World of Animals

**World of Animals** is a turn-based RPG, dungeon exploring, time management game that takes place in a fantasy world where the populous consists of anthromorphic animals that act in a world whose civilizations are suggested to be at odds with other civilizations over various differences. Players play through this world and needs to play through the world, day by day, and achieve certain goals atar certain dates in order to progress through the game.

## Story

Provided below are synopses of the respective chapters. If you wish for more detail, click here.

The story starts within a victorian city, it appearing late at night while well dressed animal people appear to be heading inside during the night. However, the camera focuses on an alleyway, slowly panning into it and revealing a pair of young rabbits, one a boy one a girl, that are both wrapped up in dirty clothing big enough to be worn like blankets. The boy is resting on the girl's side, and appears to be sleeping despite the occasional shiver. The girl, meanwhile, seems awake and seems protective of the boy. As she does, she pulls out her arm, revealing a necklace wrapped up in her fingers, an emblem resembling a dragon hanging from the chain.

She sighs and holds the necklace to her chest, crouching over it and letting out a despair-filled sigh. She's then heard begging for the savior to come...

### Chapter 1: Sharing a Cage

**Abris 6th-18th**

Here, players are introduced to their avatar, which, for the sake of the article, is a man named **Simone**. He's been caught stealing from the **Buhemon** couple, a couple of nobles that've taken many a person into their staff under blackmail, basically enslaving them. And, unfortunately, Simone is forced to serve too, else be submitted to the police. While there, he comes across another thief, **Camiko**, who was forced to work here after he tried to steal from these rich monsters. The two develop a friendship as they're made to work together, Simone possibly telling him that he was a child of the **Shepherds**, the world leaders, and Camiko reveals that he has family in a town called **Shuruo** that he wishes to see.

During their worktime, a rat from the sewers makes off with some of the Buhemons' jewelry. Now under the threat of being reported, they have to go down in the sewers and take the jewelry back. In the process, they learn that the rats too were one of the couple's victims, and thus decide to work with them to stage an uprising. In the process, they're able to scare off the Buhemons, scatter much of the staff, and escape in the chaos.

And so, they're able to get back into the main city of **Rusal**, a city divided into lower class and upper class. And in the middle of it is the last remaining church, the **Rusal Church to Dragons**, though it doesn't appear fairly interesting for now. Camiko decides that the two of them should sleep in the inn and make their way to Shuruo tomorrow.

### Chapter 2: Faith to the Dragons

**Abris 19th - Mei 1st**

The next morning, it cuts to the city of **Seimester**, one of the last cities with a kingdom in it. There, the place is under siege by a wicked, draconic creature that tears the place apart. Meanwhile, Shepherd forces are escorting the citizens out while a mechanical knight goes up to challenge the monster, though it doesn't appear to be much of a match. The wolf Shepherd there seems to take notes, before fleeing himself.

By the time Simone and Camiko wake up, refugees from Seimester are coming into town. Upon hearing the news of a **Hybrid** attack, Camiko realizes that Shuruo would also be evacuated, meaning that right now isn't a good time to visit. As they're coming in, clergymen from the church, **Brusis** a powerful bear woman, **Gero** the rabbit brother of the high priest, **Merylect** the magic-wielding jackal boy, and **Mullo** the new and in training lady frog, arrive to offer them housing in their church.

Camiko, hoping that he can find his family in the crowd, decides to follow, Simone following him. Once they enter, they find the refugees being regaled by a rabbit woman in grand robes, her revealed to be **High Priest Sesuna**. When the crowd grows worried about the fact that they're in a draconic church, Sesuna assuages their fears and explains how when their animal society was in its infancy, the dragons were among them to nurse them and raise them into a paradise. However, one of their own grew sick of the mortals and tried to fight back, planting upon the world a wicked species known as Hybrids to seek the destruction of their people. The dragons took their home, the **Draconic Gardens** to the skies, and dragged the traitorous dragon off with them, leaving mortals to their own devices, though they promise to provide their child when the time is right.

After that, Camiko still wishes to search for his family, and would approach one of the clergy, Mullo, for the chance to search. They may not be here yet, but she suggests that if he were to work among them, then they might be able to find them. So, Simone and Camiko decide to work, and are thus stationed under Mullo, who starts by putting them through a few errands to keep the church well tended. During this, whispers of cultists are heard, those aligned with **Polaris**, a guard dragon that tried to use dark magic to battle the traitor, though was exiled for tainting himself with the magic.

So, the group's tasked with seeking out the found cult members, which leads them to the **Octuar Forest**, where the cultists fled to. They're able to capture them, and lock them up in the church's dungeon, and now seek to get information on more cultists out of them. Though, they remain steadfast in not telling.

### Chapter 3: Holy Boneyard

**Mei 2nd - Jusis 8th**

The group decides to focus their attention more. After some deliberation, they decide that the inn, where there's a bar with a lot of people in it, might be their best bet of finding additional members who might be recruiting sad drinkers to their side. They enter, and in their search, end up getting wrapped up in the affairs of some smelly skunk, **Eredo**, who's just the worst. He winds up getting in a brawl with them, though they're able to overpower him. The owner of the bar, **Jerome**, is about to throw him out, though Mullo decides that he might be able to help them find these cultists, and thus decides to compensate for his damages.

So, with him on their side, he very begrudgingly does what they want, though keeps on drinking throughout, and driving many a patron away from him in the process. The search seems like it takes much longer than it actually does, though Eredo actually manages to attract some guys, who notice his moment of weakness. They seem to try and attract him to their side, though he's able to lead them out, where he and Mullo are able to beat them down, and subsequently squeeze more info out of, this time leading them to the cult's next destination.

This leads them to the long dead kingdom of **Eden**, a kingdom that was said to be built where the dragon eggs were to be delivered. However, ancient crusaders, on orders from other churches, would assail the kingdom in an attempt to claim the holy land for themselves. The crusaders would fight amongst each other to make the holy land their church's, and in the process, the then early Shepherds rallied the general populous against the wicked crusaders and churches, drove them and religious practices out, and thus assumed the throne on top of the world. Now, Eden stands as a dead kingdom, full of ghosts of many that'd felled within its lands.

In the process, before they can enter the castle, a powerful specter scares them off, saying that none are to pass. After encountering them, Eredo realizes that there's someone that should be able to resist something that terrifying. They're brought back to Rusal, where Eredo takes them to the local gym, now hosting a wrestling match for the secret entertainment of those that pay, and points out **Unaris**, one of the workers, a muscular tiger lady, the powerful wrestler that knows no fear.

So, they opt to try and recruit her. They have to get Brusis to act when she's out, but they're able to recruit her. In the process, she's able to stave off the terrifying aura the powerful specter from before gave off, and the group's finally able to fight him, peeling away the dark veil around them to reveal them to be the last king before the crusaders, **Muerdio**, a jackal ghost that's able to manipulate ghosts around him. He reveals that frequently cultists and their head would force past him and steal eggs that've been left, despite how hard he tries to fight. Hearing this, and hearing that an egg's here right now, the group offers to help him and guard the egg.

They enter, are able to find the secret vault, and find the now dead garden to welcome a dragon, though a large egg is currently perched within. Around the same time, cultists begin pouring in, and the group must stave them off. However, a decrepit, ancient dragon climbs in, this one revealed to be Polaris himself. He personally battles the crowd, and is able to beat them into unconscious, after which he takes the egg, and leaves the castle.

### Chapter 4: O come O Savior

**Jusis 8th, Evening - Iuli 3rd**

Regardless of when the party went in, they wake up at Jusis 8th. Each party member finds themselves down in the church in Rusal. Simone is the first to wake, and he finds Sesuna looking over the group. She says that they're all needed.

…

The rest of the group wakes, and finds that Sesuna's brought them to church, thanks to Muerdio, who had the foresight to flee before he was felled. He was able to use a spirit to track down Polaris after the egg was taken, but decided that the current group would be needed to stop him. He's aging, and needs to devour a freshly formed dragon if he's to keep his body from breaking down. So, he works with them, and they head out, where Sesuna and the rest of the clergy are positioned around the hideout, a **Crusader Vessel**, a massive vehicle used in old times to transport large groups of crusaders, though now it's storing cultists.

The group must make their way through it and those within to try and find the egg, and in the process find where it's stored, though realize they won't be able to reach it. However, they figure that their best bet would be when Polaris has to feed, they did find where the egg's stored and where it'll be taken as ritual. So, on the day of the feeding, they tackle the guards as the egg's being pulled out, and begin fleeing. However, Polaris quickly becomes aware of their attack, and rushes down to try and intercept them.

They're forced to fight, and it seems to be a constant downhill battle. However, during their battling, the egg they're guarding breaks. Shards of the eggshell fall around them, and inside is revealed a radiant, golden dragon. And on birth, they're able to overwhelm Polaris, easily smacking him into the rear wall, before vaporizing him with a powerful breath, whose power is able to shake the earth beneath the vessel as the beam shoots off into the sky, much to the awe of the clergy and the elation of Sesuna herself.

With the death of Polaris and the demonstration of a true dragon's great power, the cultists quickly grovel in repentance. The group's able to direct the newly born dragon down to the bottom of the Vessel, and out, the clergy awaiting the dragon's arrival. However, when it's down, Sesuna quickly comes to realize that, of all people, the party seems to've imprinted on them. In other words, the dragon almost accepts the group as its parents!

### Chapter 5: Beyond Rusal

**Iuli 3rd, Evening - Iuli 31st**

Meanwhile, the scene cuts to the world's capital, a well developed city with a grand building to house the Shepherds. The wolf from before, revealed to be named **Julin**, Noble of Development, is speaking with a frog, **Marigold**, Noble of Military. Julin explains that he's getting closer and closer to destroying the Hybrid in Seimester, though reveals that the Hybrid has laid eggs. He needs resources if he's to destroy it. However, as they speak, they notice the dragon's beam, and immediately become interested.

…

The dragon, meanwhile, is brought into town, the team carefully leading them through it and to the church, drawing attention from the many citizens. Sesuna opens up the dome of the church, revealing a beautiful, beautiful, garden within, which invites the dragon into it, The dragon's sealed within and away from the crowd, and Sesuna tells the group their new duties. They're basically parents, and now have the duty of teaching the dragon how to be the pinnacle of the world. One has to teach for each of 6 days out of 7 in a week. And so, the group has to teach. And in the process, it's revealed that Simone himself has very little to offer in terms of teaching.

This goes on for about a week, but when Simone's turn comes up, the royal guards, led by their captain and daughter to Julin, **Helen**, approach the church under orders to investigate the dragon. Simone, for some reason, seems to really regard her sourly. After much deliberation, Helen's able to convince Sesuna to let her into the dragon's garden to see them. She's able to confirm the existence, though she needs a proper demonstration of their power. Sesuna seems insistent that the dragon is powerful, though isn't able to personally show them. Instead, she insists on going before the Shepherds to deliberate on the dragon's power.

With this, Helen leaves to organize a meeting for them, and the group asks Simone about what's up with him and the captain. He explains how she was the reason he got kicked from the royal guard himself. Thanks to his mother, **Beraxis**, the Noble of Education, he was able to get a proper education with swordsmanship, though around this time, Julin would develop the gun, which he sought to be demonstrated before the Shepherds. Simone represented the sword, Helen represented the gun, and in the end, Helen outperformed him. He wasn't in the position to learn the gun, and he felt he had no way of really advancing, so he was on the run as a vagrant. And now, considering his relation to the group, Sesuna decides that he must come with her when she goes to speak with the Shepherds.

On the ride over, Simone tells Sesuna about the Shepherds, Marigold of Miliatry, Julin of Development, Beraxis of Education, Roul of Communication, and Hrax of Distribution. A toad, a wolf, a mink, an armadillo, and ox respectively. They arrive at the meeting room, and Sesuna's trying to demonstrate how great the dragon is. Though, the Shepherds seem dismissive and discuss in ways that make it hard for them to counter. However, Simone chimes in and suggests the dragon get rid of the Hybrid. They settle on it, and now the team has to get ready to take Seimester from the Hybrid.

They arrive at the nest, and have organized a route to it for the dragon to enter. However, the dragon is intimidated and is overwhelmed from the mighty being. Simone and allies rush in and break the Hybrid's eggs to attract her, ending up in a really tough situation. Realizing their situation, the dragon gets a second wind, and rushes in, copying some of the group's powers to overwhelm the Hybrid, and eventually kill it. The Shepherds and Royal Guard are each awed, and Sesuna is especially happy with what she's seen.

### Chapter 6: The Worst Crime

**Iuli 31 - Augua 22**
With the defeat of the Hybrid, the Shepherds are back in the meeting room from before, where it's brought to their attention not only that the power level of the dragon can be confirmed, but also that it appears they have proper morals, as they acted when their family was threatened. So, they suppose that the dragon should be safe to roam, and following Sesuna's demands, they will spread word of it. And, they shall also bring the refugees back to Seimester and surrounding towns. So, satisfied, Sesuna and Simone head back home to continue their process.

Guard's quick to come and escort refugees, and in comes Helen from before. She reveals that the Shepherds realize the importance of a figure like the dragon, and thus decided that she should come to guard them. Sesuna agrees, much to Simone's chagrin.

Either way, after that, the refugees are soon escorted out. Suddenly, a bunch of people come into the church, before unveiling wicked intentions, among them being the implications that they have Hybrid-rivaling technology. With this invasion quashed, Sesuna worries that there is a far bigger plot against not just the church, but the dragon themeslf. So, she sends the group to find the reason for this, leading them to search around **Runal**, where Julin's workshop is. During their search, they unveil the hideout of an assassin group who appears to be collecting weaponry from Julin's workshop.

Upon unveiling it, the group invades their hideout, soon marching all the way down to the group's leader, **Vavity** who has under wireless control, an unknown development in technology until now, a **Hybrid Slayer v4**, a machine apparently designed to battle Hybrids. It's a tough fight, but they can overwhelm the leader, and are able to claim the machine for further research. Which is good, because they have a lot of work to do if they're going to uncover the one pulling the strings.

### Chapter 7: Moment of Repentance

**Augua 23 - Septmi 5**

The group now have to figure out who's set the assassin group on the church. For now, they figure their prime suspect lies in the Shepherds themselves, so what follows is a lengthy interrogation with each member. The process is long, though manages to net some knowledge to the group.

* Julin's working on a project to unveil before the rest of the Shepherds
* Marigold's moved the guard around, and received a request from Beraxis to send Helen to the church
* Hrax is moving material for Julin's usage
* Roul seems largely uninvolved
* Julin and Beraxis expressed clear disinterest in the dragon.

Meanwhile, there appear to be civilians upset with the church owning the dragon, fearing their intentions with them. Furthermore, as the group investigates the Hybrid Slayer v4 they acquired, they're able to learn how Vavity was able to control it. Via an eyeglass, and via permissions, he was able to maneuver the machine as if he were directly at the controls. Either way, the group gathers the information they need, and agree to confront the Shepherds on Julin's event on Septmi 5th to hopefully corner the culprit.

Once there, they show up with the machine the assassins held, revealing it to be the same kind of machine Julin's trying to unveil. Julin doesn't seem convinced that this is proof enough, stating that the machinery could've just as easily been stolen. As he does, the machine taken from Vavity's suddenly springs to life before aiming at Helen, forcing Julin to use his wireless connection to aim the machine away. Sesuna steps out and reveals that these machines need permission for the wireless connection to work, and points out that only two people thus far have shown the means of manipulating these machines: Vavity, and Julin.

Those attending the meeting turn towards Julin threateningly, when he brings both Hybrid Slayer v4s to life. They surround the church heroes while Julin makes his break for it, forcing the party to battle two **Hybrid Slayer v4s**. They're able to overwhelm the two, but unfortunately, Julin was able to flee in the frenzy, rushing to his workshop. Sesuna swears that they will make him pay for his crimes.

### Chapter 8: Dawn of a New Era

**Septmi 6 - Septmi 20**

The group rush to Runal, and see the town in evacuation while the Shepherds' military are surrounding Julin's Workshop, which appears to be under guard by Julin loyalists and his machines. The military's struggling to get in, so it's up to the party to breach his defenses and confront him. In the process, they fight not only Julin guards, but Julin machines, including the earlier models of Hybrid Slayers.

Either way, through thick and thin, the heroes are able to overwhelm the odds and fight their way to the top of the workshop, where Julin is hiding. They enter, and the wolf is aiming his guns in anticipation. They realize there's no talking out of this, so they battle the Shepherd. During the fight, he unveils his reasons, stating that he fears that the presence of a Dragon could lead to more incidents like the Crusaders, people that perform horrid acts under the flag of righteousness. The party doesn't buy it, because for all his talk of for the greater good, all he did was send wicked fiends to fight in his stead.

Eventually, they do enough damage to him, but this is far from his only plan. He triggers the wireless connection with a machine in the room. And then, a monster of a structure lights up and flairs to light, before standing and shattering the roof. This machine boasts capabilities far greater than any past Slayer and far greater size. This is the latest Slayer model, dubbed the **Dragon Slayer**. It's a tough fight, and eventually the heroes require a strike far off from their Jorule. Their pure breath is able to cleave into the Dragon Slayer's chestpiece, and deal quite a bit of damage.

It's a tough battle, but eventually, they're able to overwhelm the machine. The Dragon Slayer's knocked back, Julin riding in the cockpit, and the whole Slayer falls. It slams into the ground, and Julin's back appears to be broken from the fall. Helen looks on him with only hate and leaves him to face judgement, him writhing in the Slayer. Meanwhile, Sesuna tells Jorule that he's one of the unfixable people, meaning there's one solution. Prompted by this earlier simply, the dragon steps towards the Dragon Slayer, before stepping on the head of it, putting on more and more pressure until it caves in, Julin within.

### Chapter 9: Gloria in excelsis Deo

**Septmi 21 - Octuar 17th**

Julin's been beaten, but there could still be a threat in the Shepherds. Sesuna, however, feels she's more than ready to deal with it. So, she brings the dragon before the Shepherds, who're still discussing how to recover from this kind of upset. They see the dragon when Sesuna unveils that they still think any of them could be involved with the assassin business. When the Shepherds ask what they can do to insure there's no ill will, she offers an ultimatum: Either hand over control of the world to the dragon, she can eliminate all of them right now, or the remaining preparator(s) can unveil themselves.

Baked up against a wall, the Shepherds are each forced to succumb to Sesuna's demands. They leave the capital, the new capital is placed in Rusal, and the Shepherds' resources are given to the church. And seemingly just like that, the church is now the leader of the world, and them and the party now stand as some of the most important people in the world. And as an added cherry on top, the church becomes remodled into something resembling a palace. And as if news couldn't be better, while searching the Shepherds' resources, they uncover a comet that flies really close to Eden, this comet appearing to bear imagery very similar to the Draconic Garden that departed the world. Before the end of the year, it'll be over Eden, and the world could finally be looking at its chance to fall upon the path so rightfully decreed by the Dragons. And all the church has to do is make sure the world is presentable enough for the Dragons to want to save.

This business involves them cleaning up a bandit camp and getting rid of the rampant bandit problem in Rusal. The camp's been uncovered, and if they can claim it, then those that are holed up will be forced to scatter, and thus easier for the guards to get rid of. The group's pumped up to get rid of this issue, and set out. Once there, the bandits within appear fearful of them. The battles also seem eerily simple. They come across the chief, and soon realize that he, and many other in the camp, appear to be like those that were concerned over Sesuna controlling the dragon.

The chief, **Hector** insists that their only crime was speaking out. They've been excommunicated, and now they've been made into criminals. The group doesn't believe him, and are forced to fight him. After which, they decide to investigate the records, where they find that Hector was right. Their crime: Persisting on the dragons' land despite their heresy.

Meanwhile, with Sesuna and Jorule finally alone, the rabbit decides to seduce them. She insists that they're the only perfect beings in such a disgusting world, and that it's only natural that they be so drawn to each other. And, through enough teasing, the dragon's prompted to reach out and pull her in to accept her invitation.

### Chapter 10: The True Ruler

**Octuar 18th - Novi 9th**

The group, alarmed by Sesuna's actions, decide to go and try to confront her about it. Simone has a tea party with her within Jorule's gardens, where the two share a drink and he notices the ring on Sesuna's finger, a similar one on Jorule. When Simone brings up the incident with the "bandits", the high priest seems to pause. She stands up and unveils her world view. When the assassin attacked them, her crippled brother brutally killed him, and laughed. And when that happened, she came to realize how wrong the world is.

She says that the world was made by mortals, who each have only their interests in mind. This has led to a world that's strayed from the dragons' values, which can only mean that this world is impure. And seeing her brother take elation in that assassin's death confirmed to her how wrong it all was, that such a world could turn such an innocent boy into such a blood hungry animal. She and the dragon alone can view the problem in the world, and those that think the world is good as is, Julin and the bandits, only seek to perpetuate a flawed world.

With that, she remains un-swayed in her drive, and, while the dragon can't listen, she subtly hints to Simone that if they don't do as she wishes, she will excomunicate them, which means they too will be criminals. Realizing this, the group must keep on obeying her cruel orders. Partway through, they learn that M'ry's mobilizing her kingdom, Seimester, to declare independence, figuring their old fashioned values to be more fitting to rule the world. Hearing this, Sesuna orders the party to quell their resistance, before she has to make Jorule do it.

As such, the group goes out, though Mullo, whose family is in the castletown, is worried. They enter and are able to go through the forces, with some support from Mullo's parents, and get into the castle. Once there, and progressing through it, they soon make it before M'ry herself. They fight for a while, and eventually, M'ry's beaten, and the party seems happy to let her call off her resistance, and are subsequently escorted out. Unfortunately, after they leave, they keep on resisting.

Sesuna arrives at the border with the dragon, M'ry coming to meet her. She asks if she's certain about this, and M'ry insists that she is. Recognizing that there's no use arguing, she gives the order to Jorule, ordering them to sentence this kingdom to death. Jorule turns towards the castletown, much to M'ry, and the party's horror. She isn't able to get close to Sesuna, and despite their begging, Jorule's able to douse the castletown in a breath of Pure magic. The whole thing is torn apart, reduced to rubble, before their eyes, as they realize they just watched hundreds to thousands die. As the sight before her weighs heavy, M'ry takes out her daggers, before driving them into herself.

Deciding that the mission is over, Sesuna hops on Jorule, and the dragon flies back to the church. The party then searches through the ruins of Seimester, uncovering many vaporized remains. Mullo finds a keepsake of her family, which, unfortunately, confirms the worst for her. Realizing how deep Sesuna's depravity runs, the party understands just how dangerous she really is.

### Chapter 11: The Era's Twilight

**Novi 10th - Novi 26th**

The group seems determined to find some means to stop Sesuna, asap, after reflecting on how they were strung along to her tune this whole time. As they wait, they eventually are given another mission: the Draconic Gardens will be over Eden on Demi 15th, so it's time to secure the route to it, and prepare for celebration before the path to the dragons is unveiled. The group realizes that this might be their chance, the dragons being able to judge Sesuna guilty for what she's done, so are happy to go into Eden to open the path.

Once there, they uncover that more spirits are in a flurry now, Muerdio realizing that the source lies up at the roof. As such, the group must explore Eden and head up into the upper floors of the castle. Once they get up, they'll find that a powerful spirit stands on top of the castle, an elder rabbit with rosary beads. This man appears to be Sesuna's grandfather, **Brandal**, and he's talking about how the path to the Draconic Gardens will only invite chaos upon their world. Despite the group trying to get an explanation out of him, he explains that to unveil the Horrors of the Draconic Gardens means to turn lesser men to insanity. Realizing they're getting nowhere, the group has to fight.

Soon, they overwhelm the spirit, who, despite being driven to the edge, is unwilling to explain himself. Seeing how serious he was, the group's very uncomfortable. The celebration is ready to be set, but when they try to explain the issue to Sesuna, she dismisses it as the ravings of a mad man, either unconvinced or unwilling to listen. So, realizing that they cannot sway her, who stands second only to the Dragon themself in terms of power, they realize their only chance at stopping the horrors of the Draconic Garden from being unveiled lies in the day itself.

### Chapter 12: World of Animals

**Novi 27th - Demi 15th**

A large portion of this is free time, spent preparing for Demi 15th. Eventually, the day before, the celebration is in full swing as Rusal is celebrating the oncoming arrival of the Draconic Gardens. Players can find several familiar faces among the celebrating citizens. The party themselves are trying to hype each other up, and they're aided when Ungal arrives, ready to paint them in preparation before the event. After painting, Simone himself is given the chance to finalize his romance option, though only with a party member that has a Social Rank of 10. After that, the night passes, and the day of the Draconic Gardens' arrival is upon them.

The church's gardens open wide so that Jorule and Sesuna may pass through. A long line of citizens line the path to Eden, allowing the dragon, clergy, and party to march all the way there, some significant people in each party member's life, provided their Social Rank is high enough. Eventually they arrive on top of Eden, where the comet can be seen high, high in the air. The dragon then channels Pure magic, and begins constructing the Rainbow Bridge, with which they take to the skies, building the bridge behind them. Seeing them at work, the party's quick to rush in.

Sesuna attempts to stop them, though when they say that they raised them and wish to be with them when they touch the gardens, the crowd is in agreement. Unable to resist their wishes, Sesuna lets the party pass, allowing them to race up the bridge, higher and higher into the air until they threaten to break the cosmos themselves. The bridge is almost completed, and there Jorule stands, excited to see them here. They try to tell the dragon about what Brandal told them, though the dragon isn't quite swayed. In fact, they're rather upset that they'd try and stop this fantastic moment. They tell them not to interfere, and go back to constructing the bridge.

Unfortunately, the party can't quite let them do this, so they persist, prompting the dragon to fight back, and triggering the boss fight with **Jorule**. Despite how daunting the dragon is, the party assures themselves that they don't need to win, they need to stop the bridge. The fight goes on, but is suddenly interrupted when Sesuna arrives, alarmed at them attacking the dragon. When the dragon tells her what they told them, she gets especially disappointed. She gets between the party and the dragon, and tells Jorule to complete the bridge, swiftly prompting a boss fight with **Sesuna**.

Fortunately, the party's able to defeat her, though it's too late. The Rainbow Bridge connects to the Draconic Gardens, giving Jorule the chance to snap up Sesuna. She swears to tell the dragons of the party's crimes, and the dragon steps forwards to the Draconic Gardens. The party has to follow them, and assures each other that if they got this far, then they can battle whatever horror hides in the Gardens. And so, in they go, only to find a terrible smell through the Gardens, and Jorule and Sesuna stopped in horror.

They approach, and swiftly uncover the horrors the Draconic Gardens hold... they're dead. They look over the Gardens, only to see the many grand buildings aged and crumbled like ruins, the soil and plants dead, and many, many draconic skeletons scattered around. None on the city can bring themselves to speak, and thus wordlessly investigate for any sign of hope. There isn't a living dragon to be found, save for Jorule themselves. There's not another breath of life, there's not a monster here responsible for it, it's just a dead city with corpses around in varying states of decay, including what appears to be Jorule's parents.

The party regroups, everyone still unwilling to speak, when Sesuna starts to make noises. Madness fills her as she bellows her laughter and tears to the whole of the city, asking if this is some sort of joke. In the middle of her inanity, she looks to the Dragon, and realizes that the two of them lie as the only perfect beings in this cesspool of a world. She swears that together, they will reconstruct everything, they will wipe away the poison that's overtaken their world, and they will bring perfection to the world! Simone, meanwhile, is unwilling to let her go through with this, and despite his party being overwhelmed with despair, he chooses to resist.

Sesuna steps away and leaves Jorule to finish them off once and for all, and thus, the final battle starts with **The Final Dragon**. The battle is exceptionally hard, and starts with requiring Simone to endure the attacks, as the rest of the party cannot bring themselves to fight. After battling with despair himself, Simone is given the opportunity to support his allies, and give them the strength to fight as well. With the party each gaining the strength to fight back, they all come together to overpower the single strongest being in the world, Simone coming in to deliver a fatal slash across Jorule's chest.

Jorule falls down, and Sesuna herself despairs. Jorule seems saddened with how much the party seems to hate them, though with a brief conversation, they realize that they were led down a terrible path. Their lifeblood drains, and they die. Sesuna, meanwhile, tries to pour the ichor into Jorule's wound. They approach, and Simone tells her that she'll be in danger if she goes down on her own, but they can keep her safe. She refuses their offer, and realizing that there's no more for them in the Draconic Gardens, the party chooses to leave.

Partway down, they realize Sesuna's taken position at the base of the bridge behind them. She conjures powerful magic, before slamming it into the bridge, shaking it. They realize she's going to shatter the bridge, leaving her all alone in the Draconic Gardens, though thankfully away from the world she hates so much. The bridge crumbles, and the group's down on Eden once more, leaving the crowd to watch as the Draconic Gardens fades into space. They're quick to ask the party what happened, and what's said depends on the way Simone's answered throughout the journey.

* Chaotic - Simone tells the truth to them, though assures that, as people, they each will have to work together to make the world a better place for everyone. The old clergy separates upon learning the extent of Sesuna's madness, and the party helps set up the new ruling powers, and the military begins to be put back in place. Though there's uncertainty, many people are working to make sure a promising future is on the horizon.
* Lawful - Simone tells them that the dragon chose to leave leadership in the mortals' hands, Jorule and Sesuna deciding to linger with them. With this, the church remains in control, though the party works to make them less dangerous than Sesuna was. A new guard force begins to be set in place, and a promising future is on the horizon.

## Gameplay

### Stats

Each party member, enemy, and boss comes equipped with their own set of stats, which are responsible for an aspect of the character that affects battle.

* Healthpoints (HP) - The total amount of damage the wielder can take before falling in battle
* Spell Points (SP) - The total amount of points the wielder can expend on magic in order to perform various spells
* Strength (St) - The stat that influences how much physical damage the wielder does
* Magic (Ma) - The stat that influences how much magical damage the wielder does, and how much recovery is done via healing magics
* Endurance (En) - The stat that allows its wielder to reduce the amount of physical damage done to them
* Mentality (Me) - The stat that allows its wielder to reduce the amount of magical damage done to them,
* Agility (Ag) - The stat that influences turn order, and provides a greater chance of its wielder to avoid an incoming attack.
* Luck (Lu) - The stat that influences the wielder's chances of delivering/taking a critical hit

### Support

As you progress through the game, you'll have the chance to build **Support Points** with your party members. Said Support Points will be used such that if the player has x amount of points with a party member, then they'll be able to raise their **Support Rank**.

#### Support Rank

Each party member receives a Support Rank at a certain point after fighting with them. Each rank starts at 1, and reaches a max of 10. Raising the Rank leads to an event that lets the player learn more about their individual characters, and also unlocks helpful new abilities that improve adventuring abilities for the future. Do be mindful, there is limited time to worry about, so players should plan ahead in order to raise the Support Ranks.

##### Life Changing Decisions

Upon reaching the 9th Support Rank, players will come upon a **Life Changing Decision**. These are moments that take place at a major moment in a party member's life that'll change the course of their future. Players will be warned whenever these happen, and whenver they happen, they allow players to chose what route they'll take. They could change from support to damage, they could garner new magic, and more. The choice is locked in on the 9th support, and players see the fruits of their choice at 10th.

### Exploration

When not working on dungeons or social stuff, players are able to explore the general area. **Rusal Fields** will be the only nearby area available to explore at first, but more general hubs become available as the story progresses. Players can go around fields, collect scattered treasures, and do quests for people in order to gain certain benefits. Explorable fields also have enemies in them, some that were present in previously finished dungeons.

### Turn-Based Battles

Turn based battles are fairly similar to battles in the Persona series. An overworld map features encounters roaming about the map, which players can catch off guard to gain an advantage in combat, or said encounters can catch the player off guard to get an advantage themselves. In battle, each party member can perform various actions:

* Attack - Utilize their equipped weapon to attack an enemy
* Defend - Boost their defense for the turn
* Spell - Use a specific spell the party member learned
* Items - Use an item in the inventory
* Tactics - Used to either set party members to behave a specific way, or to make them controlled by the player
* Escape - Use for the chance to escape from combat

When attacking, there's a few things to consider.

#### Advantage/Disadvantage

During your exploration, enemies walk along the overworld, and bumping into them results in a battle triggering. However, it should be noted that you have to worry about more than just bumping into an enemy. If you manage to approach an enemy from behind, you'll surprise them, and acquire an entire free turn where your party's able to act before any of the enemies. Similarly, enemies can approach from behind, and if they strike your backside, not only will they have a free turn to act before you do, but they'll make Escaping a battle significantly harder!

#### Elements

Each attack has a specific kind of element to it. Similarly, each character and each enemy has specific element strengths and weaknesses, which can be covered up with certain equips.

Listed are, in order, Slash, Stab, Smash, Lightning, Wind, Water, Fire, Light, and Dark.

* Nrm means they take normal damage from the respective element
* Wek means they take double damage from the attack and become dazed
* Res means they takes half damage from the attack
* Blk means they prevent all damage from the attack
* Ref means the damage is reflected back at the attacker
* Abs means the attack restores HP to the target.

Additionally, there is a rare element, **Pure**, which none have any strength or weakness towards. Pure attacks typically deal a lot of damage, are expensive, and players will instead have to rely on defenses over element affiliation to defend against the skills.

#### All-Out Attacks

During a battle, you'll have the chance to achieve an All-Out Attack. These are triggered when all enemies are knocked down, either by being struck by an element they're Weak to, or by being struck by a critical hit. When all enemies are knocked down, you have the chance to trigger an All-Out Attack, which'll mean you won't be able to Pass to another party member to increase the effectiveness of their next move.

All-Out Attacks are attacks performed by all active in the party. When they attack, they're fight is depicted via a stain-glass portrait of the respective party members charging towards battle. And then, their physical and magical attack stats are combined to deliver damage, and then the sum of the collective party member's attack power is applied to all enemies that are knocked down.

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## Characters

### Party Members

The ones that players help control to influence the world

* Simone - the lead party member, a former Shepherds' child that found themselves in Rusal after they were kicked out
* Camiko - the thief of the party, a former slave to the Buhemons that is seeking out his family
* Mullo - the healer of the party, a traveler from far off that took interest with the church and their draconic lore
* Eredo - the brute of the party, a frequent drinker that is unashamedly coarse and irritating and smelly
* Unaris - the muscle of the party, a very popular woman in Rusal known for her spirit and muscles
* Muerdio - the dark mage of the party, the immortal spirit of the last king of the holy kingdom who's deeply rooted in the prosperity of draconic teachings
* Helen - the guard of the party, captain of the Shepherds' royal guard, Helen appears stoic, cold, and clinically in pretty much any interaction.

### Clergy of Rusal's Church

The ones running the church the party spends much of their time in

* Sesuna - High Priest of the church, Sesuna leads it and those that attend down the dragon approved path for a prosperous future
* Gero - brother to Sesuna, he sustained some severe injury years ago and walks around on crutches. He's sort of a second hand to the High Priest, known to perform some of her functions while she performs her own things
* Brusis - one of the tougher members of the clergy, Brusis is a strong and in charge lady that, though has a friendly hand, is known to strongarm foes into submission
* Merylect - a practitioner of dark magic, Merylect is a shy individual that prefers to stand back and assess individuals than go forth to talk to them directly
* Mullo - a fairly new clergywoman, Mullo is still sort of learning the ropes, and is in fact still participating in their magical training, which tends to get her into contact with Merylect from time to time

### Rusal Citizens

Residents that live in Rusal, typically the source of sidequests

* Macknivel - A parrot man that runs an art class, he serves as a mentor to students. He's later revealed to be the father of Ungal.
* Ungal - A parrot boy that learns under Macknivel, Ungal is later revealed to be his son and is learning to be like him.
* Jumo - A bear man whose father left a while ago, he's been working on wood with his father's good luck charm.
* Harriet - A doe lady from the noble sector that puts a lot of importance in her dog feral.
* Jerome - A horse man that runs the inn's tavern, he simultaneously acts like a sort of bouncer, ready to douse troubles that face his patrons.
* Barry - A skinny wolf guy that works at Tender Touch, he also works as the jobber whenever the night business goes on. He's far more durable than his slim frame would suggest. He also deeply cares for Unaris.
* Darrel - A threatening man that frequents the tavern, Darrel is a pig that spends much of his time drinking, and he's lately tried getting into the black market.
* Mea - A sheep woman who's apparently gotten into thievery in the past, she's retired and is now a job hopper. She's revealed to've had a sister, Bea, who was under the Buhemons' "employ".
* Bea - A sheep woman that still works towards thievery, she's spent a large portion of her life "working" for the Buhemons. She's sister to Mea.
* Nique - A slim ferret man who runs a flea market that, word on the street, is said to fence stolen goods. He's close friends with many shady men, though seems exceptionally close to Jeeve.
* Jeeve - A strange weasel man who appears to run a laundry business, he also sells stimulants to those that he decides are good business. He's very close to Jeeve.

### Shepherds

The world leaders that try to keep society on the right track

* Beraxis - Noble of Education and Simone's mother, she's in charge of distributing information and deciding what parts of history are important for the society at large, and which would just be harmful
* Julin - Noble of Development and Helen's father, he's in charge of developing technology and tools and has been trying to find what'd kill a Hybrid
* Marigold - Noble of Military, she's meant to mobilize personnel, and as such has provided soldiers to test out Julin's technology or for border patrol and security
* Roul - Noble of Communication, he's in charge of communicating updates to the Shepherds and in settling disputes between states
* Hrax - Noble of Distribution, she's meant to keep track of distribution of goods, such as food, clothing, tools and material

## Social Links

### Camiko

1. Becomes available automatically upon becoming a party member.
2. Baton Pass - After downing an opponent, one can pass a turn to Camiko so he can act.
3. Follow Up - If an ally fails to knock down an opponent, Camiko has a chance of delivering a strike himself.
4. Better Infiltration - Simone can craft Infiltration Items with less materials.
5. Pickpocket - A normal attack from Camiko has a chance of stealing an item.
6. Master Tools - The full inventory of Infiltration Tools become available to Simone.
7. Aid - Camiko has a chance of approaching an ally and relieving them of their ailment, should it be non-special.
8. Endure - Once per encounter, a would-be fatal attack reduces Camiko's HP to 1 instead.
9. Protect - Once per encounter, Camiko will shield an ally from a would-be fatal attack.
10. Class Up - After personal growth, Camiko grows into a greater fighter.

### Mullo

1. Becomes available automatically upon becoming a party member
2. Baton Pass - After downing an opponent, one can pass a turn to Mullo so she can act.
3. Follow Up - If an ally fails to knock down an opponent, Mullo has a chance of delivering a strike herself.
4. Better Consumables - The item pool one can farm with Mullo gets bigger.
5. Better Yield - Farming garners more consumables.
6. Nightly Soil - One can farm at night now.
7. Aid - Mullo has a chance of approaching an ally and relieving them of their ailment.
8. Endure - Once per encounter, a would-be fatal attack reduces Mullo's HP to 1 instead.
9. Protect - Once per encounter, Mullo will shield an ally from a would-be fatal attack.
10. Class Up - After personal growth, Mullo grows into a greater fighter.

### Eredo

1. Becomes available automatically upon becoming a party member
2. Baton Pass - After downing an opponent, one can pass a turn to Eredo so he can act.
3. Follow Up - If an ally fails to knock down an opponent, Eredo has a chance of delivering a strike himself.
4. Noxious Ambush - There's a chance of inflicting random ailments on enemies when ambushing.
5. Aid - Eredo has a chance of approaching an ally and relieving them of their ailment, should it be non-special.
6. Sucker Punch - Eredo can expend his SP to down an enemy once per encounter.
7. Proper Position - When ambushing, there's a chance of putting the enemy into Hold UP.
8. Endure - Once per encounter, a would-be fatal attack reduces Eredo's HP to 1 instead.
9. Protect - Once per encounter, Eredo will shield an ally from a would-be fatal attack.
10. Class Up - After personal growth, Eredo grows into a greater fighter.

### Unaris

1. Becomes available automatically upon becoming a party member
2. Baton Pass - After downing an opponent, one can pass a turn to Unaris so she can act.
3. Follow Up - If an ally fails to knock down an opponent, Unaris has a chance of delivering a strike herself.
4. Plus Workout - When working out, Simone's Max HP grows even better than before.
5. Aid - Unaris has a chance of approaching an ally and relieving them of their ailment, should it be non-special.
6. Cure - Before or after a battle, allies lose ailments that were inflicted on them.
7. Massage - At night, Unaris can give Simone a massage to restore their energy, allowing them to act at night even if they were out on the field during the day
8. Endure - Once per encounter, a would-be fatal attack reduces Unaris' HP to 1 instead.
9. Protect - Once per encounter, Unaris will shield an ally from a would-be fatal attack.
10. Class Up - After personal growth, Unaris grows into a greater fighter.

### Muerdio

1. Becomes available automatically upon becoming a party member
2. Baton Pass - After downing an opponent, one can pass a turn to Muerdio so he can act.
3. Follow Up - If an ally fails to knock down an opponent, Muerdio has a chance of delivering a strike himself.
4. Treasure Regen - Collected treasure might be restored after an encounter
5. Aid - Muerdio has a chance of approaching an ally and relieving them of their ailment, should it be non-special.
6. Terror Aura - Enemies are less likely to try and ambush the party.
7. Insta-Kill - Chance of instantly eliminating weaker foes when ambushing
8. Endure - Once per encounter, a would-be fatal attack reduces Muerdio's HP to 1 instead.
9. Protect - Once per encounter, Muerdio will shield an ally from a would-be fatal attack.
10. Class Up - After personal growth, Muerdio grows into a greater fighter.

### Helen

1. Becomes available automatically upon becoming a party member
2. Baton Pass - After downing an opponent, one can pass a turn to Helen so she can act.
3. Follow Up - If an ally fails to knock down an opponent, Helen has a chance of delivering a strike herself.
4. Bullet Hail - Ambushing enemies has a chance to deliver several stabbing attack to them.
5. Enemy Read - One can automatically see Blk, Ref, and Abs when analyzing a target.
6. Price Reduce - Reduce prices of weaponry in stores
7. Enemy Read + - One can automatically see Wek and Nrm when analyzing a target.
8. Endure - Once per encounter, a would-be fatal attack reduces Helen's HP to 1 instead.
9. Protect - Once per encounter, Helen will sheild an ally from a would-be fatal attack.
10. Class Up - After personal growth, Helen grows into a greater fighter.

## Bosses

### Chapter 1

Gerald and Marline aren't complicated at all, them being first bosses. They're actually one of few end-chapter bosses that have a weakness, which means they're more easily susceptible to weaknesses and all out attacks. However, Gerald has the ability to summon a rat in to help battle, while Marline can prepare a dangerous attack. Utilize well timed magic attacks to prevent their special moves, and take victory.

### Chapter 2

The two cultists seem similar to the previous boss pair in that they have exploitable weaknesses to make beating them easier. However, they also have in their grasp ailments. With these, they have an additional aspect of battle to worry about, as they're able to more easily inflict poison and burn. Players will have to monitor their status closely to make sure they're not exploited by the malicious effects of the two cultists.

### Chapter 3

Eredo is first encountered as a fight. He may be fairly easy, but players would regret underestimating him, especially considering that the group doesn't have reliable tanks and the skunk can take a beating. He has various skills intent on diverting player attention away from himself, which is very unfortunate considering that his poison can also serve as a sort of race against time as he tries to stall them into letting the poison claim them. Still, he has a weakness towards water, and towards fire if you can acquire the proper items, so you can utilize that to All Out Attack him, or pass the attack to the next person to deal more damage.

The mysterious specter that lingers at the entrance of Eden's castle. Despite his unnerving appearance, he himself isn't terribly powerful. He has with him a balanced blend of physical damage and magic damage, though he doesn't quite seem to lean too specifically towards one or the other. He does, however, have the power to summon spirits to battle, which act as additional enemies that'll try to overwhelm the players. He'll get into a pattern of summoning a spirit after x amount of turns, so if they aren't beaten fast enough, spirits that could specialize in physical damage, magical damage, or healing could fill the enemy side and make the fight significantly harder.

### CHapter 4

Polaris could be considered the toughest boss of the game's first arc. Players can take solace in knowing that they only have to bring his health down halfway. In the meantime, he's the first boss to harbor no exploitable weaknesses, primarily wields dangerous attacks, and even wields the power to drain a party member's life force. Worse still, he has the with him the first instance of Pure Skills: his drain attack, and a very damaging Dragon Breath attack. Players will have to hope they can keep their stamina up while wearing him down until salvation comes.

### Chapter 5

The Hybrid shares a few similarities with Polaris. It is a very hearty foe, boasting worrying defenses and dangerous magics. Fortunately, its magical attacks aren't quite as potent as Polaris', nor does she have Pure skills. However, in their stead, she has more dangerous physical skills, debuffs, and poison-inflicting skills. She can be seen as a sort of damage-oriented Eredo in how she wears foes down before finishing them off. Fortunately, players need to reduce her to half health so that the Dragon can defeat her.

### Chapter 6

The trio are fairly simple, though shouldn't be underestimated. Of particular note is Petere having a unique ability to have an ally resist getting knocked down until their turn, as well as an ability to direct damage towards himself. Nanda, meanwhile, has the passive Counter, which makes it so he'll attack an ally should he evade a physical attack, as well as a skill that inflicts Rage on a party member, in a fight where physical attacks are generally not advised. Genal's built around doing damage and will buff himself up to deal more damage. Genal's geared towards damage, Petere's geared towards taking damage, and Nanda's geared towards inflicting debuffs and status ailments.

If Genal's health gets low, he'll begin charging a very dangerous attack, which is likely to either reduce the party's HP to 0, or bring them very close to 0 if he manages to perform the attack. Be weary, carefully plan your attacks, and stop him.

This duo serves as the chapter endboss, and can be very tricky if you're not careful. Vavity is geared towards evasion and wind attacks, while the Hybrid Slayer is a bit of a damage sponge with dangerous damage output. It seems like an ordinary two-person boss fight, except for the fact that the machine doesn't actually get knocked down when struck with a critical hit or an attack it's weak to, and the fact that the machine is very resilient towards ailments. Early on it's suggested that if Vavity is beaten then the machine will lose, though they shouldn't keep their eyes off of the machine.

After Vavity's health gets low, the machine will come forth to guard him, making players unable to target the leader. Even multi-target spells can't strike him, the Slayer will just take all the damage. Vavity will still be able to act, as the machine lowers its defense when he attacks. The game will suggest that Vavity could still be struck when he's on the attack, suggesting Counters or other attacker-inhibiting skills are recommended. The machine is still susceptible to damage, and thus will be incapable of defending Vavity if the machine is felled, thus rendering the fight a simple 4v1.

### Chapter 7

The player's forced to battle two Hybrid Slayer v4's at once. The start to the fight is pretty tough on account of the enemies essentially acting as if the Ambushed you, granting them a brief advantage. As long as players survive that, they should be able to withstand what else the enemies have to throw at them, especially if they've been playing smart.

### Chapter 8

Julin isn't terribly dangerous, though not to be taken lightly. He's fairly agile, even having an "Evade Slash" skill to make it slightly harder to hit him. He's especially annoying what with his ability to cast walls on himself, so players should be weary of who should attack when. It Fortunately, if players fight smart, they should be able to take care of Julin, only for it to be immediately followed up with another phase.

At the start of the fight, the Dragon Slayer employs a strategy similar to Vavity and his Hybrid Slayer, protecting Julin from harm. The strategy is similar as well, utilizing techniques to be able to damage Julin when he goes to attack. Julin has access to a new attack, a Stabbing attack that deals a lot of damage, in this new phase, though fortunately, there's a turn to charge up the attack, so players should look out for that. If Julin or the Dragon Slayer are dealt enough damage, the Dragon Slayer goes out of their defensive pose, and can now act twice a turn.

The Dragon Slayer is quite dangerous, hosting a large score of elemental powers, the ability to shift the kind of physical damage it does, and the ability to change up its elemental affinities. This gives the Slayer access to other types of magic, but also opens up weaknesses. In addition, partway through the fight, Jorule will appear from afar and snipe the beast for a significant amount of damage. Utilize proper planning, beware of Julin's walls, and team up with Jorule to overpower the Dragon Slayer.

### Chapter 9

Hector is an uncharacteristically simple boss for this late in the game. He has self buffs and and relatively dangerous smash attacks, though players that got this far shouldn't have to worry about overwhelming this guy. Just be weary of when he uses a Charge, as his next attack will likely be fairly damaging.

### Chapter 10

M'ry is fairly tricky, especially when fighting with her Gold Knights, the likes of which are capable of blocking many physical attacks. Her allies are also capable of buffing M'ry, while she herself has debuffing skills, and High Counter, making her more likely to fight back when struck with a slash attack. The Gold Knights should absolutely be taken out first, though they won't be away for too long. Meanwhile, players should make sure to keep M'ry damaged, either with ailments or with someone dedicated to damaging her, as she has quite a bit of HP.

### Chapter 11

Brandal is a very magic-focused character, so players should be weary of that going into combat. He has fairly low defenses, meaning physical attacks seem to be the way to go, but players should be weary as he's able to summon up other allies, the likes of which are able to either assail the group with physical strikes, or restore Brandal's HP. Be sure to keep an eye out for summons, and wear down Brandal until the spirit can't fight back.

### Chapter 12

Jorule stands near the end of the adventure, so appropriately they'd be very dangerous. Fortunately, they're using less dangerous spells than they could, though that doesn't mean players shouldn't be careful. Jorule only has access to damage skills, so players shouldn't have to worry about walls, buffs, debuffs, or healing. Players only have to worry about bringing Jorule down to half HP before the next phase starts.

Sesuna is a fairly dangerous mage. She's somewhat similar to Brandal, except she conjures elementals that deal damage, and she has physical power behind her, allowing her to deal fairly decent damage with a normal attack. She's still more susceptible to physical attacks than magical attacks, though players should be weary, for she has behind her an onslaught of damage that players should look out for, not to mention Pure magic. Either way, careful players should be able to take care of her, and open the way to the final boss.

Quite possibly the most dangerous foe in the player's journey, your dear dragon has removed all restraint. Now, they're free to utilize their more dangerous skills, granting them access to some high damage, and Pure skills. For the first part of the fight, they'll only be targeting Simone, but as he Talks to more and more allies to convince them to fight, the Final Dragon will slowly increase in danger, even getting the chance to act more times a turn. In the meantime, Sesuna stands outside the range of the fight to cast her own spells, conjuring forth buff spells and/or summons in place of the Final Dragon's turn.

It'll be a tough fight, but with enough hard work, players should be able to wear down the dragon, and open the way to a brand new world.

### Optional

A malicious specter wandering the fields of Rusal, those that hear the ringing of the once proud soldier's chain sickles will know to run. The equine specter often appears when one forces themselves into combat out in the open often. Drawn to the bloodshed in the battlefield, the Revenant chases them, and will force them into battle.

The Revenant is a terrifying foe, boasting monstrously high stats that make even critical hits look paltry if players aren't built up to snuff. In addition, he has the power to conjure every element of spell, a terrifying prospect in tandem with his additional skill, Executioner Skill, which makes him terrifying to anyone that gets knocked down by an attack. He may have power on his side, though that's it. If players are able to limit his attack options and somehow get past his ailment resistances, then they may be able to overpower him. And if he is felled, then the Revenant will be forced into a stasis induced in many spirits overwhelmed by attacks, thus forcing him to sleep for hundreds of years.

The Revenant will no longer bother those that linger in the Rusal Fields, and leave behind lots of experience and a fancy piece of equipment.

A malicious specter lingering in the Deerum fields, whose body has deteriorated from extensive centuries in isolation. The only sign of its old self is the deer-like skull on top of it, though everything else appears to be a silhouette, the darkness curling around it like a cloak. The specter often appears when one forces themselves into combat out in the open often. Drawn to the bloodshed in the battlefield, the Revenant chases them, and will force them into battle.

The creature wields maddening ailments with it to wear down foes, as well as passives that have a chance of countering physical strikes. It also wields water magic, with which it attempts to freeze foes before striking them with its staff, dealing smash damage, or other magics. It is dangerous to fight under most circumstances, and it gets worse when it inflicts one of its terrible ailments upon someone. Ailment defense is pretty much a requirement here.

After being felled, the Deerum Fields will be absent of its presence at long last.

* Element Resistances and Weaknesses to be updated

A friendly spar between the party and the clergy. Of course with all of their training, they're no slouches. Brusis is the tank, Merylect is the damage dealer with his spells, and Gero provides support magic and debuff magic. They each have healing magic, though of a different variety each (Brusis restores health, Gero heals ailments, Merylect heals stat changes). They each have Adfy in their spell list, meaning that they can revive someone if one of their allies are incapacitated.

Players should be careful as they deal with the three of them. Brusis may be oriented towards light magic almost exclusively, but Merylect orients himself towards Dark, Fire, and Light, giving them a bit more coverage.

## Realm of Rememberance

The Realm of Remembrance is a special realm uncovered by the church during chapter 3. This is a special realm that seems accessible only through mediation. It offers the chance to go through battle challenges in a safe environment. Said challenges consist of acting in ways that are preferable to the battle, each battle offering points depending on damage and actions done. More challenges unlock throughout the game, and some fights can even be tackled through dlc.

As players deal damage or fulfil certain conditions, they gather points that, with which, they can acquire certain gear/items as rewards depending on how many points they have. Additionally, players will get to see their "rank" next to certain fights depending on their score at the end. Additionally, before starting a fight, players are able to adjust the difficulty to alter the enemy's/enemies' level to make them tougher. Additionally, certain fights will fix a party's level to a particular spot, may force them to wield certain skills, may force them to utilize certain party members, may force them to use certain Rank Ups, or some combination. Some fights allow plenty freedom, some fights require players to adapt to whatever's thrown at them.

### Bears and Bandits

* Extra Points
	+ Knockdown Enemies 5 times = 300 points
	+ Defend Against Attacks 3 times = 150 points
	+ Camiko's in the Party = 150 points
* Prizes
	+ 100 - 3 Potions
	+ 200 - 5 Stimulants
	+ 300 - 3 Ether

In this fight, players are required to battle a duo of bandits while they're teamed with a feral bear. The foes are fairly low level, the bear being the most threatening part of the encounter. By the time players arrive at this point, they should have access to Eredo, so he should be able to draw attention while allowing others to beat on the other foes. Players can also utilize Camiko to lower the bear's accuracy, or Eredo to attempt to inflict Blind on the bear to make the encounter easier.

### Rat King

* Extra Points
	+ Don't Switch Party Members = 200 points
	+ Use Multi Target Skills 5 times = 250 points
	+ Inflict Status Ailments 4 times = 200 points
* Prizes
	+ 200 - 5 potions
	+ 300 - 4 Ether
	+ 400 - 3 Shurikens

In this fight, players find themselves battling a large group of rats. Enemy teams have at most 4 on their side at a time, so players only have to face four at a time. However, when one's knocked down, another takes their place. There's a total of 20 rats to defeat, and players are thus tasked with plowing through them. It's a very simple fight, and a bit of the challenge lies more in building up points than in tearing down the enemy forces.

### Dark Duo

* Extra Points
	+ Defeat Enemies 5 times = 300 points
	+ Lower Enemy Stats 5 times = 250 points
	+ Eredo's in the Party = 150 points
* Prizes
	+ 300 - 3 Firebombs
	+ 400 - 3 Water Balloons
	+ 500 - 3 Light Orbs

In this fight, players face **Eredo** and the **Dark Spirit** in tandem. It turns out to be a threatening battle: the Dark Spirit summons fairly weak spirits that players can contend with, but Eredo has an annoying ability to cause allies to focus on him. This means not only will players end up having less chances to beat the summoned spirits, but this also gives the Dark Spirit more time to summon. A good strategy is to bring in status healing skills/equipment to heal up people suffering status ailments, or to lay into Eredo with everything you got. Bypass his technique, beat down the foes, and fell the twin bosses.

### Polaris' Partners

* Extra Points
	+ Mullo's in the Party = 150 points
	+ Finish the Encounter in 10 Turns = 300 points
	+ Baton Pass 15 Times = 200 points

In this fight, players face several different cultists. **Fire**, **Water**, **Poison**, **Wind**, **Summoner**, **Healer**, **Dark**, and **Pure**, the latter of which doesn't actually appear as an enemy outside of sidequests. Enemy teams can only have four members at a time, so they come in after one's felled beforehand. It makes things fairly simple, though it often leads to Healer, Summoner, and Pure being the last members, which can be a bit tricky if you don't deal with Healer or Summoner fast enough. The Summoner Cultist can create more enemies which extends the fight, the Healer can restore lost life and remove status ailments/debuffs, while the Pure has access to highly damaging magics. Fortunately, if you utilize weaknesses and Baton Passes just right, you should be able to defeat them.

### Wild Encounter

* Extra Points
	+ Mullo is in the party = 150 points
	+ Perform 3 All Out Attacks = 200 points
	+ Use No More than 10 Multi-Target = 200 points

In this fight, several wild animals appear to try and accost the party. Initially appearing is **Two Deer**, and after they perform their first turns, members of the next wave appear. **Four Hedgehogs**, **Three Bears**, **Two Ostriches**, and finally a **Rhino**. The several foes can be quite dangerous if you're not careful. The initial two aren't too tough, though the hedgehogs, bears, and rhinos are pretty tanky. Additionally, the bears, ostriches, and rhino can deal quite a bit of damage. Players should also be weary, because whenever there are gaps, a member of the next wave will appear, which means there'll be a miss-match of affinities and strategies to consider. So players should be quick with how they deal with the enemies to limit the danger to the party.

### Commoner Conflict

* Extra Points
	+ Darrel goes down last = 350 points
	+ Perform 1 All Out Attack = 250 points
	+ Resist 5 Blows = 200 points

In this fight, bizarrely, it seems the party's tasked with battling a few common faces from town. Among which involves bar owner **Jerome**, jobber of the night wrestling ring **Darrel**, and masseuses **Dera** and **Myuu** of the Cersi Spa. An odd combo, though they can be exceptionally dangerous, especially while Dera and Myuu are in the field. Either has a mid-revive spell, so players should make sure they should be knocked out at around the same time. Additionally, they can provide Jerome or Darrel buffs (Attack up for Jerome, Defense/Evasion up for Darrel). Jerome's the damage dealer, while Darrel's the tank. Darrel himself doesn't deal a lot of damage, but he does attract attention, which makes it a little tricky to focus your attention. Be sure to break out of Darrel's tank tricks soon, and make sure the revives can be stopped soon.

### Vavity Goons

* Extra Points
	+ [Player Name] deals 1200 damage total = 400 points
	+ Helen is in Party = 350 points
	+ Finish Encounter in 20 Turns = 300 points

In this match, players have to deal with various goons in Vavity's hideout. Players should be careful, for these foes can be fairly hardy and deal a fair amount of damage. Players deal with **Swordmen**, **Gunmen**, **Axemen**, **Light Mages**, and **Dark Mages**. There are three of each, though they keep making sure all four slots occupied. This means first are three Swordmen, and a Gunman. When one's taken down, players will have to deal with members of the next group. After beating all those groups, however, they have to battle the trio **Genal**, **Petere**, and **Nanda**. This fight's fairly identical to before, except they don't have the Pure attack this time. Players should just be weary, for they have plenty of forces ahead of time to deal with.