In the first room full of enemies you’ll face some Bi-pedal Enemies in a large number but with low health pools that fire ranged attacks as well as the occasional melee attack if you are within melee range. just stay on the move and you’ll be fine.
the next room features a few “break-beasts” in the form of something resembling a bear and two jungle cats. i opted to take out the quicker moving felines first and then focused the larger, slower moving, “bear.” again make use of your magic parkour by staying mobile and you’ll trivialize this fight.
in the last room of enemies or rather Enemy you will encounter the boss of the labyrinth which is akin to a squid? I guess… lol. I had scattershot upgraded to lvl 2 and was able to make short work of this enemy. just look out for its ranged attacks where it launches 4 water crescent slashes at you. it also has a slower easier to dodge attack, where it calls up some “geysers” from underneath you. the boss may seem formidable but was honestly a pushover. just be sure to stay out of the water as it hinders your ability to use magic of any sort, until you are close enough to a ledge/wall and can parkour out of the water. while in the water you move incredibly slow. there’s a good chance the boss will hit you with a melee attack if within range, but I never gave it the chance, neither should you. so keep that in mind while fighting the boss and it should be an easy W.
You’ll find a couple healing droughts in each room that there are enemies so don’t worry about taking a bit of damage in each fight as you won’t be punished for this so early in the game.
in between fights you’ll find some mana pools as well as some firewood to make camp with (the game states this material is somewhat hard to come by, so be sure to pick it up.) should be after the bear and jungle cats fight.
along with a somewhat lackluster piece of lore, you’ll find a necklace after the boss fight (the entire reason I’m writing this guide.) called Orison which states: Auto-heal effect triggered after defeating an enemy.
I have yet to test the heal amount but in itself this sounds like it’s going to come in super clutch early game and wanted to share my findings with the community.
The whole reason you want the item in this guide.
If by this point in the game, You have not realized/figured out, that once you obtain any gear item (necklace or cloak, Nails are excluded from this feature.) you can then craft/ upgrade an existing cloak or necklace and give it the perk from whatever item you just obtained. in this case you will have just obtained the Orison necklace with the perk: “triggers auto-heal effect when an enemy is defeated.”
so next time you go to an upgrade bench you can now put the auto heal on enemy defeat perk on either your necklace or cloak or both (although I’m not sure if the effect stacks with itself or not. will test later and edit guide once i know.) but yeah you don’t just have to put the perk back on another necklace which is nice. and if you upgrade a piece of equipment enough it will gain additional perk slot(s) again not sure if 4 is the max perk slot count on a piece of gear yet, will update that as well.
Anyways hope this helps.