PLAYER'S GUIDE
Risk of Infection, despite being an adult oriented furry game, plays like older RPG games from 80's, 90's and early 00's. Maps are small, combat is simple, and you have to manually save your game.
You can save you progress by using save crystals.
CONTROLS:
ENTER / Z - select and interact
ESC / X - Back, return and open menu
Arrow keys - move (VX Ace does not support WASD for some reason)
F5 / F6 - Change the size of the game window (this is useful if you have full-HD screen or higher)
SHIFT - Change between walking and sprinting. You can also skip dialogue by holding it down.
COMBAT:
As the game progresses you gather party members. Each party member is assigned to a certain class that cannot be changed. Once unlocked party members are usable throughout the game.
Once you get your 5th party member you have to choose which 4 to take into battles. You can change the active party members from the main menu by choosing 'formation'. All party members gain exp at the same rate whether they participate in battles or not.
In combat you choose an action for every character. Both the party and the enemies take the actions based on who has the highest agility. Every character and enemy has a base evasion chance of 5% (0% for Lily). Every attack for both the party and the enemies has a hit chance of 100%, so you only need to worry about enemies evading. Any item that gives evasion % also grants an equal amount of magical evasion %. Certain small and fast flying enemies have a higher chance to evade attacks.
You can attempt to flee a battle by pressing ESC when choosing an action for the first character in your party. You get the choise to 'fight' or 'flee'. The % chance to flee a battle is sacred and ancient knowledge only known to the wise sages in the RPG Maker development team.
The base chance to land a critical hit is 4% for characters (10% for Quinn), and 0% for enemies. The damage modifier for a critical hit is 2x, so every critical hit does double damage.
Throughout the battle characters gain fury (also known as TP or technique points). Fury allows characters to use finishers, which are powerful skills that regenerate MP. Normal skills generate 10 fury by default, but the amount may differ a bit for skills that hit multiple enemies or multiple allies. Characters also gain 5 fury from normal attacks, and 2-3 from getting attacked by enemies. Fury dissipates away after the battle ends, so use it when you have it!
Combat tips: You may find encounters which seem hard at first, but RPGM battles are largely based on RNG. A tough enemy may constantly use powerful skills on one run, and harmless skills the next. Try to figure out if the enemy is weak against an element and use it to your advantage. For example spiders, bats and undead are weak to holy, plants and slimes are weak against ice, and anything inside a warg hates fire. Many characters have weapons imbued with an element, and Tabitha has a wide variety of elemental skills at her disposal. Rose's bleeding, poisoning and stunning skills are useful against tanky bosses since DoT damage is based on the enemy's max HP. Noel can blind an enemy which lowers the enemy's hit chance from 100% to 50%. Note that many boss enemies resist status ailments, and some types of enemies are immune to certain ailments. For example plants, golems and undead cannot bleed. Most status effects, both good and bad, last for 3 turns unless something states otherwise.
CLASSES:
Certain classes have unique attributes and can use only certain weapons and armor:
Player (Guard)
Weapon: Sword
Armor: Heavy & light
Trait: Can equip a shield (shield offers a defense bonus, but no other benefits)
Quinn (Marksman)
Weapon: Bow
Armor: Light
Trait: Base critical hit chance is 10%. Skill damage scales primarily off agility (ATK also affects skill damage, but always equally or less than AGI).
Rose (Rogue)
Weapon: Daggers (attack twice)
Armor: Light
Trait: Skills apply hemorrhage to bleeding enemies (an extra bleeding effect with -4% max HP damage per turn)
Lily (Brawler)
Weapon: Greatsword
Armor: Heavy & light
Trait: Has a base 5% chance to counter attack (Lily hits back when she gets hit). Base evasion chance is 0.
Tabitha (Mage)
Weapon: Staff
Armor: Light
Trait: Has 3% passive mana regeneration rate.
Noel (Cleric)
Weapon: Staff
Armor: Light
Trait: Has 20% less chance to get targeted by enemies.
Natasha (Infuser)
How to obtain: Complete Natasha's quest in Lamina, and then meet her in Leyte after spending the night there with Catherine.
Weapon: Runerod
Armor: Light
Trait: Enemies drop double items.
Every class has a set of stats which go up every level. They can also be increased with equipment and certain consumables.
-Attack (ATK): Determines the damage of all normal attacks. Skills of melee fighters (Player, Rose, Lily) scale off of ATK.
-Defense (DEF): Lowers physical damage taken. Character's defense gets subtracted from every physical attack they take. For example a character with 40 DEF takes 60 damage from an attack that normally hits 100. Damage of some Guard skills scale off of DEF.
-Magic (MAT): Determines the skill damage of casters (Noel & Tabitha).
-Magic Defense (MDF): Lowers damage taken from magical attacks similarly to DEF with physical attacks (any elemental damage usually falls under this category).
-Agility (AGI): Determines who goes first every turn. Marksman's skill damage scales off of AGI.
-Luck (LCK): Affects a character's chance to apply and resist negative statuses
Other stats:
-Healing rate: Improves the healing done by healing skills. Mainly a stat for Noel, but Player's First Aid also scales off this. Healing rate also affects item usage, and items used outside of combat increase their effectiveness based on the highest healing rate in the party.
-Fury regen rate: This value indicates how much fury the character regens per turn. By default this value is 0% since you only get fury from using skills or by getting hit. A character with X% of fury regen gains X points of fury per turn.
-Fury charge rate: A multiplier to the gained fury from any and all sources. If character gains 10 fury from using a skill, he would gain 12 with a fury charge rate of +20%.
-Targeting rate: How likely the character is targeted by enemies. You want more targeting rate for high HP high defense characters, and less for healers and support characters.
CRAFTING GUIDE:
The blacksmith can be found in south Flumen. The weapons require materials from the Rehling mine (take a right turn at the entrance and go down the ladder). Ore can be found lying around in different layers, and quartz can be found by killing golems there. The weapons the blacksmith makes can't be found anywhere in the world, and they are slightly more powerful versions of the weapons you can find in stores.
The craftable armors require a regular armor as a base that you can combine with a monster loot drop to create something new. Unlike weapons, you can often find at least one set of the craftable armor somewhere in the world as loot. Armor can be upgraded to better variants using ascension powder that you can breakdown from crafting materials using the same blacksmith.
Note that the armor's rarity does not necessarily indicate how good its stats are. For example a normal Shadow Tunic is on the same level as a rare Mage's Tunic when you compare their stat increases and armor rating.
Crafting materials and which monsters drop them:
-Spider silk: Any spider-type enemy found in most games, most notably in the Rehling mine
-Tough leather: Warg wolves. Found on the road to Aerzen and in the area around Leyte.
-Ghastly ectoplasm: Lingering spirits which are found in the Canoness' Staff cave on the road to Aerzen and in the Erwald burial cave.
-Pixie dust: Flickering sprites on the road between Flumen and Erwald and around Leyte.
-Pointy Feather: Ferocious birds on the road between Flumen and Erwald and around Leyte.
-Core of an Onion: Flesh eating onions on the road between Flumen and Erwald and around Leyte.
-Bone dust: Skeletons in Erwald burial cave.
Amulets and rings require glistening gemstones to upgrade which can (currently) only be found on loot chests:
-Erwald burial right next to the necromancer.
-The underground ruin where you rescue the Canoness, 2nd floor just below the hole you have to fill with a ladder.
-On the forest area outside Leyte where you swap wargs with Laurie.
WALKTHROUGH:
You wake up in the forest having lost your memory. Start heading west until you find an abandoned town. You can spend the night in one of the rooms in the inn. You get infected by a feral warg and meet Quinn at the bridge. Ask her to 'take you back to civilization'. Keep heading west and you'll eventually reach Lamina. The bridge has collapsed, and the repairman needs lumber. You can get lumber from a woodcutter in the previous area. Fight off the wargs, take the lumber to the repairman, and wait for him to fix the bridge. Afterwards head to the Warg Relief Agency on the east side of the town.
Once inside, talk to Erika on her office on the 1st floor. You will receive a yellow anti-warg, and decide to join the Agency. Head to the reception desk to get registered. After this you can spend a night with Quinn on the 2nd floor, Erika at the inn, or you can pay the innkeeper with Quinn's money pouch to skip all interesting nightly action.
In the morning talk to Erika in her office. Your coworkers Rose and Lily are missing, so you and Quinn go look for them. You may want to talk to Natasha outside the Agency and help her with her problem. You'll net a ring that halves encounters. Head back to the route you came the previous day and keep going further. You'll reach a denser forest area. You can find gemstones for a local trader in the wrecked carriage. A nearby cave has a missing runedust shipment for the Agency's rune infuser and the Amulet of Strength. Continue north and you'll bump into Rose. Help her get her backpack from the warg and head west. Go around the water and help Lily out of the gropevines. Continue north and beat the remaining wargs. You'll get teleported to the Agency soon after.
Talk to Erika. She needs you to investigate a missing person case with Rose. Head to the house directly south of the Lamina inn and meet the Smithsons whose daughter is missing. Start by talking to mr. Smith and then search the bookcase upstairs. You'll get a lead on Maria. Talk to mr. Smith again who guides you to Flumen. You can reach Flumen by leaving Lamina and taking the road west. You'll see a bridge with some ancient ruins nearby. You can find the Amulet of Defense in those ruins. Otherwise cross the bridge, head south in the crossroads, see the guards torch a warg and enter the city in the south. Maria lives in the north-east house right next to the city entrance. Talk to her inside her house and take her letters to Erika. You can fast travel back to Lamina by talking to the anti-warg wearing girl near the city entrance. You can fast travel to any city you have visited before.
Erika sends you on a delivery mission to Rehling. Rehling is in the same general direction as Flumen. Just take the crossroads north instead of south. Once in Rehling, head to Countess Catherine's mansion on the east side of the town. You bump shortly into Felicia and continue to the 2nd floor where Catherine thanks you for your delivery. Lily notes how the mansion could have secret rooms. You can talk to employees, some of whom hint at the existence of a basement, or you can directly investigate the trapdoor outside the mansion. Lily needs something to break the lock, and you decide to sneak in the following night. Head to the inn meanwhile where Lily is waiting for you. After sampling Lily's milkers you can head back to the trapdoor and enter the basement. There's nothing much here, except a bound feral warg. You get caught and forced to involve yourself in some more pleasure plays. After some good time with the Countess' maid you're allowed to leave. Head back out, grab Lily and head to the Agency.
With the delivery and basement snooping out of schedule, you can go rest in the empty room on the 2nd floor. You need to attend a morning opener in the 1st floor auditorium next morning. Sit through the opener and speak to Erika. You need to head to the parsonage at Flumen and talk to Canoness Elizabeth. The parsonage is the building right next to the big church. Go in and you'll meet Canoness Elizabeth and Noel. Elizabeth gives you Noel to look after and together you go investigate an old mine in Rehling. You can pick up a quest from the priest outside the parsonage to get the thief's key for later. The entrance to the mine is the one blocked by the sign near the Countess' mansion. Throw the sign away and go inside. You'll meet a prospector who needs ore samples. You can go east and down the hole to stock up on ore or continue north deeper into the mine. If you think you might be short on cash, visit the 2nd level of the ore mine and loot it. The ore can be given to the blacksmith in Flumen for inexpensive basic weapons. By solving the torch puzzle near the mine entrance you get a Blessed Greatsword for Lily. This weapon is especially effective against bats and spiders in the area. You can also find new daggers for Rose further north, and some ailment cleaning items in the tunnels. The large rock column near the save crystal can be mined away from its north side.
You'll encounter a mysterious hooded figure who serves as your first legit boss fight. After the fight Noel gets infected and runs deeper into the mine in a panic. Follow him to the 2nd level. You can pick up an Amulet of Constitution on this level. Unfortunately you don't find Noel, but instead fall down a rotten bridge along with the hooded figure. She introduces herself as Tabitha, and you even find Noel soon after. Head north to get out of the cave. Once out Tabitha says you're on the road to Aerzen. You spend the night camping and wake up next morning. Noel's inhibitor has run out of power and you all need food. Head north to towards Aerzen. There's a dungeon in this area where you can find the Amulet of Magical Affinity along with other cool loot. You leave Tabitha and Noel in an abandoned shack outside the city. Go into Aerzen up north and fight the bandits looting the town. The bandits go hang out at the city entrance and sell equipment to you when prompted. Go to the inn and get rations from a box. Head back to the shack you left Tabitha and Noel in and continue your journey. Head south and fight the warg bear. Go pass the ruined area. Continue south to get to Lamina Pass guard post, or check the cave in the west just before the south exit. If you picked up the quest from the priest at Flumen, the thief's key opens this door. The boss inside the cave might be a bit hard for your current level, but you can always come back later. Head south and you end up near Lamina Pass Guard post where Tabitha departs. Get back to the Agency, talk to Erika, and have Noel join the Agency.
Erika sends you to the forest when you talk to her again. You'll eventually bump into bandits who are keeping a warg captive. The warg looks suspiciously like Countess Catherine. Head north where the bandits are camping and talk to their leader Jaun in the bottom-left tent. You decide to sneak into the camp later at night and confirm the warg's identity. The warg turns out to be Countess Catherine after all. Steal the cage key from the sleeping bandit and let Catherine out. Continue east and push the pillars onto their correct places. You can reset the pillar positions by standing on the glowing symbol. A rock appears on the river which you can use to jump across. Continue north. You can buy supplies from the lost bandit. Enter the next area north and interact with the huge brown flower. You'll eventually meet Abigail and have to return to the previous arena. Beat Jaun and get invited to Abigail's village. Talk to Abigail there and go to the lodging house (the biggest building in the village). Spend a steamy night with Catherine and talk to Abigail in the kitchen the next morning. Play through the flashback (you're only ever asked to go to the basement twice). Afterwards head to the house directly south of the lodging house. You'll meet Laurie who can transport you back near the Lamina Pass guard post. Head back to the Agency and talk to Erika. You'll get Chelia's warg to wear instead of the Black warg.
At this point you get popups for Lily's and Noel's companion quests. Lily can be found in Rehling and Noel can be found in Flumen. You can also go recruit Natasha at this point if you have completed her quest in Lamina and gained the Ring of Quiet Steps. You find her in Leyte which you can return to by talking to Laurie in front of the ruined guard post just east of the Lamina Pass guard post.
Erika sends you to check on Countess Catherine who has a task for you. You need to find out who makes exhibitor collars. Go interrogate a merchant in Rehling where she got the exhibitors she's been selling (in the store with the ring sign, not the item nor the weapon store). She points you to Erwald to find a man named Bruno. Go to Flumen, exit north, and take a road west towards Erwald. Once there, Penny gives you a dress and sends you to investigate the inn. Talk to the bartender who gives you the key to the basement (there's stairs in the north-west room). Go there and talk to Lynn behind the counter. She will open a door for you to the first room on the right. Ask the Warg there about what's going on and return to Lynn. You can now enter the room at the far left in the corridor. Talk to the Warg there and you get captured. You'll get taken deeper into the basement where Rose is already imprisoned. You spend some quality time together until Penny hauls you out. Go to Lynn's office near the entrance to this level and take the key from her desk. You can now enter Bruno's office and tear him a new one.
After getting your stuff back you meet Quinn and Lily and have a quick sitdown at the inn. You can now return to Lamina, but when fast traveling there you witness a scene where Tabitha and Laurie are selling black Wargs outside the town. Return to Erika who gives you a letter to deliver to Abigail. You can get back to Leyte by talking to Laurie at the sales stall outside Lamina. Go talk to Abigail and listen to Tabitha's flashback. After that you can exit Leyte to the west and go find Laurie. Tabitha continues further west and you go north. Find Laurie near a small pond and swap Wargs with her. Go back towards where you came from and go where Tabitha went. She's waiting for you in front of a cave. Enter the cave, bang her and meet Elizabeth outside the cave. Return to Abigail and go meet Tabitha in her house (the north-west house in the village). Elizabeth gets kidnapped by a Warg queen. Return to the Agency to get help (you can now fast travel there using Agency transport service in front of the lodging house) where Erika assigns Alex as your partner. Return to Tabitha's house and go through the hole in the wall. You'll find a cave where Elizabeth has been taken into. Find a ladder in level 2 and put it into the large hole on the same level (you have to go up and down the stairs a bit). You gain access to level 3 where you can find a metal wire that goes into a hole on level 2. Talk to Elizabeth and fight the Warg Queen.
Alex blows the cave up and you return to Leyte. Talk to Abigail in the lodging house and get involved with Elizabeth for the night. Return to the Agency and talk to Erika.
This is where the story ends for now...
Lily's quest:
Lily wants you to retrieve a necklace from her old now-abandoned hometown that belonged to her mother. You ask to wear Lily's Warg for this mission, and Lily agrees. Head north in the forested area, jump over the river and continue past the save point. You'll reach Lily's village eventually. Her house is the north-west one at the upper left corner of the village. There's a ladder down to the basement, where you can open a chest. A slime jumps out of the chest holding the necklace inside it. Pursue the slime and you'll see it head east. Follow it to the waterfall and climb up the the cliff using the green-ish looking steps on the side of the cliffs. You'll see the slime enter a cave. Find and kill the slime in the cave and get attacked by an even bigger slime. After a lengthy snuggle struggle you get saved by Tabitha and kill the big slime. You return to Lily, hand her the necklace, put your own warg and continue your duties.
Noel's quest:
Noel tells you that the black wargs have found some old relics needed for the ritual of fertility. The ritual needs a woman to perform it, so you swap wargs with Noel. You get the relics, but on your way to Lamina Noel gets kidnapped by a group of lucid feral wargs. Follow the road west and take a turn north. You'll eventually reach an abandoned monastery. You can fight the wargs on the yard or sneak past them via the path on your right. You can get inside the building through the crack in the wall. Once inside find two wargs and fight them to get the keys to the main chamber. Once in the main chamber you can choose to fight the alchemist or let him do his stuff. Both choices lead to same outcome, but you get a mage hood and an esoteric book if you beat him in a fight. You leave with Noel, but he needs some sexual relief before you return to civilization. Noel performs the fertility ritual in the Flumen church and you swap your wargs again.
Did you like this post? Tell us
Leave a comment
Log in with your itch.io account to leave a comment.
Is there a Chinese translation available?
So I'm in the guard post area and I went west but I couldn't find a locked cave area
"Continue south to get to Lamina Pass guard post, OR check the cave in the west."
The cave is in the area with the ruins where you fight the bear. It's west just before the entrance to the starter area with the abandoned guard post.