Cave Entrance Walkthrough — Region 1

Floor-by-floor Cave Entrance walkthrough for Requiem of Reuinis — Rusty Key routing, Herb Bundle pickup, Guardian of the Threshold boss strategy, and transition to Forgotten Ruins.

Overview of the Cave Entrance

The Cave Entrance is region one in the Requiem of Reuinis demo — the hidden cave where Tasia begins her descent into the tower. This zone spans roughly eight to ten maps and introduces every core system: tile movement that consumes days, turn-based combat with visible enemy stats, inventory management, alchemy crafting, and the research tree. One boss, the Guardian of the Threshold, gates progress to the Forgotten Ruins. Treat the Cave Entrance as your training ground — mistakes here cost days but rarely end a run, unlike the punishing shortcuts in later regions.

Three key items define Cave Entrance routing: the Rusty Key, Herb Bundle, and Cave Map Fragment. The Rusty Key opens the bypass door past the Ruin Bat on the critical path. The Herb Bundle provides your first alchemy material for a camp crafting session. The Cave Map Fragment permanently reveals hidden tiles when you revisit this region on future pushes, saving one to two scouting days every run thereafter. Collect all three before challenging the boss unless you are speed-running for achievements.

Floor-by-floor routing

Begin on floor one by moving east toward the tutorial chest containing basic supplies. The Slime Cultist on floor two is optional — fight it for early materials or walk past if you plan to skip nonessential combat. Floor two's primary pickup is the Rusty Key in the northern alcove; grab it before descending further. On floor three, collect the Herb Bundle from the alchemy node near the center passage — this material unlocks your first potion craft at camp.

Floors four and five introduce the Ruin Bat encounter, a high-attack glass cannon that punishes under-leveled Tasia. Use the Rusty Key on the bypass door to skip the fight entirely, saving two combat days and preserving HP for the boss approach. Floor six holds a mini-chest with supplementary herbs; floor seven onward narrows toward the Guardian of the Threshold arena. Optimal routing reaches the boss within twelve to fifteen exploration days; fighting every enemy pushes the count toward twenty.

  • Floor 1–2: tutorial chest, optional Slime Cultist, Rusty Key pickup
  • Floor 3: Herb Bundle alchemy node — priority material
  • Floor 4–5: Ruin Bat bypass via Rusty Key door
  • Floor 6–8: mini-chests, Cave Map Fragment, boss approach corridor

Enemy encounters and when to fight

Slime Cultists appear on early floors with moderate HP and low defense — profitable fights when you need herb drops, wasteful once you carry enough materials for alchemy. Ruin Bats hit hard but die quickly; bypass them with the Rusty Key unless you are deliberately farming attack experience. No other enemies in the Cave Entrance pose serious threats if you follow the recommended path, though optional side rooms contain weaker slimes that drop common crafting materials.

Consult the Enemy Database for exact Slime Cultist and Ruin Bat stats. The general rule for region one: fight when the material drop justifies the day cost, skip when a key or alternate route exists. This discipline carries directly into the Forgotten Ruins, where Stone Golems and Ashen Knights punish unfocused combat.

Guardian of the Threshold boss

The Guardian of the Threshold is the first major boss in Requiem of Reuinis and the gate to region two. Arrive with at least two healing potions crafted from your Herb Bundle alchemy session, Leather Vest equipped for modest DEF, and ATK research at tier one if possible. The boss alternates between a heavy single-target slam and a two-turn charge attack telegraphed by a glowing animation — Guard skill or a DEF potion absorbs the charged hit safely.

If you die to the Guardian, retreat to camp, spend days on alchemy and research, then re-enter the Cave Entrance with improved stats. First attempts often fail due to insufficient potion stock rather than mechanical difficulty. After victory, collect the region completion reward chest and revisit any unexplored branches before heading south. The transition to the Forgotten Ruins is one-way until you unlock fast-travel research — finish Cave Entrance cleanup now.

Transition to Forgotten Ruins

Defeating the Guardian of the Threshold opens the southern passage to the Forgotten Ruins. Before crossing, ensure you have the Cave Map Fragment for future revisit efficiency and enough camp days banked for a research session — the Ruins demand higher ATK and DEF benchmarks than region one. Read the Forgotten Ruins Walkthrough to plan your Iron Key route and Research Notes pickup before committing exploration days.

Players who rush into region two under-prepared spend extra retreat cycles recovering. Budget one full camp phase between regions: alchemize remaining herbs, research ATK +1 and DEF +1, and review the Day System Guide retreat timing. The Cave Entrance teaches fundamentals; the Forgotten Ruins tests whether you learned them. Return here on later runs only for missed chests or speed-route practice — your main progression path leads deeper into the tower toward the eventual Deep Sanctum.

Frequently Asked Questions

Where is the Rusty Key in the Cave Entrance?

The Rusty Key is in the northern alcove on floor two. Collect it before descending to floor four where the Ruin Bat bypass door requires it.

How many days should the Cave Entrance take?

Optimal routing completes the region in 12–15 exploration days. First playthroughs with optional fights typically take 18–20 days.

Can I return to the Cave Entrance after entering Forgotten Ruins?

Yes, through retreat and re-entry. The Cave Map Fragment makes revisit scouting faster on subsequent pushes.

What equipment should I have before the first boss?

Rusty Sword, Leather Vest, and at least two healing potions from your first alchemy session. Alchemist Ring is a bonus if found in optional chests.

When should I read the Deep Sanctum walkthrough?

After defeating both Forgotten Ruins bosses. Deep Sanctum mechanics assume state-based equipment found only in region three.