue (free) – this ends the dialogue.
David then offers Audrey a tour of the mansion, starting in the main room near the fireplace. He stands at the bar and talks, inviting the girl to drink while they discuss everything at once.
If one of the two defense options is chosen at the episode’s start, the protagonist earns +1 reputation now.
Choice: He’s talkative. I guess I’ll get to know him better then…
- Natural (image unlocked);
- Sorry, no mood (no effect).
If the first is chosen:
Choice: What should I do? (you can select all options. A hint: you can still chat with David after the first two options. After the third option, your relationship with David has improved)
- Ask to tell about yourself (55);
- Ask for a signature cocktail (64);
- Ask about his work (free);
- Let’s get back to work (free) – ends the dialogue.
David leads Audrey to the second floor and suggests selecting a bedroom for herself.
Choice: Before you…
- master (33);
- Best in the house (55);
- Guest room (free).
Audrey remains inside but decides to stroll through the Gothic garden visible from her window. Moving down the hallway, she hears a melody and follows it to a living room where a young man plays the violin. Audrey distracts him by peeking through the door, revealing Rafail, another appraiser.
Choice: Stay (image unlocked);
- Stay;
- Abandoned (no effect).
If the first is chosen:
Choice: What should I say? (you can select all options. A hint will indicate that Raphael would like to talk more after the first two options. The third option will signal that your relationship with Raphael has improved)
- Ask to complete the piece (55);
- Share your dream of mastering a musical instrument (64);
- Rate the game (free);
- End Call (Free) – ends the call.
Audrey bids Raphael farewell and wanders the garden, taking in the Gothic splendor. A statue of an angel blocks her path, so she sits beside it on a bench and reflects on her parents’ religiosity.
Choice: This is my only day off. Why am I not getting enough sleep?
- Isn’t God everywhere? (+1 Faith);
- I feel so bad! (+1 Skepticism);
- I have a lot of homework! (+1 Skepticism).
Audrey returns to the house. On the way to her room, she notices a door ajar. Curiosity pulls her toward a narrow beam of light where Cassiel sits with bandaged forearms and blood seeping through. Remembering David’s warning that Cassiel protects everyone in the agency, Audrey hurries to her room to prepare for bed, only to be interrupted by a call buzzing from the bottom of her bag.
Choice: Well, who could be calling me this late?
- I hope it is my lawyer with good news (+1 Faith);
- Late night calls are never good (+1 skepticism);
- Did someone give curious journalists my number? (+1 Skepticism);
- Maybe my old boss has come to his senses? (+1 Faith).
Path of faith: Audrey explains that new colleagues might be unusual but not crazy. The path of skepticism notes that without a license, options are limited.
Audrey drifts into a nightmare where she walks a mansion corridor toward a dark cellar, hearing someone yell for help. David’s voice pulls her awake, signaling their first mission together.
Citation: VG Times