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Veritas
A walkthrough by Gredge109


1. Introduction
Thank you for downloading the Veritas Game Demo and the Veritas mini-walkthrough! Veritas is currently in production, and as of the time of this walkthrough, we are in version 1.1 of the Veritas Demo!

The goal of Veritas is to make a game which favors exploration and dungeon-crawling, but in a unique way! My goal is to turn this game into a dungeon crawler that people don’t even realize is a dungeon crawler! That means mixing it up with plenty of things to do inside dungeons, giving the player a variety locations, assigning each dungeon a unique gimmick and flair, as well as integrating Metroidvania design concepts that allow the players to easy come back to any location in the game and experience them in a whole new way using the tools they have discovered during their journey through the plot. This last concept is not really elaborated on in this prologue, but will be a main feature throughout the rest of the game.

I worked hard on the battle system that you can now experience. However, it is in its early stages, and it may seem over-tuned at the moment. Nevertheless it is beatable and with this walkthrough, you should be able to find items which aid you on your quest. I strongly suggest you make ample use of your items you find and the abilities you have in order to deal with the enemies of this world.

In this world, magic is replaced with Chemistry. Chemistry consists of all of the different potions and concoctions that the characters can use in battle. For chemistry users, their mana pool is actually the amount of mixture fluids they have on their person which they can add to their concoctions to use in battles. In other games, this is simply known as magic. There is, however, magic in this game, the means of which you will, from a plot perspective, have to discover for yourself.

I will do all I can to keep this walkthrough spoiler free! Some item locations may be spoiled in the demo, but I will not spoil plot points for you. Also, some boss names will be spoiled!

The Characters section will outline the different characters and their abilities in the demo. This will give you an idea of what their abilities do, and how you can use them in battle.

The Walkthrough section is the actual walkthrough of this game. With this you will be better able to navigate the game world, find items located throughout the environment, and be better equipped the face the challenges that lie ahead. It will also outline boss battles, so if you don’t want to have the bosses spoiled for you, I strongly suggest you attempt to battle through them first before you consult the walkthrough!

You will make decisions in this game. Every decision, however, has no desirable vs undesirable outcome. That means that, unlike some games, there is no correct answer that the player must give in order to receive the greatest reward. Instead, decisions made in this demo will result in similar rewards, none more beneficial than the other. When you come to a decision point in this game, there are both positive and negative outcomes to either option. That means you choose whichever option you desire. Different things will happen, you may get different items which are unique though equal in effectiveness, but there is ultimately no penalty for one option or the other. It is entirely based on what the player desires.

With that said, grab your potions — or Skelta Water — and jump into the world of Veritas!


2. Characters
Autumn
Autumn is the hero! It’s you! She’s hot-blooded, confident and bold. She is the main character of this tale. Autumn is the leader of the Ego Squad, a squad of knights within her platoon which live up to the name of their squad!

Autumn’s class is the Hell Knight. Hell Knights tend to come in two flavors: fire and frost. Autumn is of the fire variety. In other games, the Hell Knight is similar to a Spellsword or Battlemage archetype. Hell Knights wear heavy armor and have powerful weapons. They have access to unique chemistry, but their mana pool is not very large.

Autumn’s special ability is Command! Autumn will, at different times throughout the game, be able to command other units that are under her control and make decisions for them.

Autumn has access to two abilities during the course of the demo. The first is Molotov. Molotov is a simple fire-damage spell which can harm enemies that are sensitive to fire. It’s not the most powerful attack she has, but is slightly more damaging than her normal, un-empowered attack. Molotov is useful for guaranteed damage — as magic spells do not miss in this game — and for damaging enemies that are sensitive to fire.

The second ability Autumn has access to is Empower Weapon: Fire. This ability greatly boosts the damage of Autumn’s weapon for three to four rounds. This is most beneficial in boss encounters, and for cutting down many enemies in one strike, should the need arise. Not only is Autumn’s damage highly boosted, but she will also deal bonus damage on top of that to enemies that are sensitive to fire, due to the fire empowerment. The idea behind this ability is that the player costs 3 mana points and 1 turn in order to turn Autumn into an absolute powerhouse and boss killer for three to four turns.

Johanne
One of your trusted non-commissioned officers in 1st Hell Platoon that you are the commander of, and a valuable asset to your Ego Squad. Johanne is quiet, calm, but assertive. He is bold and loyal, the perfect assistant to any good leader.

Johanne’s class is the Hell Knight. He is of the fire variant of Hell Knight, which means that he will share the same abilities that Autumn has.

Victoria
Level-headed and cunning, Victoria is a Sergeant in 1st Hell Platoon, and a member of Ego Squad. She is clever and offers advice while traversing the Emerald City’s headquarters building.

Victoria’s class is the Hell Knight. She is of the frost variant of Hell Knight. She has access to two spells which work similarly to the fire variant.

The first spell is Coolant, which deals great damage against enemies that are weak to frost. The second ability is Empower Weapon: Frost, which functions the same as Empower Weapon: Fire, except the element that your weapon is imbued with is Frost. Frost variants of Hell Knights feature a smaller health pool and a little less physical damage, but a higher mana pool and higher magical damage.

Chelsea
It’s your best friend! You’ve known Chelsea for as long as you two can remember. She’s humorous, easily excitable, and has a mind that loves to discover things. She’s always working on a new invention or product

Chelsea’s class is the Engineer. Engineers are Scholars that specialize in mechanics which utilize chemistry to have disastrous effects on enemies. In other games, Chelsea’s class would be the closest to a Wizard or Magician. Chelsea wears light armor and will be the squishiest member of your party. She also has the most powerful damage spells of your entire group. Her weapon, also, is magic damage, which means that while she may be weak against most common enemies, her weapon is magic, which bypasses the enemy defense. Her weapons all have a different element, making them very effective against enemies that are weak to that element.

Chelsea’s special ability is not featured in this demo.

Chelsea has access to two abilities in this demo. The first is Scorch. Scorch is similar in many ways to Molotov, however it also burns the enemy it hits. It is effective to enemies weak to fire, and Scorch also deals periodical damage over time, making this a great spell to be used on both enemies weak to fire, and for bosses which have a larger health pool that needs whittled down.

Chelsea’s second ability is Frost-fire Concoction. This ability is a powerful, high damage spell which is great for destroying an enemy in one hit. It has a higher mana cost, and should therefore be used for boss encounters, or if you need to take a strong fighter-type enemy out of a battle quickly. There are no enemies that are weak or resilient to Frostfire in this demo. This spell simply converts mana points into raw damage.

Care
You remember Care. You think. Maybe? Well, in case you don’t remember who he is, he’s a newly commissioned Heaven Knight. Care’s personality is more quiet and moody than others. He often isn’t happy with what’s going on, and has a bad habit of thinking that he — literally — carries the rest of the party on his back. Still, he’s an incredibly helpful asset to your party.

Care’s class is the Heaven Knight. Heaven Knights wear heavy armor and shields and, while they don’t have a powerful attack, they make up for it with their myriad of restorative or damage-prevention abilities. In other games, Heaven Knights are closest to a mixture of Clerics and Status-inflicting spell-casters. Heaven Knights are sturdier than Hell Knights because of their ability to wield shields which, in this game, allow them to more easily evade enemy attacks. Heaven Knights do not have a large mana pool like a Scholar or Engineer would.

Care’s special ability is Command! Care, due to his large size and strength in carrying his giant shield and armor around everywhere, is capable of throwing the party members across gaps of two spaces. Be careful! Once you throw the rest of the party across a gap, Care will not be able to follow you until you find a way to bridge a gap back to him! This may leave your party open to vulnerability if you were to get into a fight after having Care temporarily leave your party.

Care has two special abilities in this demo. The first ability is Skelta Water. Skelta Water is a restorative spell which heals an ally. Care’s got plenty of Skelta Water, so this low mana point cost will not be a problem, and he should be able to heal up the party after an intense battle, if need be.

The second ability Care has is called Shield Bash. By charging a foe and slamming into them with all his might backed by the weight of his shield, Care can smash the enemy so hard that they’re left confused! This ability deals normal attack damage and will always inflict the enemy with Confusion! This ability is helpful against fighter-type bosses who have a nasty physical attack that could quickly drop members of the party.

Eilisha
The captain and your boss over your company of Hell Knights. Eilisha is serious, straight-forward and terse. She is a powerful warrior who earned her way through the ranks of Hell Knight relying on purely her strength.

Eilisha’s class is the Knight. She has no Chemistry that she uses, and she can only attack and defend. However, she has immense attack power and physical defense, and can evade some attacks using her shield. She is great for eliminating some enemies with a single hit, and makes for an excellent boss killer. While she lacks skills, she has a unique trait in combat that allows her to occasionally counter-attack enemies that attack her. She is also sturdy enough to be a dedicated items user, should the need arise.


3. Walkthrough
It’s time to get into the meat of the game! Once you press New Game, you are given a short introduction into what’s currently going on in Emerald City, and then you’re thrust back into the events which occurred earlier on this day. It’s time to play!


Location: Training Area
Items: Skelta Leaflet
This is the tutorial area of the game. Once you have finished the introduction, you can talk to different people in this area to learn some basics of the game. The sink in this area will restore the health of your party at any time. Check the locker in the north-west corner of the room to receive a Skelta Leaflet.
When you are ready to leave, take the north-eastern exit.


Location: Rest Area
Upon entering this room, and event will occur which triggers an alarm. You can now evacuate people to safety. Talk with all of the people in the area to help them to evacuate. You can also return to the previous room to evacuate the people there as well. You can read the book on the table in this room; it’s not a helpful book, but it lets you know that books are readable in this game and may contain helpful information.
When you are ready to leave this area, talk to the man blocking the eastern exit, then head east to go to the next area.


Location: Dining Hall
Party Members: Johanne, Victoria
Enter this room and talk with Johanne and Victoria that are standing in the area. They will join your party. You can not yet progress through this area until you go to the Armory.
When you are ready to leave this area, go back to the Rest Area and take the southern exit to head to the armory.


Location: Armory
Items: Skelta Leaflet, Mixing Juice, Slam (weapon), Hell (Helmet)
When you enter this area and begin to progress through, you will encounter an event. The player will participate in a cutscene where they will make an important decision. Remember, there are no wrong decisions in this game.
When the event has ended, talk to Quartermaster Raphael who is standing next to Eilisha. You will receive your gear for battle: Slam and Hell. Equip the sword and helmet from the menu screen! Then head down to the south-western corner of the room and check the treasure chest to receive Mixing Juice. Check the connex near the treasure chest to find a Skelta Leaflet.
When you are ready to leave, exit the armory from the route you came in, and head back east into the dining hall, and then head east to talk to the soldier who would not permit you passage earlier. He will now move and allow you to proceed. You will then have to make an important decision using Autumn’s Command ability, and then you can proceed east to the first dungeon area of the game.


Location: Floor 35, Maintenance
Items: Miracle Skelta, Skelta Leaflet, Maintenance Keycard
Enemies: Marauder, Sweeper
Enter the area and head to the right. A blue security ward will prevent you from going farther. Check the computer in the room nearby to lower the ward. Proceed towards the elevators, to find that they are blocked. Head down the steps to see the first enemies encountered.
First, head to the left and walk to the shadowy room with a hole in the floor. Approach the most narrow part of the gap and you will discover that Autumn can easily jump gaps of one space by attempting to walk through them. Jump the gap and proceed down the hall to get to the Maintenance Computer. Check the computer to receive the Maintenance Key. Proceed back where you came and go encounter the first enemies blocking your path. They will jump out and engage you. This battle introduces the Marauders who are fighter-based enemies. They will be easily taken out.
Check all the lockers both on the upper level to receive a Miracle Skelta, then take the stairs and check all the lockers on the lower level to receive a Skelta Leaflet. Head through the hall way to the west.
At the far left end of the hall you will see an enemy guarding a door. Approach the enemy to have them fight you. These enemies will include the Sweeper, which is an enemy that is weaker than the basic Marauder, but they will strike every member of the party every turn. Be sure to deal with them first.
After the battle go through the door using the Maintenance Key. This will take you through the shaft and into another section of floor 35.
After proceeding through the shaft, head west until you encounter a transmitter. Autumn will again have to make an important decision.
When you are done with everything on floor 35 and are ready to leave the area, proceed to the elevator door. Once you board the elevator, you will not be able to return to floor 35. When you are ready, proceed.
SECRET: There is a secret in this area! Once you have unlocked the maintenance door using the Maintenance Key, you will be able to go back to the Maintenance Computer to receive a second Maintenance Key! This will come in handy later to reveal a secret to the player. I won’t mention what it reveals, but if you keep your eyes open to the game map, you’ll eventually find what it leads to!


Location: Floor 36, Operations
Items: Skelta Leaflet x2, Mixing Juice x2, Skelta Root x2, Miracle Skelta
Enemies: Marauder, Sweeper, Mechanic
Upon exiting the elevator, you may head east to follow the halls to the bathrooms. Pick whichever flavor bathroom you want. The sinks restore your health. When you are done, proceed back the way you came.
From the elevator, follow the hall on the left that heads through a large room. Upon proceeding through this large room, you will encounter an enemy group. This enemy group will introduce the Mechanic, an enemy that is weaker and has less health than the normal Marauder, but uses Thunder spells on the players which bypass their armor. It is recommended to take the Mechanic out first. When you are down, proceed through the western hall of the room until you get to an intersection.
From the intersection, head east to a supply room. Check the chest for a Skelta Root. Check the connex for a Mixing Juice. The southern exit is blocked. Head back west to the intersection.
From the intersection again, head west through the hallways until you get to a switch and a box which blocks your path. Stepping on the switch will retract the box from blocking your path. Once you step off the switch, the conveyor belt will slowly push the box back into your path. Get through this area, step on the switch then dash through to the other side (hold shift, or have auto-dash enabled from the options menu). Follow the hall to the next room.
Jump across the gaps in this room until you get to the computer console at the end of it. Upon approaching the console, you will be ambushed by an enemy. Depending on a decision you made earlier, you will either fight the enemy, or the enemy will be killed by one of the members of 1st Hell Platoon. When you are done, check the console to unlock the primary elevator that lets you leave this area. Because of the box blocking your path, you cannot return the way you came. Proceed down the starts at the end of this room to proceed.
Check the treasure chest to receive a Skelta Leaflet, then continue.
In the next room you will see conveyor belts and an enemy waiting around the corner for an ambush. If you want to bypass the enemy, check the computer console at the end of the room to make the box move down and block the enemy off from attacking you. If you wish to receive the treasure chest behind the enemy, the simply walk up and he will attack. After the battle, you can check the treasure chest he was guarding to receive a Skelta Root. After dealing with the enemy how you see feet, head east out of this room.
In the shadowy room, check the connexes to receive another Miracle Skelta. Check the two treasure chests to receive Mixing Juice and a Skelta Leaflet. Head east out of the shadowy room and into the hall.
You will again encounter a box blocking your path, and a switch. Jump the gap and press the switch to retract the box blocking your path. You will need to dash through before the box blocks you again. You will need to jump the gap and move up through the passage by dashing. Keep in mind mouse control is very difficult for this passage. I strongly recommend you use keyboard control and the arrow keys to dash through the gap. I also recommend turning on permanent-dash from the options menu.
Once you are past the box, you are back in the first part of the map that you originally entered. Head back to the elevator to continue to the next area. On the way back, you will use the transmitter once again to make an important decision. Once that is finished, use the primary elevator to proceed to the next area.


Location: Floor 37, Grand Hall
Items: Grim (Armor), Skelta Root (possible), Mixing Juice, Skelta Leaflet x2 (possible)
Party Members: Gizmo, Care
Enemies: Skieth (boss), Alice (boss)
This is the first time you will enter the Grand Hall. Upon entering the area through the elevator, head east and follow the path to find a door which is locked and will require a key. If you have the necessary item, you will be able to proceed. If you proceed, you will, knowing your knowledge of how to proceed throughout the earlier locations in the game, be able to return to the Grand Hall at a later point after receiving an important item. When you are done with this area, whether it’s locked or if you proceeded back to the elevator, head southwest and follow the hallway.
At the end of the hallway will be an NPC, Gizmo, who is in a battle. Talk to Gizmo and he will join your party. You will then encounter the boss, Skieth.

Boss Battle: Skieth
Enemies: Skieth A, Skieth B, Skieth C, Marauder x2
Upon the start of the battle, with all four members of Ego Squad assembled, Autumn will initiate a devastating attack which harms all enemies. The two Marauders will die, and Skieth will be remaining. After this attack, Skieth will multiple himself into three. Now the real boss battle will begin.
Skieth A heads himself and his allies every turn. Skieth B is a tank which moves slowly but is hard to put down. He has high defense and will need to be killed using magic abilities empowered weapons. Skieth C is a fast-speed, high-damage attacker. His defense is not as high as his tank counterpart, but he will deal high damage earlier and often throughout the fight.
How you prioritize the kill is your decision: one method is to kill the healer, then kill the speedster, then handle the tankster. Another method would be to kill the speedster, then kill the healer, then kill the tankster. The tankster isn’t much of a threat and he has high defense: his goal is to distract you into attacking him to protect the healer and speedster, so he’s best left as the last enemy to be killed.
After the battle, Gizmo will leave your party, and either Johanne or Victoria will leave your party depending on a decision you made earlier. When you are done in this area, proceed down and exit the room through the southern hall.


Location: Bulwark
Enemies: AXE (boss)
Party Members: Chelsea
Upon entering the Bulwark, you will experience a brief cutscene. After the cutscene has ended, you will engage in a boss battle with AXE.

Boss Battle: AXE
Enemies: AXE, Marauder x2
At the start of the battle, Chelsea will join your party. AXE will summon two Marauders to fight with him. This will boost AXE’s physical defense, making him hard to hurt using physical damage. AXE can still be harmed using magical attacks and empowered weapons.
If a Marauder is killed, AXE will become enraged. When enraged, AXE will attack twice in a turn, dealing high damage. However, AXE’s defense will be lowered, making him more vulnerable to your party’s attacks.
One method of handling this boss fight is to kill both Marauders outright, which will enrage the boss, but will also lesson the overall damage the party receives by getting the Marauders out of the picture. Another method of this battle is to focus on removing AXE from the picture. This means AXE will not deal high damage as he would if he enraged, however the party will still receive high damage on the whole every round, yet it’s more likely that Chelsea will not be one-shot by the boss in this scenario. A third method of approaching this boss is to have Chelsea wound the Marauders as the Hell Knights empower their weapons. The first round, wound a Marauder then wound the other, and let the Hell Knights beat on AXE a while. When ready, have Chelsea attack and finish off the Marauders while the Hell Knights continue to focus on killing AXE.

After the battle, either Johanne or Victoria will leave your party depending on a decision you made earlier. Chelsea will now permanently join the party. When you are done in this area, head west and jump across the gaps and enter the door at the opposite end of the map to return to the Grand Hall.


Location: Floor 37, Grand Hall
Items: Grim (Armor, possible), Skelta Root (possible), Mixing Juice (possible), Skelta Leaflet x2 (possible)
Party Members: Gizmo, Care
Enemies: Skieth (boss), Alice (boss)
This is the second time you will enter the Grand Hall, this time through the southwestern entrance. Upon entering the Grand Hall, proceed through the area to encounter a short cutscene. After the cutscene has ended, Care will join the party.
The player is now free to walk around the Grand Hall and acquire the items listed above. Depending on the decisions the player made earlier in the game, certain items may or may not be available to the player. Talk with all of the friendly NPCs in the area to hear their story and, occasionally, to receive a reward from them. One section of the map may be blocked off which guards a chest: this is intentional, and is based on a decision you made earlier; if this route is blocked to you, another route later will be opened that will, vice versa, be blocked for those who could get to the chest you see here.
When you are ready to continue the story, head to the top of the room to see a bunch of soldiers gathered around our third boss of the game. Step into the gap in the soldiers’ ranks in order to engage the boss.

Boss Battle: Alice
Enemies: Alice, Marauder x2, Vile
Alice is a being of incredible power, far beyond any enemy encounter thus far. She evades every attack and takes no damage from magic attacks. She will taunt the player throughout the fight.
Upon the start of the battle, Alice will cast a spell on the players, confusing them. This confusion spell will make the players attack each other (do not worry, their damage is significantly reduced while in this state). After a couple rounds, the players will snap out of this spell.
This is a good time to heal up, because for a couple rounds, Alice will do nothing, and cannot be harmed throughout the battle.
After a couple turns, Alice will summon two Marauders. These can be dispatched in a couple of turns and are no major threat.
After a few turns, Alice will summon Vile. Vile is the actual boss that the players must now defeat.
Vile is strong, his attacks are powerful and quick. He can easily dispatch Chelsea if her health is not kept in check. To handle Vile, the player must use all of their skills at their resource to handle and mitigate his damage. Autumn can empower her weapon to deal great damage to him. Chelsea can use Scorch to make Vile receive damage over time, and can then pelt him with Frostfire Concoction. Care can heal wounds and use his Shield Bash. Shield Bash is very helpful in this fight, as enemies will always be confused during Shield Bash. If Vile is hit with Shield Bash, he will be confused, which gives the player a chance to mitigate some of his damage: when confused, Vile will either attack a player character, attack himself, or attack Alice and miss.
When the player has killed Vile, Alice will end the battle.

After the battle, a cutscene will play. After the cutscene, two exits will open up, one to the northwest and one to the northeast. Take the northwest exit first.


Location: Royal Chambers
Items: Skelta Leaflet, Grim (Helmet, possible)
The royal chambers are an optional area in the game which host a couple of items that the player can get. Explore the area if you choose: the player can interact with the book near the entrance, the laptop in one of the rooms, and the bookshelf in one of the closets. Check the locker at the northeastern side of the room to receive a Skelta Leaflet.
Depending on a decision the player made earlier in the game, the room to the southeast may be blocked. If this route is blocked, it is because one of the routes in the Grand Hall was unlocked. Likewise, if a route in the Grand Hall was blocked, this room will not be blocked. If the room is open to you, check the chest to receive Grim.
When you are done, exit the area from the hall which you entered. When you are back into the Grand Hall, take the northeastern exit which Alice used to proceed to the next area.


Location: Staircase to the Core
Player Characters: Eilisha
Enter the area and proceed through it until you encounter Eilisha. A cutscene will take place, and afterwards Eilisha will join your party.
When you are done, you can check the nearby computer console for more information, and then proceed down the staircase at the southeastern corner of the room.


Location: Core Maintenance Access
Enter the area and follow the path in front of you. Jump a gap, and continue. You will discover that you cannot continue along this path. The nearby computer console is destroyed. Attempt to progress to the east along the path to where it ends. A brief cutscene will play and you will unlock Care’s ability, Throw. Care will then offer to throw the player across the gap of two spaces. Upon doing so, Care will temporarily leave the party.
Afterwards, proceed along the path and check the computer console at the end. This will bridge the gap you were thrown over. After the bridge is fabricated, speak to Care once again in order to have him rejoin the party. Afterwards, proceed through the rest of the room and take the ladder down to the next area.


Location: Core Engineer B1
Items: Mixing Juice, Enchanted (Armor)
Enemies: Alice’s Wolfman, Alice’s Dreadfang, Alice’s Venomfang, Vile Jr. (boss)
Upon entering the area, all passages will be blocked by security wards except for one. Take the northeastern passage to the computer console and check it in order to have it remove the first ward set. The computer will then lose power. Return back to the first room.
Head west through the unblocked passage. If you attempt to use his ladder, a monster will knock you back down. Continue along the path instead, and Care will offer to throw you across the gap. In doing so, you will lose him as a party member temporarily.
After you are thrown across the gap, head to the end of the wall, then east and up the stairs across the shaft which overlooked the passage you just went through. Wave at Care as you walk by him, then proceed to the treasure chest at the top of the screen to receive Mixing Juice. Then proceed to the monster to attack him.
After the monster has been defeated, you can now use the ladder. Go down the ladder and go to Care to have him rejoin the party.
NOTE: If you really wanted to, for added challenge, you could continue throughout the rest of the floor and fight a a boss and another enemy without Care in your party, though this will be very difficult for you. There is no advantage in doing this, and Care will miss out on the XP of the fight. You will also still need to collect Care at a point to continue throughout the rest of the floor.
After collecting Care, climb back up the ladder and take the long way back around to the southernmost passage of the floor. One room is blocked by a security ward, which can be accessed soon. Continue east all the way along the path until you get to the room with the generator. Upon entering the room you will activate the generator, but will also engage a boss.

Boss Battle: Vile Jr.
Enemies: Vile Jr., Alice’s Wolfman, Alice’s Dreadfang, Alice’s Venomfang
Vile Jr. is not as strong as his father, yet he is still a formidable adversary. Vile Jr. also comes with three other enemies, a Wolfman, Dreadfang and Venomfang. The Wolfman is the fighter-type enemy that has moderate speed and deals solid damage. The Dreadfang is weaker than the Wolfman and has less health, but can hit all members of the party every turn. The Venomfang is stronger than the Dreadfang, yet lacks the might of the Wolfman; the Venomfang has a lower health pool, but his attacks will envenom the player character he hits. Thankfully, this venom is not very powerful and will cause very little damage each round. Furthermore, the poison will be removed after combat.
One method of this attack is to use similar tactics to the previous one. Care can be delegated to the responsibility of using Shield Bash on Vile Jr. which, because of all of the enemies involved in this battle, has a good chance of making him attack his own allies.
Wolfmen enemies are all weak to fire, so Chelsea’s Scorch and her regular attack will prove effective in this battle, provided you can keep her on her feet.
Autumn’s weapon can be empowered for devastating effect, or she can be used to have her Molotov take out one of the weaker Wolfmen.
Eilisha is a heavy hitter fighter with no skills, but with a good chance to counterattack. She may surprise you and prove effective against the Dreadfan’s whirling attack. She naturally has high damage and defense, so her regular attacks should be enough to take care of the weaker Wolfmen, or she can be used to help take down Vile Jr. faster.
The hardest challenge of this fight will be keeping Chelsea above ground and breathing. She has powerful tools to deal with Wolfmen, but she drops easily. Because of this, you may wish to have her guard while Autumn uses her Molotov and Eilisha and Care take down some of the weaker Wolfmen early in the battle. No guarantees on Chelsea’s safety, however, because squishies are squishy. Another method is to take the burn approach and have every player character go all-in during the first round and attempt to take out all of the Wolfmen early.

After the battle has ended, check the computer terminal nearby to switch from ward set one to ward set two. After, proceed out of the room by the open passage to continue.
After exiting the room and jumping a gap, there are two things to do. First, the players can proceed to the previously blocked room and challenge the monster there in order to obtain the Enchanted. This is optional.
The second thing to do, is to proceed back up through the gap. Care can throw the party up through the gap. Upon being thrown back into the first intersecting room where you entered this floor, you will notice that all of the player’s paths are blocked now. Proceed to the computer you interacted with when you first entered this room. Power has been restored, and you can now shut down all of the security wards in this area, including the word which guards access to the core.
Upon shutting down all of the wards, the player can now maneuver westward through the map and follow the path around to retrieve Care before proceeding. Once Care has been retrieved, take the long route back through the map to return to the intersection room, then proceed east to the stairs to proceed to the next area.


Location: Core Engineer B2
Items: Bright (shield), Skelta Leaflet, Core Backup Key, Super Secret Bonus Item (possible)
Enemies: Alice’s Wolfman, Alice’s Dreadfang, Alice’s Venomfang
Enter this area and proceed northward into a computer room. A cutscene will take place, and Eilisha will leave your party.
Proceed back down the path and interact with the transmitter next to the security ward to swap ward sets. After swapping this first set, a monster will attack.
Proceed along the path until you get to the next security ward. Interact with the transmitter to swap sets once again. You may head west and fight an optional monster to receive Bright from the treasure chest, however once you proceed further in this room, you will no longer be able to return and acquire the item; if you want the item, you have to acquire it at this point. When you are ready, proceed into the hall north rom the intersection to continue.
Upon making your way around the hall, a cutscene will occur, and the wards will be swapped. Check the connex nearby for a Skelta Leaflet, then proceed west the the now-open passage until you get to the next security ward.
Interact with the transmitter to swap ward sets again. Proceed into the next room.
Nearby is a locked door. If you have a secret key item that you have acquired at this point, you can now pass through the door to acquire the Super Secret Bonus Item. If you do not have the key, do not worry: it wasn’t going to be of value in the demo anyhow, it’s just a matter of you being able to find it. If you are confused as the how to receive this item, I suggest you remember the computer console that gave you the Maintenance Key early in this game demo.
When you are ready to proceed, interact with the transmitter next to the ward in this room. Upon swapping ward sets, approach the monster, and you will engage the monster. After the monster has been defeated, proceed into the next room.
Check the treasure chest in the middle of this room to receive the Core Backup Key. Continue back into the computer room, then continue through the opposite door in the computer room in order to proceed down a passageway which will head to a staircase. The staircase will take you into the next area of the game.


Location: Core
Enemies: ???
After entering the Core, proceed along the passage before you until you get to a cutscene and a boss fight. For spoiler reasons, I will not cover the boss fight, you will have to deal with it on your own. The cutscene will wrap up the prologue. Following the cutscene at the end, the demo will come to a close.

After the final cutscene plays, the demo will end and you will be provided with stats as to how you did in the demo. This stat screen shows your monster pack kills, your items received, whether or not you received the super secret bonus item… and a secret, hidden scene which I am certain you have missed.
What is the secret, hidden scene? It’s not much at all, really. But it is secret and it is hidden, and you will not know what it is unless you find it. Viewing this scene is the hardest thing you can manage to do in this demo. I can provide no additional hints other than this: if you have found the super secret bonus item, then you have unlocked part of the mystery. However, you may need to reconsider the order in which you do some things.


4. Epilogue
I hope you have enjoyed this walkthrough and enjoyed playing the demo for Veritas! This game is currently in production, and things may change once the final release occurs, which is scheduled for release — though not written in stone — in November 2016. Please keep in touch!
I ask that, if you like what you played, you subscribe to my game for future updates and news for releases! If you wish to be a Beta Tester, send me a message on RMN to talk to me about it. Also, if you really want to know how to find the hidden cutscene… I may be very hesitant to tell you, though I may give you a hint if you send me a message on RMN.
Finally, I’m looking forward to expanding this game’s world! There will be plenty of you to do once the game releases, and I’m excited to implement these features into the game. Please let me know what you think by providing feedback on my game page on RMN! Are the battles too hard? Too easy? What did you like and not like about the game? What do you think was great that you would like to see more of, and what do think was awful that you’d like to see less of? Please let me know! All feedback is helpful.
Thanks for reading, thanks for playing, and keep in touch! The story of Autumn will continue.



— Gredge109