Exploring Laria
Waking Up
Findable items 0/1
You begin as [Elias], in his room in the remote village of [Laria]. Before you head out, learn the room, three things matter here:
- The bed: right where you woke. You can rest here to restore your health and magic. Remember it: after your first real fight, this is where we’ll come back to recover.
- The treasure chest: beside the bed. Open it for [100 Sen], your starting money. (A looted chest shows as open, so at a glance you can tell which ones you’ve already emptied.)
- The door: top-left. That’s the way out.
With the chest emptied, head for the door.
→ Step outside to [Church Square].
Finding Aremis' Windmill
Also visited at L-1.9
On the way out, [Naphtali] stops you and points you toward the south windmill, [Aremis’ Windmill].. that’s your first goal.
Take note of the grave in the square before you go. There’s nothing to do with it yet, but you’ll be back here, keep it in mind.
→ Head west to [Main Square].
In from [Church Square], on the east side.
→ Out west to [Front Road].
In from [Main Square]. The [General Store] is on this road, note where it is, you come back for it later.
→ Out to the end of the road: [Aremis’ Windmill].
This is [Aremis’ Windmill], the south mill Naphtali sent you to. Head inside, the family there stops you and asks you to look at the jammed mill.
→ Go up the stairs to the [second floor].
Unjamming the Mill
Upstairs, interact with the lever by the gears.
→ Head back down and take the stairs to the [basement].
Findable items 0/1
- [Mugwort]: in a bag on the shelf, far left. Grab it (your only HP heal).
- The lever by the intake, interact with it.
The door to the [Waterways] dungeon is down here, but it’s locked for now.
→ Head back up to [Front Road], then to the [Mayor’s House].
Report the Slime
Also visited at L-1.10 , L-1.12 , L-1.18
Back through Main Square to the [Mayor’s House]. Talk to [Mayor Raeges].
→ Now back to [Church Square].
The Sword & Your First Fight
Also visited at L-1.2
Head back into Church Square. As you arrive, a scene starts on its own, slimes are attacking a villager, and Elias needs something to fight with.
Partway through the scene, you’re asked to try something and control comes back to you.
TO PROGRESS: Run in any direction. That’s the whole input, the scene is waiting on movement, not on a dialogue advance or an interact. Nothing on screen says so, and standing still leaves you stuck mid-scene.
The scene plays out the rest, Elias takes up [Glenn’s Longsword], and leads straight into your first fight.
First Battle: Slimes
Combat is turn-based on a tile grid. On your turn, pick an action:
- Move: step across tiles toward an enemy (costs AP).
- Attack: strike an enemy you’re standing next to (melee is range 1).
- Ability: use a skill (you have none yet).
- End: end your turn.
- Run Away: flee the battle.
So: Move next to a slime, then Attack. With Glenn’s Longsword they drop in a hit or two, clear them all. (You can’t use items in battle yet, that needs the Item Relic, which comes later.)
→ Head back to the [Mayor’s House].
After the Fight
Also visited at L-1.8 , L-1.12 , L-1.18
Head back to the [Mayor’s House]. [Mayor Raeges] tells you to rest for the night and stock up before you go further. There’s nothing more to do this evening.
→ Head home to [Elias’ House] and turn in for the night.
Back home in [Elias’ House], rest in your bed, the same one you woke up in. A night’s sleep fully restores your health and magic, so you go into the next day at full strength.
TO PROGRESS: Sleeping in Elias’ bed is what moves the story forward. Nothing else in the village will advance it tonight, if you find yourself wandering Laria looking for the next thing to do, the bed is the next thing. Walk to it and interact with it.
When you wake, it’s morning.
→ In the morning, see [Mayor Raeges] one more time before you set out.
Into the Waterways
Marching Orders
Also visited at L-1.8 , L-1.10 , L-1.18
In the morning, see [Mayor Raeges] one last time before you head out. He sends you to the [Waterways] beneath Laria, the real source of the trouble, and ending it falls to you.
This is the last stop before the dungeon. Before you dive in, it’s worth taking care of a few things around town, the scenes that follow cover the pickups and the shop run, and end with a short checklist to get you ready for the Waterways.
→ When you’re prepped, the way down is through [Aremis’ Windmill] → [basement] → into the [Waterways].
Stocking Up
Findable items 0/1
Optional pickup. While you’re in the Mayor’s house, head upstairs, the chest there holds [Valerian Powder] x3, which cures poison (handy against the poison-slinging enemies in the Waterways).
(You may notice a [Health Relic] referenced on the Mayor’s floors, but it’s out of reach in normal play.. don’t waste time hunting for it.)
→ Back downstairs and out to [Main Square].
Findable items 0/1
Optional pickup. The north mill, [Igna’s Windmill], sits off Main Square. Climb to the 2nd floor and open the chest for [Irid Liquor] x2, which restores MP, useful for casting skills like Smite and Cure in the fights ahead.
→ Back down and out to [Main Square].
Optional, but strongly recommended before the dungeon. The General Store sits on [Front Road]. Talk to the [Merchant] to open the shop, this is your one good chance to gear up.
On sale:
- [Mugwort]: heals HP. This is your only HP-restoring item, so stock up on several.
- [Irid Liquor]: restores MP (fuel for skills like Smite and Cure).
- [Valerian Powder]: cures poison (the Waterways enemies poison you).
- [Leather Chestpiece] and [Leather Boots], your first real armor. Glenn’s Longsword handles your attack; armor keeps you standing.
💡 Pro Tip, buying gear isn’t wearing it! After you buy armor (or find any equipment), open the Equipment menu and actually equip it. Unequipped gear sits in your bag doing nothing.
(There’s a chest in the store too, but it’s out of reach in normal play, ignore it.)
Before you dive into the Waterways
The way down is through [Aremis’ Windmill] → [basement] → the [Waterways]. Once you step through that passage, you’re in the dungeon. Get ready first:
- Rest in Elias’ bed so you go in at full HP/MP, especially after the fight at Church Square.
- Buy a few [Mugwort] here at the General Store (and any [Leather] armor you can afford).
- Save your game before you dive in.
When you’re topped up, armored, and saved, head to the Waterways.
→ Down into [The Waterways].
Down the Channels
Findable items 0/4
From Aremis’ Windmill basement you drop into the Waterways. Work your way down through the channels toward the [Sluice Gate] at the end.
Loot to grab as you go:
- [Scan Relic]: slot it to read enemy stats in battle.
- [Quick Boots]: your first equipment find down here (boots that boost speed).
- [Old Pendant] (Hard difficulty only), bring it back to [Igna] at her windmill and she’ll give you the [Health Relic]. On Easy and Medium the Old Pendant doesn’t appear, so the Health Relic isn’t available on those difficulties.
- [Poisona Pendant]: an accessory that guards against poison; equip it if you like.
💡 Pro Tip, equip what you find! When you pick up the [Quick Boots] (or any gear), open the Equipment menu and put them on. Found equipment does nothing sitting in your bag.
Enemies
Slime
- HP: 13 · Attack: melee, range 1 (weak) · Weakness: none, physical works fine
- The same gentle foe from town. A hit or two drops it.
VSlime (the real threat)
- HP: 13 · Attack: melee, range 1 · faster than a Slime (higher agility)
- Halves physical damage (physical resist) and shrugs off magic too (high magic defense), slow to kill by either type.
- Poison trail: leaves a persistent poison patch on tiles it crosses (it lasts the whole fight). Don’t stand in it and don’t chase the VSlime through it. It also absorbs poison (heals from it), so poison won’t work on it.
- Pick VSlimes off one at a time, keep your spacing, and mind where the trails are.
(Slot the [Scan Relic] to read any enemy’s stats mid-battle, otherwise the enemy stat block shows ”???”.)
This is a good place to level up before the boss. The channels are full of slimes, and a couple of levels make the fight at the bottom much safer. Heal between fights with [Mugwort], and retreat to recover if a fight goes badly.
→ Fight your way down to the [Sluice Gate] at the end of the Waterways.
Facing the Mother Slime
At the bottom of the Waterways sits the Sluice Gate, and behind the whole infestation, the Mother Slime. This is the boss of Laria.
HP: 28 · Size: large (2-tile footprint)
Attacks & range:
- Melee (range 1), hits hard; keep your health above one solid blow.
- Poison Cloud: a radius-3 area of magic damage + poison, centered on her, cast every few turns (more often on harder difficulty). This is the danger: she doesn’t need to be next to you. You have to be adjacent (range 1) to hit her, but the cloud reaches 3 tiles out, so you can’t fully dodge it while attacking. Cure poison with [Valerian Powder] and keep MP up with [Irid Liquor] for your skills.
- Splits: every hit she survives spawns an add (Slime or VSlime). A killing blow spawns nothing, so the swarm only grows if you chip her slowly, another reason to hit hard.
Strategy:
- Physical is a trap. Her physical resist + defense halve sword damage (~2 per hit → a long grind that also spawns adds). Radiant [Smite] bypasses her resistance and is the intended answer, if you invested the off-stats (WIS/INT) to power it, Smite hits hard here and can end her fast (fewer hits = fewer adds).
- You can still win without Smite: just level up more in the Waterways first, bring plenty of [Mugwort] (your only HP heal) + [Valerian Powder] for the cloud’s poison, and out-last her. It’s slower and messier (more adds), but doable.
- Manage the adds: kill her fast to avoid the swarm; if adds pile up, thin the VSlimes (watch their poison trails) before returning to her.
- If it turns against you, retreat into the Waterways, grind a level or two, restock at the store, and return.
- Defeating her drops the [Berserckounter Relic].
→ With the Mother Slime dead, the infestation is over. Head back to [Mayor Raeges] in Laria to report.. and to learn what comes next.
Leaving Laria
Bringing Word Back
Also visited at L-1.8 , L-1.10 , L-1.12
With the Mother Slime dealt with, head back up out of the Waterways and return to the [Mayor’s House] in Laria. [Mayor Raeges] hears you out, the village is safe.
That’s the end of the demo. Head back toward [Main Square] to leave the village, and the credits roll.
Thanks for playing, this is where the current demo wraps up. The full game picks up from here, out into the Larian Valley beyond the village.