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 event 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. Talk to them then 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

Traverse them to get to the Oubliette, and after fighting the guard captain, free the prisoner at the end. He will backstab you and lock you in his cell, but that also gives you access to the Laboratory. After fighting your way to the end of the lab, you'll have to go to The Backwoods to collect The Count's notes. After doing so you'll have to fight a Monstricity before collecting the final ones. Go all the way to the back to pick up the Broken Conduit. Go back to the lab and give the scientists the notes, they will also fix the Broken Conduit, and you will get the Charged Conduit. Use the Charged Conduit on your Brokenstein to evolve it into Monstricity. After that, go back to the Master Bedroom and battle your way through the tower. (Will update this one final time when I clear Borovia myself. - SirRayveltal)