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Arsilia City
August 26, 2026 at 09:31 AM
Refreshed wikilink status flags after an alias change made a previously red link resolve
Arsilia City is a city in Logos, the northern region of Talea in LumenTale: Memories of Trey. It is the first city Trey reaches if he takes the northern route out of Iris Hamlet, and it hosts his first sanctioned Lumen Match. The main quest set here is City of Inventors, which is where the walkthrough detail lives.
Arsilia earns its inventor reputation from the Archives at its heart, a public exhibition hall where the city displays the devices its researchers have built. That fits the wider identity of Logos as the technology-facing half of Talea. The city also has a darker side: an old courthouse on its western edge sits on top of a working underground prison, and a council of elders holds enough sway over the court to get an innocent resident jailed.
For players, Arsilia is where two systems open up. The Archives unlock Aura infusion for the Holoken, which is the key to the fan contraptions and invisible walkways used throughout the rest of the game, and the city is where the ability to make use of attribute traits first becomes available.
The route north opens after the events at Iris Hamlet. Julia takes on the role of manager for Iris Hamlet's Lumen Squadron with Trey as its captain, and it is she who sets the errand to travel to Arsilia and take a Lumen Match there. Taking the northern option sends you out through the woods rather than south toward Mythos.
Step | Where | Notes |
|---|---|---|
1 | Leave Iris Hamlet heading south through the woods | |
2 | Area 1 | Holds an optional Lumen Camp. Two Lumen must be found and beaten before the camp leader appears; taking the camp grants a timed buff |
3 | Area 3 | Continue west |
4 | Area 16 | A figure in black is harassing members of AARI here. The bottom-left exit leads into the city |
5 | Arsilia City | Arrive on the bridge side of town |
Once you have visited the city Lumen Club you can warp back at any time. See How to Fast Travel for how the network works, and Blanco for the organisation that keeps those clubs running.
Landmark | Where | What It Is For |
|---|---|---|
The Bridge and Parts Shop | Central, shop tucked beneath the bridge | The merchant here will not sell components at the normal price until Trey recovers his missing spare parts, which is the Gone Spare sidequest |
Ban and Mina's House | Northeastern quarter | The home of the sibling inventors at the centre of the city's story |
The Archives | Near Ban and Mina's house | An exhibition hall over two floors. Interacting with the display at the far back of the upper floor unlocks Aura infusion for the Holoken |
Western half of the city | Rooms for the night, Lumen Match registration, and the fast travel anchor | |
The Old Courthouse | Western edge | Where the council of elders brings its case. The entrance to the prison sits off the upper right of the lobby |
The Underground Prison | Beneath the courthouse | A multi-sector dungeon built around a rotating bridge platform, Aura-powered fans and invisible walkways |
The Arena | South of the Lumen Club | Where the Lumen Match against the Arsilia Squadron is fought |
The sequence below follows the City of Inventors objective list. Specific outcomes can shift with the choice you make, so treat the branch points as branch points rather than fixed results.
Beat | What Happens |
|---|---|
Arrival | A boy lifts Trey's belongings on the bridge and Nada gives chase. Cornering him repeatedly around the city brings out his sister Mina |
Gone Spare | Mina needs parts for her invention. The shopkeeper agrees a trade if Trey recovers his own missing stock from the abandoned power plant out in Area 16, where an Animon has made off with it |
Presentation | The party visits the Archives the next day and works through the exhibits, which is where the Holoken gains its Aura infusion |
Trouble | Mina catches up outside to report that Ban has been arrested. The courthouse is the next stop |
Prison | A guard blocks the stair down. Past him the prison opens into sectors reached from a rotating bridge platform, gated by coloured barriers, access codes and Aura fan contraptions. Invisible walkways are only revealed by the Aura-infused Holoken |
The Trial | Trey interrupts the hearing and the judge sets Knequital on him |
The Council | With Ban cleared, Trey overhears the council of elders planning trouble for other residents, and a choice follows |
Lumen Match | Registration at the Lumen Club, a night's rest, then the match itself at the arena |
Two optional rooms sit off the invisible-walkway sector of the prison. One holds a resident who wants his flashlight repaired and pays out a Protectifruit and a Fightifruit for the materials; the other holds a Lumen who wants a fight and a Metal Drum furnishing for Anispace. A merchant in the southern sector restocks healing items and Bilia.
Leaving the courthouse presents a branch. It shapes the story without changing whether the quest completes.
Option | Outcome |
|---|---|
Leave with Ales | Trey walks out with the party and the council conversation goes unaddressed |
Deal with the Councilmen | Trey stays behind to handle them, and the confrontation itself happens off screen before he rejoins the party outside |
See List of Choices for the other branch points in the campaign.
The trial ends in a boss fight against Knequital, a legendary Animon the judge keeps in reserve. It is normally met around Level 20, which makes it a fair fight for a party that has kept pace with the route north.
Property | Detail |
|---|---|
Weak To | |
Phases | Two, with the second triggering once its HP drops to 50 percent or lower |
Phase Two Threat | Slicing Fury, a high-damage move that hits at least two Animon and telegraphs a turn before it lands |
Fight Length | Three health bars, so plan for a longer exchange than a standard trainer battle |
Because the charge is telegraphed, the safest pattern is to spend that turn healing or shielding rather than pushing damage. List of Bosses collects the rest of the campaign fights.
Registration happens at the Lumen Club, and the match runs the following day at the arena to the south. It is three back-to-back bouts against squadron members, then the squadron leader, Bucky. Your team is healed before that final battle, so the three warm-up bouts are the part that actually taxes your resources.
These belong to the Lumen, guards and squadron members encountered in and under the city, so the list is a preview of what the north will throw at you rather than a wild spawn table.
Animon | Weak To |
|---|---|
Outside the arena, Nada shows that she has powers she does not yet understand, and she joins Trey and Ales for the road ahead. The party then sets out for Voltar, the entertainment city further into Logos. Arsilia stays useful afterwards: it is the closest fast travel anchor to Iris Hamlet, which has no anchor of its own, and its shops stock Pane along with the recipe for it.
See City of Inventors for the step-by-step walkthrough, Logos for the region that contains the city, World and Regions for the wider map, and List of Main Quests for where this sits in the campaign. Ales and Moka and Julia cover the companions involved.