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Player's Guide and Walkthrough

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. 

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 (attack also affects skill damage, but always equally or less than agility).
Rose (Rogue)
   Weapon: Daggers (attack twice)
   Armor: Light
   Trait: Base evasion rate is 10%
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.

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 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: Determines who goes first every turn. Marksman's skill damage scales off of AGI.
   -Luck: Affects a character's chance to apply and resist negative statuses.


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. 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. If you picked up the quest from the priest, 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.

This is where the story ends for now...

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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.