Project Slayers 2 Beginner’s Guide
Project Slayers 2 is live, and this is the start-to-finish path for a fresh account: secure the release code, pick the right build, and run the level 1–25 quest loop without wasting your first hours. The route below is built from early-access walkthroughs and is paired with post-launch footage so you can tell what the release patch moved.
Level 1 → 25 Route (From Early Access)
Route distilled from a community early-access beginner guide by Ashira RBX (2026-09-12), cross-checked against the official showcases.

Recorded in the early-access build — level gates, prices and quest names have been retuned since, so re-check them in the live client.
The route at a glance:
Open the main menu and choose Customize. Clan spins live there, and every clan lists its own stats, perks and passives — so read what yours actually does before you enter the world. Aim for at least an uncommon clan to start; the rarest tier sits around a 0.1% roll.
The NPC beside your first spawn offers two quests. Accept the one that asks you to defeat three bandits before you start fighting — the quest turns every kill into extra experience and cash instead of wasted combat.
Your default kit is fists, a dash and block. Blocking prevents both damage and the stun that follows a bad trade, and it stays relevant after you replace your weapon. Get used to defending between your own swings — especially once other players can hit you.
At level 7 the boss quest becomes available. The boss respawns every few minutes and drops a chest with gear on top of the usual experience and cash. The chest is first come, first served, so be ready to grab loot the moment the boss dies, and keep farming regular bandit quests while you wait.
Buy the regular katana for 500 cash as soon as you can afford it, then return for the fancy katana at 1,500 cash. Both are straightforward damage upgrades that speed up every quest you are already running.
At level 13 you can travel to the next region and its bear quests — one for level 13 and another for level 18. Take the tier you qualify for, then move on when you hit the higher requirement.
Skill points come from leveling up and can go into stamina, health, better blocking, double jumps and wall climbing. Check the skill tree whenever you level so the points are actually working for you instead of sitting unused.
PvP is already enabled in the second area — other players can attack you while you farm. Keep an eye on who is nearby, especially when you pull mobs close to a stranger.
Breathing techniques open up around level 25. That is the point where your build really starts to specialize, so review the style tier list before you commit.
Early Quest NPCs & Level Gates
The opening hours are level checks rather than skill checks: if an NPC will not offer a quest, you are almost always below its requirement. This is who hands out what, in the order you meet them.
| Level | Quest giver | What it unlocks |
|---|---|---|
| 1 | Krue at spawn | The “defeat 3 bandits” quest that turns your first fights into real experience and cash. |
| 7 | Bandit mini-boss | The boss quest and its loot chest: your first guaranteed gear upgrade, first come first served. |
| 13 | Tom in the second area | “Hunt the bears” — and the moment PvP switches on around you. |
| 18 | Tom | The Mother Bear hunt, and the first real jump in enemy health and punish windows. |
| 25 | Breathing trainers | Breathing Styles, where your character stops being generic. |
Raze sells the regular katana for 500 cash and the fancy katana for 1,500 cash. Both are plain damage upgrades, so buy them the moment you can afford them instead of saving for something fancier later.
Kona hands out collection tasks such as “Discover the Lost Pages”, and objectives like “Find Betty’s Gemstone” run alongside the combat quests. They pay cash and experience, which is what actually closes the gap to that 1,500 katana. Another early collection loop is Liv's Lucky Penny quest at the Bamboo Grove Sanctuary (level 14+).
The level gates are consistent across early-access reporting and were cross-checked against a community leveling guide published September 12, 2026. NPC names come from that guide and from the community wiki's NPC index, which independently lists Raze; quest names and requirements can still shift in an update, so treat a silent NPC as a level gate rather than a bug.
A Slayers 2 leveling guide, in one route
If you came here looking for a Slayers 2 leveling guide: the ladder above is the short answer. Character levels come from quest chains rather than free-roam grinding. Public post-launch routes split the same climb into broad bands — starter quests to the first boss, bear-region quests into the mid-teens, the level 25 breathing-trainer gate, the level 45 Final Selection exam, then the later forge and dungeon unlocks (Pro Game Guides, “Slayers 2 Slayer Progression Guide”, November 2026; slayer2.org beginner route, page updated October 4, 2026; All Things How, 0–255 grind-spot guide). Those routes agree on the order and disagree on exact XP values, quest-giver names and even the reported level cap; none is a developer-published table, so use them as routing landmarks and confirm every gate in your own client. Build decisions that sit on top of the ladder belong on the tier list, and the level 45 exam is written out on the Final Selection guide.
Core Combat Controls & Keybindings
Default key mapping reported from the early-access build; the released client may differ.
| Action | PC Keybind | Controller | Mobile | Tactical Notes |
|---|---|---|---|---|
| Movement | W / A / S / D | Left Thumbstick | Virtual Joystick | Analog directional movement and strafing. |
| Sprint / Dash | Left Shift | L3 (Click Stick) | Sprint Button | Consumes stamina; essential for spacing in combat. |
| Jump / Double Jump | Spacebar | A / Cross | Jump Icon | Wall climbing and double jump unlock via skill tree. |
| Dodge / Roll | Q | B / Circle | Dodge Icon | Brief invulnerability frames (i-frames) against melee swings. |
| Light Attack (M1) | Left Click (Mouse 1) | Right Trigger (RT) | Attack Button | Fast chainable combo starters for weapons and fists. |
| Heavy Attack (M2) | Right Click (Mouse 2) | Right Bumper (RB) | Heavy Icon | Heavy guard-break finisher that staggers blocking enemies. |
| Block / Parry | F (Hold) | Left Bumper (LB) | Shield Icon | Mitigates posture damage; tap timing creates parries. |
| Radial / Menu | M | D-Pad Up | Menu Icon | Accesses clans, skill trees, inventory, and code redeem. |
First-Session Checklist
Five things to do before your first hour is over.
Clear the Group Gate
Join the Ouw Productions Roblox group, then fully relaunch the game so the membership registers — the release code COD3SCurrency is group-gated and keeps failing until it does. Claiming it takes a minute and hands you 25,000 Wen and 5 Ore to spend on your first rerolls.
Codes & Free Rewards →Choose Your Path: Slayer or Demon
At character creation, pick the Slayer path (Breathing Techniques) or the Demon path (Blood Demon Arts). This single choice defines your entire combat identity — plan around your preferred playstyle.
Slayer vs Demon Paths →Roll a Clan You Can Build On
Clans are spun from the Customize menu and now come with buffs, perks and passives rather than flat stat boosts alone. Check the clan guide before you burn rerolls.
Clan Tiers & Spin Advice →Learn Your Technique or Demon Art
Breathing Styles open up around level 25, while Demons run a Blood Demon Art from the start. Review the tier lists before committing to a build.
Breathing & BDA Wiki →Redeem the Working Codes
The release code COD3SCurrency is still up and pays 25,000 Wen and 5 Ore, and the rest of the live list is on the same tracker. Enter each one in the Codes box on the main menu, and re-check the page before they are retired.
Active Code Tracker →Quick Survival Tips
- Boss chests are first come, first served — even if you did most of the damage, another player can take the loot if you are slow to react.
- Read gear stats rather than rarity. A common piece with the stats your build wants can beat a flashier drop.
- Data Wipes & the Kamado Question:Levels and Wen reset for everyone (Level 0) because Slayers 2 runs on a new engine, while high-tier Part 1 gamepasses receive compensation packages. Kamado is the murkiest case: the official Q&A (Aug 23, 2026) said no clan transfer was final, while the community wiki reports Kamado was locked in Part 1 on September 2, 2026 with holders carried over. Plan as if you are starting from scratch.
- Join the official Discord for real-time code drops and patch notes.
What the First Few Hours Actually Look Like
Creator TOUGH started a fresh Early Access account and documented the opening grind end to end.

- Bandit contracts still open the game: the first quest giver hands out bandit work, and the cheap starter sword is bought with the cash those contracts pay.
- The clan roll happens at character creation: you roll a clan before you have played a minute, and the skill tree opens movement unlocks such as double jump and wall climb early on.
- Breathing styles sit behind a trainer level: the Stone trainer expects level 25 plus a specific weapon class, so buy the right weapon type rather than the most expensive one.
- Getting a style is a quest chain, not a purchase: the steps include meditation, strength tasks and a parkour dungeon, and mastery points come from using the style against NPCs.
- Upgrade materials drop from demons: the Stone chain wants a demon-drop core, and travel between objectives is long enough that fast movement pays for itself.
Level gates and quest steps here come from Early Access footage and were retuned for the September 18 release; the live client is the source of truth.
First Impressions From a Player New to the Franchise
A first-session video from a creator with no Project Slayers history at all, which is a useful check on what the game explains by itself on day one.

- The character editor is the first gate: the session spends its opening minutes in a full appearance editor before any progression decision is offered.
- Blind-start value: because this creator had never touched the original game, the video shows which early systems the client explains unaided and which ones send players looking for a wiki.
- Early Access caveat: the footage comes from the invite-only phase, so pacing, menus and the opening quest chain were subject to launch-day changes; the released build is what the route above describes.
Transcribed from the captions of a publicly posted first-session video. It is one player experience, not a tested route, so treat the opening flow as indicative until the live client confirms it.
Three More Starter Walkthroughs
Three post-launch runs covering the opening hours, the mid-game skill-tree grind and the push to a fully built Slayer. Each is one creator's route, so re-confirm level gates and prices in the live client.

- The clan roll is at the start: you pick a clan at character creation before any real play, then grab your first katana at the beginner village.
- Bandits open the leveling: the route beats bandits up to roughly level 10–15, then points at a boss around level 7 to farm — an early, repeatable source of levels before the breathing gate.

- Breathing unlocks at level 25: the run lays out the early gates (10, then 18, then 25) and notes that a breathing style only becomes available once you reach 25.
- Trainers are gated by demon horns: each breathing trainer asks for a different amount, with one style needing only about ten horns while others ask for roughly thirty — a one-run reading, so confirm the count on the trainer before you farm.

- Max the skill tree first: the walkthrough recommends pouring points into the skill tree before anything else, since later levels also pay out more currency to spend.
- Level bands to plan around: it breaks the grind into early (roughly 1–10), a mid checkpoint near 26, then the 40-plus stretch where the build comes online — useful for pacing a first character.
Videos verified through the YouTube oEmbed API (titles and channels as returned by the platform), with the caption tracks transcribed for these notes. Automatic captions mis-render proper nouns and are unreliable on quantities, so no figure is quoted from the transcripts as a developer value; treat the level bands and horn counts above as one creator's readings to confirm in-game.
Level Gates Past 25: The Progression Ladder From Early Access
The exam is not a boss rush and not a minigame. A first-hand run describes it as scavenger hunting, bandit clearing and one parkour section, gated at level 45 but worth entering at 60 or above, ending with a single named boss. Two details from that run are worth planning around before you queue in.
- Take the shotgun schematic while you can: the underground NPC inside the instance drops a shotgun schematic on a short respawn, and that instance is the only dependable source outside of fishing for one.
- The hand demon hides behind its adds: the final boss turns invulnerable once it spawns mini demons, so clearing the adds first is the fight rather than an optional extra.
- Quest by quest route: the fruit pickups, the bandage, the submerged key, the parkour turning and the boss are written out in order on the Final Selection guide.
Two post-launch text guides (GrindNStrat and TreyexGaming, neither dated on-page) agree on the entry rules, and both disagree with the early-access video above on one of them. They say the exam opens at level 45, that it is a Slayer-candidate route a demon character cannot enter, and that it opens on the hour— where the video run recorded a two-hour cycle. Plan for the shorter cycle and arrive early until a live-client reading settles it. The walk itself is bear area → butterfly estate → over the bridge → right.
- 1. Fruit for Ra: apple, banana and grape. The first two sit beside the quest giver; the grape is the one that wanders, but its spawn points are fixed.
- 2. Five demonsin the marked area — the breathing room of the run.
- 3–4. Cleon's katana and bandages: the blade lies along the escort route rather than off it, and the bandages cost 25 Goldfrom Ra — one is enough.
- 5. The submerged key: dive straight at the red marker for Mizuto and clear the small boss inside the underwater cave.
- 6. The parkour dungeon is the real gate: go left at the entrance and pull that first lever before rejoining the main line, take the first checkpoint, then turn left again. Spikes kill instantly, so no blind jumps.
- 7–8. Timed race, then the rescue: Lovato's race adds roughly 30–60 seconds per checkpoint, so it is forgiving if you do not detour; the civilian rescue is an E interaction inside the red circle while demons spawn.
- 9. The final demon:bring health potions, keep the adds off you and stay out of the pile — the fight is lost by getting surrounded, not by running out of time.
One guide single-ran the exam, so a party is not mandatory — it is the safety margin. Neither guide publishes test dates, so treat the order as the live route and the numbers as their readings.

Source: MrCaptKiddJr (September 17, 2026), transcribed from the video captions. The creator notes the footage is from days one to three of early access, so task order and difficulty may differ in the live client.
A level-by-level guide recorded two days before launch that runs well beyond the level 25 breathing-style gate this site documents from the first playtests.

- Area one is quest density, not grinding: keep clearing the first zone contracts while killing bandits, and the creator notes one of them eventually points you to the next area.
- The bear zone opens somewhere in the 10–13 window (one record travels at 13, another opens the zone at 10): cubs plus a mother bear, a named quest giver, a repeatable kill-four contract, and a mother bear quest worth grabbing whenever it spawns; this stretch carries you to 26.
- 26 and 34 add tougher contracts: a better-paying quest appears at 26 with harder mobs, a further one unlocks around 34, and the creator grinds that zone up to 40.
- Level 40 sends you to a new giver: a jump down to another NPC opens a strong contract that the creator says has already been tuned down once.
- Grind in a busy server on purpose: quest experience scales with server population, so the same contract pays noticeably more in a full public server than alone; the creator quantifies the gap as a few hundred experience.
Ladder compiled from one creator progression guide and transcribed from its captions; gates and payouts were recorded before the launch balance pass and have since moved; confirm them in the live client.
Level 25 → 225: The Ladder Above the Beginner Route
The route at the top of this page stops at the level 25 breathing-style gate. Two post-launch runs go past it: an in-depth leveling guide by revolver agz, and a 1–225 run recorded on a maxed account by Corgi. The gates, prices and order below come from those two transcripts.
Three starter quests are gates, not options
Finish it and you unlock the map, fast travel, and a live indicator that flashes the area your current level should be farming. Both runs call this the single most important early quest, and skipping it is why new players end up lost with no minimap and no fast travel.
A starter-village chain rather than a single turn-in: the targets are the civilians marked with stars, and finishing the line is what unlocks the next area's quest at the level it needs.
Run the delivery from the starter-village vendor and the clothing store opens. That matters most for demons: it is where the hat that grants sun immunity can appear, and the store restocks on a timer.
The gate ladder after 25
| Level | What opens | Where the run farms it |
|---|---|---|
| 1 – 24 | Bandits, then bears, then the next camp. Grab every NPC quest in the starter village first — one of them is the minimap quest. | Starter village (Windy Peak) → the bear area. |
| 25 · 45 | Styles open at 25; Final Selection opens at 45 and the entrance is described as opening on the hour, so plan around the window rather than the walk — the exam route is written out quest by quest. | Past the butterfly estate. Bring a breathing style with two or three moves unlocked, and bring two or three players. |
| 40 – 62 | A quest chain that starts by killing four guards, then a boss you fight once you are 50. From there the slayer and demon lines split. | The cave below the harbour area stays good experience long after its own quest ends. |
| 65 | The first forge quest from the harbour blacksmith opens the endgame dungeon. It pays a base 4,000 XP (8,000 with a x2 boost) before the server-lobby multiplier. | Mistfall Harbor — the run goes through the bridge to the dungeon entrance. |
| 75 – 90 | Cave farming in two mirrored spots, then the level 90 wall: a yeti that wants a frozen heart, and a lantern that sends you to the snow area. | Caves below the harbour, then the snow region. Frozen hearts come from world chests, from the three-bandit chests, or from the black market for 10,000 Wen. |
| 90 – 115 | Snow immunity is mandatory here: campfires build ice resistance in 10-second ticks up to a 10-minute cap, and without it you take continuous damage. | Snow region quests, then the last leveling chain at 105–115. |
| 125 → 225 | The crow quest (slayer) or the Muzan quest (demon) takes over, and those are called the best experience in the game. | Anywhere — but only in a populated server, for the reason below. |
One run tests this on camera: the same quest pays roughly 3,000 XP in a quiet server and 6,000 in a populated one, and a boss in the same route adds about 2,000 on top. Both creators independently give the same advice, so farming in a public server instead of a private one is free experience rather than a preference.
Forging V2 weapons and the endgame set chase
The level 65 forge quest in the ladder above is the door to the endgame, and a post-launch forging guide by Mizurri walks the whole loop. Its first correction is to the route: the NPC that unlocks forging sits in the Hidden Mist Village, and his quest — not the harbour walk alone — is what opens the second forge. The same NPC converts duplicate mythic items into Mythic Refinement Ore, which is the bottleneck every V2 recipe shares.
- What a V2 recipe asks for: 10 Mythic Refinement Ore, 500 Metal Scrap and 300 Silk Thread, plus 90,000 dungeon points— a second published guide (Roonby, September 19) names the points explicitly, which resolves the "90k" the video left ambiguous. The ore is the one to start collecting early: it costs 30,000 points each from the dungeon vendor, or comes free from dismantling mythic-quality gear once Denzo's recycling quest is done, which is the cheaper road if you already have dupes.
- V2 is not the end of the ladder: crafting a V2 weapon at the dungeon forge unlocks its V3 recipe back at the main-world blacksmith, and a V3 asks for 1,000,000 cash, 1,000 Silk Thread, 1,000 Metal Scrap and the matching V2 weapon. The schematic, not the materials, is what gates most players, and the published routes are scattered: the Nightfall katana is a swim-and-climb behind the waterfall, the First Light katana and spear share one hidden chamber under a statue in the snow region, and the Nightfall gauntlets want three statues activated — one with a katana, one with a demon orb, one with bare fists — before the NPC hands the schematic over.
- First Light or Nightfall? The two endgame lines are built differently rather than one being strictly better: First Light is the Sentinel line with extra blocking, Nightfall is the Duelist line with extra damage, so the pick is a playstyle decision.
- Which katana to aim for first:the V2 elemental katanas (reverb cleavers, seismic axe, serpentine, thundercloud, tidal, tornado, volcanic) all sit below the late sets, and Volcanic is called the best of them because of its scaling — but First Light and, above all, Nightfall replace it once their schematics are found.
- Dungeon cards beat dungeon gear at the start: the run recommends stacking pure damage, damage reduction and cooldown cards, taking Lucky Draw whenever it appears and Vampiric for healing, and skipping anything that disables blocking or dashing. Bosses land every ten floors and are described as easy until the floors get high.
- Schematic hunting is a route, not a grind:the run visits First Light and Nightfall schematic sites across the ice region and the caves below the settlements, including one behind a lever puzzle that the creator finds mid-recording — which is the honest state of that hunt right now, since no complete lever map has been published.

Mizurri (September 19, 2026), transcribed from the video captions. Material counts, the 90k figure and the level gate are one run's reading of the live client rather than a developer table, and the creator notes that some Nightfall schematics — the sickles in particular — were still undiscovered at the time of recording.
A Second Dungeon Card Priority Check

Balboabtw's ranked-run guide independently prioritizes Lucky Draw early, Vampirism for sustain, and cards that add damage or points across the whole run. It places damage first, then health and cooldown reduction, while treating attack speed and late-run HP-halving penalties as poor value. The creator also prefers solo runs for points; use that as one leaderboard strategy, not as a guarantee that solo is always easier.
Source: Balboabtw (September 19, 2026), transcribed from English captions and verified through YouTube oEmbed on September 25.
Where the Wen actually comes from
The forging ladder above ends somewhere expensive — a V3 recipe asks for 1,000,000 cash and a mount costs 15,000 Wen— so the honest question a new account asks is where that money is supposed to come from. One clarification the site had been missing: Wen and dungeon points are different currencies. The dungeon vendor is paid in points, so the ore the recipe needs is not bought with cash, and Wen needs its own farm. This is the only released-build run that documents one.
- The money is in a quest rotation, not in killing mobs: accept every boss quest your rotation offers and run them in a loop. The quest tiers are level-gated — the harder tier opens at level 125— and the tier you accept changes the payout by several times over, which is why the same method earns little before that gate and a lot after it.
- The drops are worth more than the kills: each boss in the rotation drops coin pouches that sold for 750 each at launch and 1,000 eachafter the first balance patch, typically around three per kill, on top of the quest payout — so the pouches are the larger half of the income from a single boss, and the patch inflated that half. Anything you pick up on the way is sellable too.
- Damage is the only multiplier:the creator is explicit that clear speed is what sets the hourly rate, and their own figures move by multiples depending on whether a boss takes a minute or half of one. The ordering is the takeaway — a damage build first, then rotation discipline — because the recording restates its own hourly estimates inconsistently and they come from a non-maxed account.
- Farm it in a private server: the pouches and quest payouts are described as unchanged in a private server, while the thing you give up is the public-server EXP bonus. If the goal is cash rather than levels, that trade is described as free.
- Arena is the second route and not ready yet: it scales with your level, so it needs a maxed character before it is worth comparing, and the creator notes it is thin right now because too few players queue.

Mizurri (September 20, 2026), transcribed from the video captions. This is one player's routing on a non-maxed account, and the only figures reproduced above are the ones spoken clearly — the pouch price and the quest-tier level gate. The hourly totals are deliberately left out because the creator restates them differently several times in the same recording, which is what an estimate sounds like rather than what a table looks like.

revolver agz — the gate explanation, the dungeon unlock and the server-scaling test.

Corgi — the 1–225 ladder recorded on a maxed account, including the demon route and the endgame weapon grind.
The 1,000-a-pouch figure above comes from the first balance patch rather than from launch, and one creator read those patch notes out on camera on September 22, 2026 — coin bag sale price raised to 1,000, Homeioko's Serenity discount extended to upgrades and non-series items, a blocking bug fixed, and Thunder touched again. That video is also the fastest way to see what the same patch did outside the money system, because it walks the notes line by line instead of summarising them.

UnoTwo (September 22, 2026), reading the official patch notes on camera. The wording is transcribed from the captions, so check individual lines in the client before quoting them as exact developer text.
Both videos were verified through the YouTube oEmbed API on 2026-09-19 and their captions were transcribed for this section. Automatic captions mis-render proper nouns and can round prices, so level gates are published as the two runs stated them, cash figures are attributed rather than presented as official, and anything a launch-week patch moved stays confirmable in the live client.
The Two Ways to Make Wen, Priced
The Wen section above is built from one route. This second run covers the same problem from the other end of the level curve, and it puts numbers on both halves.


Transcript highlights
V2 is shown before V3, and the route starts in the Village of Hidden Mist just above the main area: drop down, find the quest NPC and ask him about the other forge. The dungeon is gated at level 65, but the quest has to be finished first, which is the step most guides skip. The rest of the clip walks the quest chain and the forge itself.
- Method one is the pouch dump: bank whatever coin pouches you are already collecting and sell them in one visit to the buyer — the demonstration walks in with roughly 8,000 and walks out with about 82,000 from pouches alone.
- Method two is a late-game loop, and it says so: this one wants level 140 or above, because it is built on the highest quest tier rather than on mob drops.
- What a single loop pays: taking one boss quest as the example, the quest turn-in is quoted at about 1,200 Wen and the boss kill at roughly 400 more, so a lap is close to 1,600 before anything in the chest — which also drops refinement ore and other materials.
- Read it next to the level 125 row above: the two routes disagree about when the good tier opens, which is exactly the kind of difference a patch moves, so treat 125 and 140 as the two published readings and confirm yours in the quest board.
Deepshaken, transcribed from the video captions. Quest payouts are quoted from one lap on one account and can move with a patch; the pouch price this page already tracks separately.