Borovia Walkthrough

The following is a step-by-step guide to completing the main story quest in the Borovia region.
This guide contains spoilers. Players are recommended to try the region for themselves first and only refer to this walkthrough in the event that they become stuck.
=== Prologue: Arrival in Borovia ===
To enter the region, select Borovia as your destination from the Airport.
When players arrive, they experience a brief introductory cutscene. You are given the choice of playable character: Shelley (girl) or Edgar (boy). (Which character you select does not matter, and you can change skin colors via the Esc menu!)
Traveling via Corviknight Taxi, your taxi is struck by lightning and you end up stranded on the grounds of Borovia Manor. The Cabbie suggests you find a way inside to wait out the storm.
Also in the starting is a small Pokémon, Brokenstein. This is every player's starter in Borovia. Talk to it and choose "Yes" to add it to your party.
[infobox for Brokenstein here]
Before you can leave the courtyard, your path is blocked by a scientist who is looking for a certain Pokémon that has escaped. If you talk to him with Brokenstein in your party, he will let you pass into the Courtyard.
=== Part One: Entering the Manor ===
The Courtyard is a large outdoor area that surrounds the Manor itself. It is almost always storming here. Many wild Pokémon and trainers can be encountered and battled here. There are several Lost Souls on this map as well.
In order to enter the Manor, you must first prove yourself to the guards that stand by the entrance.
However, they won't let you pass until you have captured at least one additional Pokémon. You can talk to the Cabbie to get more Poké Balls if you run out.
When you have 2 or more Pokémon, you may challenge the guards. Their levels are somewhat high so it's recommended to explore the area and battle some optional trainers.
[infobox for Castle Guards here]
Once the Castle Guards are defeated, enter the Manor to continue exploring the story.
==== Helpful NPCs: Courtyard ====
* Healer - Located by the entrance where you begin. Heals your party's HP.
* Fisherman - Found on the docks by the pond. If you give him a Larvomit, he will give you an Old Rod that will allow you to catch fish Pokémon. Warning: once you give him Larvomit, you won't be able to get it back!
* TM Shop - Appears after defeating the final boss. Sells many useful TMs to teach strong moves to your Pokémon.
* Escaped Prisoner - Appears after freeing him from the Oubliette. Pay him $20,000 or battle him to obtain a rare, strong Pokémon.
=== Part Two: Inside The Manor ===
Now from here, you'll want to go upstairs, and to the right. After that enter the first corridor. The corridor is a magic doors puzzle with three stages. You need to enter the doors in the correct order. 
Once you're through the doors puzzle, enter the lone door at the end of the corridor to get to the Laundry Room. The light switch is in the top right corner, but you'll have to battle a Dirthrown after you turn it on. After that you'll get the Table Cloth. 
Then after that go to the Library on the other side and climb up on top of the bookshelves. Jump across them (C button, or X on mobile) and once you reach the other side, you will receive the Sheet Music. Interact with the rope at the bottom of that little area to act as a shortcut for later. 
After that, go downstairs again and go to the right, then enter the first door on the top. Put the Sheet Music into the piano and do what is essentially a Simon Says minigame. You need to step on the music notes to repeat the notes the piano has just played to you. After you solve the puzzle, the piano will begin playing music on its own, giving you the Lounge Key. 
After getting the Lounge Key, unlock the Lounge Door (the nearest door to the Guest Room on the left), and also make sure you also catch a Litwick. Once you catch a Litwick, go inside and light the fire in the back. You'll get the Table Cloth out of that (didn't we get that earlier from the Laundry Room?) and it will also move a bookshelf in the same room, revealing a safe. 
Then leave the Lounge and go to the next door on the left, where you will have to set up a table for a ghost using the Table Cloth. After doing so, fight the ghost and defeating it will give you the main course, an item called Silver Cloche. 
Go back to the Lounge and use the Silver Cloche to feed the Ursaring next to the fireplace, it will give you the Safe Code, letting you now open the safe. Once you open the safe, you will obtain the Necronomicon. 
Go back to the Library and climb up that rope you brought down and place the Necronomicon on the middle pedestal. You will have to fight two Skeletons. After you defeat them you will obtain the Skeleton Key. 
Once you get the Skeleton Key, go back upstairs and go all the way down the hall. Enter the Master Bedroom and you will encounter two guards. Speaking to them, They will inform you that your starter needs to unlock its true potential before you can have an audience with the Count. Go to the dumbwaiter, which is the metal thing in the wall to the left. You will fall down and then end up in the Abyssal Caves. 
=== Part Three: Underground ===
Once in the Abyssal Caves, head south. You will eventually reach a bridge with gaps you must jump (press X) to get across. Failing the jump will cause you to fall into the level below; look for a rope to get back to the upper level of the Abyssal Caves. You can also find an exit to the Courtyard in the lower level for a shortcut.
When you reach the far side of the Abyssal Cave, you will come across a 3-way crossroads. The nearest door unlocks a shortcut to the Manor. The next door over is locked for now. Take the exit on the right and enter the Oubliette.
Navigate through the Oubliette, defeating the guards until you reach a locked cell with a prisoner who will ask you to free him. After fighting the guard captain he will drop a Jail Cell Key. Once you free the prisoner, he will immediately betray you and lock you in his cell, but you can just unlock the door again using the key that is still in your inventory. The vent in back of the prison cell will allow you to escape into the Laboratory.
In the Laboratory, you will have to move with timing to dodge arcs of lightning and battle against mad scientists. After fighting your way to the end, you'll find the lab area has been destroyed and the lead scientist tells you an experiment escaped with some important research notes. She tells you the experiment fled to the Backwoods and has you go after it to retrieve the research.
In the backwoods, you will find scattered pages of notes on the ground detailing the Count's experiments. There is also a gate that you can unlock to create a shortcut to the Courtyard. Following the trail of the notes North, you will eventually find a cave on top of the mountain. When you enter, you will be attacked by the escaped experiment. Defeating it allows you to head to the back of the cave and pick up the Cracked Conduit item and allows obtain the final notes from the Count's research. Return to the lab to present the notes and Cracked Conduit to the scientist, who will fix it and give you the Charged Conduit. Use the Charged Conduit on your Brokenstein to evolve it into Monstricity. After that, go back to the Master Bedroom and show the guards your Monstricity to be granted access to the Tower.
=== Part Four: The Tower ===
The tower consists of a gauntlet of battles against the toughest trainers in Borovia. Once completed, the tower guards can be re-battled to provide a source of Exp. Points and money. 
Once the guards are defeated, the player will arrive at a door. This door requires Lost Souls to unlock and access the final battle against the Count. Obtain Lost Souls by defeating the ghosts that are found in every area on the region. When defeated, the ghosts will respawn every 1-2 in-game hours (10-20 minutes real time). 
When the required number of Souls are obtained, present them to the door to unlock it and access the Crown of Borovia. There players can finally encounter Count Voltenstein and learn the truth of why they were summoned to the region. The Count will challenge the player to battle; he is the toughest fight in the region with his strongest Mon at Level 50.
On being defeated, the Count will grant the player the Soul Fuse, enabling them to evolve their starter to its final form. Roll credits!
=== Post-Game ===
Once the Count is defeated, the player can access Global PC by going to the Guest Room on the Manor 1F and talking to the scientist there.
A NPC will appear in the courtyard that sells rare and powerful TMs.
There are some optional sidequests that allow the player to collect rare and strong Pokemon, described below.
=== Sidequests ===
==== Old Rod Quest ====
In the courtyard, a lonely fisherman stands beside the lake. He tells the player he will grant them an Old Rod if they catch him a Larvomit. If the player speaks to him with Larvomit in their party, he will give them an Old Rod in exchange. (Note: this permanently removes the Larvomit from the player's team).
==== Lost Poké Ball ====
In the Laboratory, the player can find a Lost Poké Ball. There is a man in one of the prison cells in the Oubliette that is looking for it. Return it to him and he tells you to meet him outside in the Courtyard. The player can then find him nearby the entrance to the region with the Corviknight Taxi. Speaking to him, he offers to sell the player his Pokemon for $40,000. The player can either accept the deal or refuse and battle him. Either way, the player can obtain the rare Pokemon Crystabrawl afterwards.
==== Rusty Blade Quest ====
In the lower-right corner of the Courtyard, there is a campfire. Interacting with it indicates there is something inside; however, trying to reach into the fire without first extinguishing it will burn the player's Pokemon party. To extinguish the flames, the player needs a Water-type Pokemon obtained via fishing with the Old Rod. Extinguishing the flames will allow the player to obtain the Rusty Blade. Having the Blade in your inventory will cause the Pokémon Mightiro to spawn around the Graveyard area in the courtyard. Mightiro evolves via friendship into Encantomb and then via Sun Stone into Gorsylum. To obtain a Sun Stone, bring an Encantomb to the grave in the far north of the Backwoods. This is the only method to obtain the pseudo-legendary of this region.
==== Gobblin Quest ====
Finally, obtaining every other Mon in the Borovia Dex will cause a new NPC to appear in the Library with a final quest. This is the only way to obtain the Pokémon Gobblin and the Gobblin Costume.
Category:Walkthroughs