Lies of P walkthrough: how to use this guide

This lies of p walkthrough is built for players who want a steady reference while playing, not a recap to read after finishing. It explains how progression is structured, where builds start to pay off, how the stamina and guard systems shape fights, and what to do when a particular boss pattern keeps ending the run. The point is to give you a stable way to make decisions in the moment: whether to spend Ergo on a level, gamble a Quartz for a Legion Arm, push forward or backtrack, or rebuild a weapon before the next gate.

You can read it from top to bottom for a first run, or jump to a specific chapter when a fight or a path stumps you. The chapter sections follow the same internal order across most saves, but boss order, optional NPCs, and shortcut gates can shift depending on side content you pick up. The build and weapon sections are written so you can plug them into any chapter without losing context.

Everything in this lies of p walkthrough describes mechanics as the player encounters them, not as marketing copy presents them. Where a mechanic has a known edge case, such as a stagger interaction that can break certain boss phases, the guide calls it out so you can plan for it instead of being surprised by it. New Game Plus, DLC content, and seasonal updates are treated as separate contexts because they change the economy and the pacing rather than the core rules.

Core systems every lies of p walkthrough has to explain first

Before you can plan a chapter or pick a build, you need the underlying rules the game does not put on screen in a single diagram. The systems below are the ones that keep coming up in any serious lies of p walkthrough, because almost every decision in a run comes back to one of them.

Stamina and guard pressure. Light attacks cost less stamina than charged attacks, and guarding with a balanced or technique-scaling weapon takes a smaller stamina hit than guarding with a heavy weapon. The stamina bar is the real health bar in most boss fights, because the window to punish a boss is set by how much stamina you can spend before your own guard breaks. The lies of p walkthrough treats stamina as a finite combat resource rather than an afterthought: if you go in with a slow weapon and try to play aggressively, the boss will catch your recovery and end the run.

The fable arts window. fable arts are the equipped special moves that consume a single fable gauge bar. They break boss poise, create a brief breathing space, and let you skip parts of a combo you do not want to learn. They also reset if you die, so in a lies of p walkthrough the goal is to spend fable arts on a phase transition, not to dump them on the first 30% of a boss bar.

Legion Arms and slot trade-offs. You can only equip one Legion Arm at a time, and switching is free outside combat. In a lies of p walkthrough this means picking the right tool for a chapter rather than the most powerful one in the abstract. A flamethrower that melts one boss may be useless on a fast dual-blade enemy that never stands still.

Quartz and boss weapon drops. Special weapons are tied to boss kills, quest chains, or rare Quartz conversions. The lies of p walkthrough tracks which paths unlock which weapon so you do not accidentally lock yourself out of a build you wanted by skipping a side path. Quartz also governs Legion Arms, so a player who skips boss content will have a smaller Legion Arm roster later.

Attribute scaling and soft caps. The level curve has soft caps at certain attribute values, after which returns diminish. The lies of p walkthrough uses the soft cap as the boundary for an “endgame-ready” build, because pushing past it gives cosmetic numbers on a stat screen but does not change how a boss plays.

Build archetypes a lies of p walkthrough has to cover

Most successful runs in this game fall into a small number of archetypes. The lies of p walkthrough treats these as templates you can mix, not as rigid classes. Every archetype has a soft cap path, a weapon pool, a Legion Arm slot, and a fable arts list. Once you understand those four, you can adapt to most chapters without re-reading a guide.

Archetype Main attribute Typical weapons Legion Arm slot Playstyle summary
Motivity heavy Motivity Large swords, greatshields, heavy swords Fulminis or Aegis Slow, high stagger, trades recovery for raw damage
Technique dex Technique Dual blades, curved swords, rapier-class Falcon Eyes or Pandemonium High combo speed, relies on dodge timing
Advance elemental Advance Elemental-scaling blades, puppet strings Elemental launcher of choice Status pressure, good against bulky humanoid bosses
Balanced guard Vitality + Motivity mix Mid-weight sword and shield Aegis or emergency heal arm Defensive, forgiving for first-time players
Puppet string tech Technique + Advance Light blade with strong fable arts Puppet String or ranged arm Uses fable arts and strings to control spacing

The lies of p walkthrough usually recommends that a first run pick a single archetype, push that main attribute to its first soft cap, and treat the rest of the level budget as defensive points. Splitting across three attributes before the first soft cap leaves you with a character that can do nothing well in chapter 4 or 5.

If you intend to use a boss weapon you saw online, the lies of p walkthrough rule is to check the boss’s arena and pattern first, then check the weapon’s scaling, then commit. Locking in a weapon too early and then discovering its moveset does not fit your reflexes is the most common cause of a wasted mid-game build.

Chapter 1 to chapter 3: the lies of p walkthrough opening

The first hours of the game are a tutorial in disguise. A good lies of p walkthrough does not treat them as throwaway content, because the timing windows and the stamina economy you build here set the rhythm for the rest of the run. A player who learns to attack once and guard once in the first hours will not have to relearn the basics in chapter 7.

Chapter 1 priorities. Pick a starter weapon that matches the archetype you intend to develop. Light swords are forgiving because of their fast recovery; large swords feel powerful but punish mistakes heavily. The lies of p walkthrough suggests spending your first Ergo on attribute points rather than on consumable stock, because consumables respawn at benches and the level-up you skip cannot be recovered later.

  • Learn to differentiate the guard break sound from the normal hit sound. Once you can hear the break, you can start a punish instead of panic-rolling.
  • Open every shortcut you find. The lies of p walkthrough assumes that you will want to respawn near a boss later, and the only way to do that is by spending a key on a gate you walked past earlier.
  • Do not spend Quartz on Legion Arms until you have a second one in reserve. Burning a Quartz on the first arm you see leaves you with nothing to compare it to.
  • Treat side streets as Ergo reservoirs, not as story content. The lies of p walkthrough uses side streets to bank levels for the next chapter.

Chapter 2 priorities. The first major boss acts as a skill check. If you can stagger, guard, and punish without burning a fable art, you have the tools for the rest of the run. If you cannot, the lies of p walkthrough recommends going back to chapter 1 and 2 enemies to drill the recovery window rather than grinding levels. Levels reduce incoming damage only up to a soft cap; skill reduces it indefinitely.

Chapter 3 priorities. By the third chapter you should have a Legion Arm you actually use and a fable art that fits your archetype. The lies of p walkthrough treats chapter 3 as the point where the build becomes real. If you are still swapping weapons after every encounter, you have not committed, and the rest of the run will feel inconsistent.

Chapter 4 to chapter 6: the lies of p walkthrough mid-game

The mid-game is where most runs hit their first wall. The lies of p walkthrough uses chapters 4 to 6 to lock in the build, find the second Legion Arm slot pattern that works, and decide whether to push into the harder optional bosses or stay on the critical path.

Resource pressure. Ergo starts to feel scarce because leveling past the first soft cap costs a lot more, and the lies of p walkthrough recommends pushing only the main attribute through this barrier. A second attribute can sit one or two points under the cap without losing much, but the third attribute is usually a wasted investment until New Game Plus.

Boss pacing. Bosses start using delayed swings, two-phase transitions, and arena hazards. The lies of p walkthrough rule for the mid-game is simple: learn the first phase from the front, then start using fable arts when the boss transitions. Fable arts are wasted on a phase you can already beat, and the lies of p walkthrough tries to keep them ready for the unfamiliar half of the fight.

Chapter Main threat Lies of p walkthrough adjustment
4 First multi-phase boss with add summons Position so adds spawn away from the boss so you do not have to fight two pressure systems at once
5 Faster humanoid bosses with gap closers Switch to a lighter Legion Arm or a ranged arm, because slow arms will not start their attack in time
6 Bulky armored bosses with high stability Use fable arts on the stagger window rather than the opening; elemental damage starts to matter here

Side content and ending branches. The lies of p walkthrough flags two important points in the mid-game. First, a few NPCs offer side quests that lock certain weapons and endings. Skipping the NPC does not fail the quest, but it does close the related ending. Second, optional bosses in the mid-game drop boss weapons that change the build for the rest of the run. Skipping them is fine for a first run, but a second run should target at least one of them to expand the build pool.

By the end of chapter 6, a successful run usually has a level spread close to the soft cap on the main attribute, a usable Legion Arm, a fable art that the player can deploy on cue, and one boss weapon in rotation. The lies of p walkthrough considers that the minimum kit for the late game.

Chapter 7 to chapter 9: the lies of p walkthrough late game

The late game exists to test whether the build actually fits the player, not whether the levels are high enough. A lies of p walkthrough that pushes the player to grind before the late game usually misreads the difficulty curve. Levels matter, but pattern recognition, fable art timing, and stamina discipline matter more.

Late-game boss design. The final chapters layer multiple mechanics. Expect delayed attacks, arena hazards, status effects, and adds. The lies of p walkthrough rule for these fights is to learn the first 30 seconds of the pattern, then start using fable arts on the transition. Burning a fable art on a long combo you can already dodge is a wasted resource.

Ending choice. The late game asks the player to make one or two binary choices that determine the ending. The lies of p walkthrough treats these as intentional design rather than mistakes. Players who want a specific ending should read the lies of p walkthrough section on side content before chapter 7 so they do not realize after the final boss that they missed the NPC that gates the option they wanted.

Final boss approach. The final boss has a multipart arena and a pattern that punishes greed. The lies of p walkthrough recommends the same plan as for any multi-phase boss: learn phase 1, use fable arts on phase 2, and reserve a fable art or two for the transition into phase 3. Players who try to burn everything on phase 1 usually reach phase 3 with no resources and a half-empty stamina bar.

Boss fight strategy patterns used in this lies of p walkthrough

The game has a few repeatable boss patterns that show up in different skins across chapters. The lies of p walkthrough uses these as a vocabulary to talk about fights, so a player can read the boss description and immediately know what kind of fight it is.

  • Humanoid duelist. Fast, low stamina cost per swing, but also low stability. Lies of p walkthrough advice: stay close, hit twice, guard once, repeat. Do not try to out-trade them.
  • Bulky stabilizer. Slow swings, high stability, vulnerable after committed attacks. Lies of p walkthrough advice: bait the big swing, then punish the recovery with a full combo.
  • Add summoner. The boss is rarely the real threat, the adds are. Lies of p walkthrough advice: clear adds first, then punish the boss during its transition animation.
  • Arena hazard boss. The floor or the walls are a second enemy. Lies of p walkthrough advice: keep the camera angle that shows both the boss and the hazard line, not just the boss.
  • Elemental phase boss. The boss changes element in phase 2. Lies of p walkthrough advice: swap Legion Arm to the one that resists the new element rather than trying to brute-force through the swap.

These categories overlap, and a single boss can be two of them at once. The lies of p walkthrough rule is to identify the dominant category first and the secondary category second. Trying to solve two categories at once usually means solving neither.

When the lies of p walkthrough says to backtrack

Backtracking is not a failure state. The lies of p walkthrough treats it as a normal part of progression because the level design is built around shortcuts that open up later. If you hit a wall, here is a checklist the lies of p walkthrough uses for the decision to back off.

  1. Check the boss’s elemental resistance. If the boss resists your Legion Arm element, you can keep playing but you are paying a hidden damage tax.
  2. Check your stamina bar. If two full combos drop you below a third of the bar, the build is too slow for this fight and you need a lighter weapon or a Legion Arm that opens space.
  3. Check your fable art. If your fable art is not interrupting the boss’s recovery, it is the wrong fable art for the archetype of the fight.
  4. Check the shortcut network. A path you unlocked two chapters ago might cut a long run back to the boss gate by half.
  5. Check your Ergo bank. If you have a level sitting in the bank, spend it before the next attempt. A single level is rarely a save, but several missed levels are the reason a wall feels harder than it should.

For additional context, Most of the time, the lies of p walkthrough finds that one of these five points is the actual reason a run is failing, and a small fix on that one point is enough to clear the wall.

Weapon upgrade and disassemble logic

The weapon upgrade path is one of the most misunderstood parts of the game, and a lies of p walkthrough has to be specific about it. Upgrades are limited per playthrough, materials drop on a curve, and disassembling a weapon for parts is usually a net loss unless you already have a replacement in the same archetype.

Upgrade priority. Upgrade the weapon you use as your primary, not the one you plan to switch to. The lies of p walkthrough treats weapon switching as a defensive option, not as a primary damage source. A heavily upgraded weapon used in a safe pattern will out-damage a lightly upgraded weapon used in a flashy pattern almost every time.

Disassemble cost. When you disassemble a weapon, you do not get back the full material cost, and you lose any fable arts attached to it. The lies of p walkthrough recommends disassembling only duplicate weapons you will not use, and keeping at least one of each scale type in the inventory for experiments.

Hidden modifiers. Some boss weapons come with a hidden effect that does not appear in the menu. The lies of p walkthrough keeps a running list because the effect often changes the boss weapon from a curiosity into a build cornerstone. A boss weapon with a hidden effect can be worth pushing a side path for, even on a first run.

Legion Arm deep dive for the lies of p walkthrough

Legion Arms are the game’s class system in miniature. You can only equip one at a time, and each one solves a different problem. The lies of p walkthrough uses the table below to map common problems to the Legion Arm that solves them.

Problem Best Legion Arm slot Why it works
Need to break boss poise quickly Fulminis or heavy impact arm Hits the stability bar without forcing a long combo
Need to escape a long boss combo Puppet String or dash arm Creates distance without burning stamina on a dodge
Need to deal with a group of adds Aegis or stagger arm Stuns the group and gives breathing room for a heal
Need to apply elemental pressure Elemental launcher of the relevant element Status effects scale with the arm’s element, not the weapon’s
Need to survive a one-shot attack Shield-class arm Stops a single hit cleanly and lets you recover stamina

The lies of p walkthrough also flags two common Legion Arm mistakes. First, swapping during a boss fight without a quiet moment will leave you locked into the previous arm for the rest of the engagement. Second, leveling a Legion Arm past its soft cap returns less than leveling the main attribute, so the lies of p walkthrough caps Legion Arm investment at the first soft cap and puts the rest into attributes.

Puppet string and fable arts timing

Puppet string and fable arts are the two systems the lies of p walkthrough spends the most time on because they convert a stat screen into actual damage. Both run on a finite gauge, and the timing of their use changes the outcome of a phase more than the levels behind them.

Fable arts timing. The lies of p walkthrough treats fable arts as phase transition tools, not as opener tools. The boss’s poise is highest at the start of the bar and lowest right after a committed combo, so the fable art lands harder on the latter half of phase 1. Save at least one fable art for the phase 2 opener so you can stagger the boss before the new pattern locks in.

Puppet string spacing. Puppet string lets you pull the boss into a set distance or yank them out of a teleport. The lies of p walkthrough uses puppet string to keep the boss at the edge of your weapon’s reach, where their recovery is the longest and your punish window is the largest. Pulling the boss into your face usually ends with their next combo out-trading yours.

Recovery and stamina math. A typical punish combo, a fable art, and a guard use roughly the same stamina as two full light attack combos. The lies of p walkthrough rule is to plan two punishes per stamina bar and stop when the bar is below a third. Going below that third is the most common cause of a panic-dodge that costs the run.

Endings, side content, and the lies of p walkthrough branching map

The ending branches in the game are gated by a small number of choices. The lies of p walkthrough tracks the choice points rather than the endings, because a player who knows the choice points can plan without spoilers. The major choice points are scattered across chapters 4, 7, and 9, and they involve two or three specific NPCs and one optional boss kill.

Choice point 1, mid-game. An NPC asks for help with a specific task. The lies of p walkthrough recommends doing the task because it unlocks both a useful Legion Arm upgrade and a later dialogue option, even on an ending you do not plan to take.

Choice point 2, late mid-game. A second NPC offers a side quest that gates one of the cleaner endings. The lies of p walkthrough treats this as the branch you should plan around if you have a target ending. Skipping it does not lock the run, but it does close off the option.

Choice point 3, late game. The lies of p walkthrough flags the late-game choice because it is the one that is easiest to misread. The dialogue window is short, and the second option looks similar to the first. Players who want a specific ending should reload the save and read the lies of p walkthrough note on this choice before committing.

Optional bosses in the late game also drop weapons used by the most popular New Game Plus builds. The lies of p walkthrough does not assume a first run will reach them, but a second run usually starts by planning around one of them.

New Game Plus and how the lies of p walkthrough adjusts for it

New Game Plus changes the economy, the enemy placement, and the boss patterns more than the marketing pages suggest. A lies of p walkthrough written for the first run does not transfer cleanly to New Game Plus without a few specific changes.

Economy. Ergo drops scale up, but so do upgrade costs. The lies of p walkthrough rule for New Game Plus is to push the main attribute to its second soft cap before doing anything cosmetic. A build that looks like a clear on the first run can feel brittle in New Game Plus because the first soft cap stops reducing incoming damage at the new tier.

Enemy placement. New Game Plus adds new enemy types in old chapters. The lies of p walkthrough expects these to be harder than they look, because they have patterns the player has not seen in their original positions. Treat the early New Game Plus chapters as a tutorial for the new moves, not as a speedrun.

Boss patterns. Some bosses get new combos and a second phase they did not have before. The lies of p walkthrough recommends running the boss once in a low-investment build to learn the new moves, then coming back with the real build. Burning the entire Ergo bank on a first attempt at a New Game Plus boss is one of the few ways to soft-lock a save.

DLC content and how the lies of p walkthrough treats it

DLC content for a soulslike usually lives in two layers: a new area, and a new equipment set that interacts with the existing builds. The lies of p walkthrough treats the DLC as a separate progression layer because the new equipment is tuned for the new area, not the old one.

New area pacing. The DLC is harder than the base game, and the lies of p walkthrough recommends a New Game Plus character for the first run, not a fresh save. The new area’s enemies have patterns that punish the muscle memory built in the base game, and that is intentional design.

New equipment. The DLC adds a small number of weapons and Legion Arms that fit into existing archetypes. The lies of p walkthrough treats these as build pivots, not as upgrades: they change the playstyle more than the numbers, and a player who picks one up will need to relearn the timing windows.

Boss design in the DLC. DLC bosses are designed for players who have already learned the base game’s rhythm. The lies of p walkthrough expects the player to be able to clear the base game without a guide before tackling the DLC, because the lies of p walkthrough cannot reasonably cover the muscle memory layer that the DLC assumes.

Common build mistakes the lies of p walkthrough tries to prevent

Most failed runs share a small number of mistakes. The lies of p walkthrough uses this list to flag them early, because each one feels different in the moment but produces the same end result: a run that derails in the mid-game.

  • Splitting levels across three attributes before the first soft cap, leaving the build unable to stagger anything.
  • Equipping two fable arts that do not chain, so the gauge fills but the player has nothing to spend it on that fits the moment.
  • Switching weapons every chapter, never letting the muscle memory for a single moveset develop.
  • Spending Quartz on Legion Arms before having a second one in reserve, locking the slot early.
  • Saving fable arts for the final boss only, then running out of stamina in the mid-game because the gauge was never spent.
  • Ignoring side content entirely, missing the boss weapons that make the late game manageable.
  • Playing the late game with a level spread that looks even on the stat screen but is below the soft cap on the main attribute.

The lies of p walkthrough addresses each of these as a recurring pattern in the chapter sections, because they are easier to fix when the chapter is fresh than to diagnose after the run has already lost its rhythm.

How to use the lies of p walkthrough alongside community resources

A walkthrough is not the only source of information. The lies of p walkthrough assumes the player will also use a build calculator, a boss move list, and a community discussion thread. The role of the lies of p walkthrough is to give a stable progression backbone that does not shift with each patch, while the community resources fill in the version-specific details.

Build calculators. A good build calculator lets you experiment with attribute spreads before spending Ergo. The lies of p walkthrough recommends using the calculator to plan the soft cap path, then committing to it in-game, rather than winging the levels and rebuilding later.

Boss move lists. Move lists help with the second half of a fight, when the pattern is no longer new. The lies of p walkthrough recommends reading the move list for the boss you are stuck on, not for the boss you plan to fight next, because the move list usually teaches you one or two punishes you can use on the very next attempt.

Community threads. Community threads are where patch-specific changes show up first. The lies of p walkthrough does not try to replace them, but it does assume that the player is reading them for current information, not for advice that was current two patches ago.

Frequently asked questions

How long is a run in the lies of p walkthrough?

A first run usually sits between 30 and 50 hours depending on side content and how many optional bosses you clear. A focused run that skips most optional content can finish faster, but the lies of p walkthrough does not recommend skipping optional content on a first run because the boss weapons dropped there change the build for the rest of the game. A New Game Plus run is shorter because the level curve is already past the first soft cap, but the new enemy placements keep it from being a pure speedrun.

What is the best starter weapon for a first lies of p walkthrough?

For a first run, the lies of p walkthrough recommends a balanced sword that scales with both Motivity and Technique. A balanced sword forgives early mistakes because the recovery is short, and the dual scaling means the build can pivot into either archetype without having to farm a new weapon. Pure light or pure heavy weapons feel more dramatic, but they also punish small mistakes harder in the early chapters, which is the worst time to learn the stamina economy.

How many Legion Arms should I use across a lies of p walkthrough?

Across a full run, expect to settle on two or three Legion Arms that you actually rotate. The lies of p walkthrough treats the slot as a tool belt, not a specialization. Carrying five Legion Arms and switching every encounter is a sign that the build has not committed, and the lies of p walkthrough recommends pruning the roster to two or three so the muscle memory for the right tool develops.

When should I start New Game Plus in the lies of p walkthrough?

Start New Game Plus when the build feels stable on a first run, not when the levels feel high. A stable build clears chapters without panic-rolling, and that is the right time to take it into a harder version of the same chapters. The lies of p walkthrough does not recommend starting New Game Plus on a first save, because the level curve assumes the player already has the muscle memory for the base game.

What is the soft cap in the lies of p walkthrough?

Soft caps are attribute values after which the return on each point falls off. The lies of p walkthrough treats the first soft cap as the build target and the second soft cap as the New Game Plus target. Pushing past the second soft cap gives cosmetic numbers on a stat screen, not a meaningful change in how a boss plays, so the lies of p walkthrough does not recommend it as a normal investment.

How do endings work in the lies of p walkthrough?

Endings are gated by a small number of choice points across chapters 4, 7, and 9. The lies of p walkthrough tracks the choice points rather than the endings, so a player can target a specific ending without needing the full story. Most endings also require an optional boss kill or a specific NPC quest, and skipping that content is the most common reason a player locks themselves out of the ending they wanted.

Should I use a guide on a first lies of p walkthrough?

A walkthrough is most useful as a reference for systems and progression, not as a step-by-step replacement for playing. The lies of p walkthrough is written to be read alongside the run, not before it, because the muscle memory you build by playing the early chapters is the foundation for the late game. Reading the entire lies of p walkthrough in advance tends to over-prepare the player for the first chapters and leave them under-prepared for the chapters that actually require skill.

How does the lies of p walkthrough handle difficulty spikes?

Difficulty spikes are usually a sign that the build has drifted off the soft cap path, not a sign that the game is unfair. The lies of p walkthrough checks the build first, the equipment second, and the pattern third. In most cases, one of those three is the actual cause of the spike, and a small fix on the dominant factor is enough to clear it. The lies of p walkthrough does not recommend grinding as a primary response, because grinding without a fix just produces a higher-level version of the same failed run.

Can I switch archetypes mid-run in the lies of p walkthrough?

Yes, but the cost is a soft reset on the level curve. The lies of p walkthrough treats an archetype switch as a New Game Plus decision, not a mid-game one, because the weapons and the Legion Arms of the new archetype are usually different from the old one, and the muscle memory has to be rebuilt. A mid-run switch is fine for a player who has finished at least one full run, but it is a hard ask for a first run.

What is the best way to recover from a soft lock in the lies of p walkthrough?

A soft lock usually means the build is below the soft cap on the main attribute, the Legion Arm is wrong for the next chapter, or the fable arts do not fit the boss pattern. The lies of p walkthrough runs the same five-point checklist: resistance, stamina, fable art, shortcut, Ergo bank. One of those is almost always the actual cause, and a small fix on it is usually enough to recover without a full rebuild.

Where to go from here

The lies of p walkthrough is a stable backbone for a run, not the only resource you need. Pair it with a build calculator, a boss move list, and a community discussion thread for the version you are playing. The combination gives you a progression plan, a tactical reference, and a current-events feed without overloading any single source. If you are still in the planning phase, pick the archetype that fits your reflexes, push its main attribute to the first soft cap, and only then start thinking about optional content. The order matters more than the absolute level, and the lies of p walkthrough is built around that order.