Thursday, January 22, 2026

SaGa Frontier - Emelia: Chapter 8

To start the final chapter in Emelia's game, let's make a return to TimeLord's Region, accessed from Mosperiburg, and talk about the farming opportunities there. Each battle here is guaranteed to be against the same enemies and makes the perfect place to obtain many items and monster abilities. I'll go through each encounter one-by-one.
 
At the entrance, up and to the left is a beast-type that is against a Wonderdog and four sleeping StraySheep. The Wonderdog has two very early battle rank abilities that are easiest here: Claw and Tail. They also can drop CottonShirts, if you want to collect them.
 
The StraySheep have two items. First, the very rare Catsocks. If not for this battle, it would be one of the hardest ones in the game to acquire. It gives a straight +6 all defenses except for a +21 against ailment while also protecting against stun. You're guaranteed to get, at least, a BeastLeather armor from the StraySheep, also, which is frequent from many monsters, but only found via drop and you can sell it in Koorong for 100 Credits.
 
Secondly, they will cough up the +22 Psychic SilverSpread sword, too. Perfect for mages and Mystics and can be farmed here instead of having to rely upon other non-guaranteed encounters like before. You can pick up Tackle from this monster, also.
 
A little farther up the path is another beast-type, but is, in fact, a giant-type Minotaur whom has three different items. Every battle always gets you a MaxCure item, at the minimum, which is a way better method to stock up on them besides paying 400 Credits a piece for them in Koorong. They hold the PowerBelt undershirt to drop, as well. Its benefit is a robust +20 to Strength and protecting against sleep and paralysis. Unfortunately, its defense is not good with only a +1 physical/force, +6 heat, cold, electric, and +21 ailment defense. It would be hard to pick this over Hyper or Defensewear, but may be an option for Mystics to increase their Strength, but with their locked MysticMail, I wouldn't personally.
 
Minotaurs are your best source for SH-Armlets, also. Defense-wise, they give a +10 to every defense, but like the SH-Anklet, they lower your electric defense by -10 and another piece of equipment needs to make up this difference. I much prefer the HarmoniumBangle, however. Mec characters get a respectable +150 HP and +20 Strength/Vitality. Minotaurs can provide the DoubleAxe ability for your monsters, too.
 
On the following screen, there are enemies on the left and right. The right-side has two CancerMecs, which aren't of much importance other than mecs can still learn the Jammer ability that is rare at this point.
 
The lower-left battle pits you against two Rockababoons. Like the StraySheep, they always drop BeastLeathers, but also the OgreGlove you may have already picked up from the DevilSquid in Owmi's Lord Manor basement. It only has a +5 physical and +2 elemental defenses, but provides a solid +10 to the equiper's Strength. Mecs get a +100 HP and +20 to Strength/Vitality. Rockababoons have the DoubleAxe and useful Da-dum abilities, also.
 
Climbing further through the Region, you'll come across two little girls, that aren't the Valkyrie sisters this time, but a PrimaBronza, that if you give it enough turns, becomes a PrimaMaska, but there are no differences in terms of items. They both drop the EMES Tag accessory. One of the best accessories in the game, it grants a +6 defense to all types of attacks, but a +15 to force and status defense, while protecting the bearer against stone. This accessory also gives mecs a +50 to HP and +10 to Vitality. Both versions have the Kick and Sweep abilities for your monsters if you haven't gotten them already.
 
Near the door, you can climb down a chain to a lower platform where you can battle a Sphinx. It's not of much note besides being only enemy in the game that has the SphinxRiddle monster ability. You could use it to learn DodgeWing, also.
 
Directly through the door is a slime-type monster with two different, but similar monsters who hold rare items: the Ice and FireCrystals. IceCrystals drop the SleetCoin accessory. It grants a superb +100 defense against cold, but offers only +1 to other defenses.
 
FireCrystals hold the ultra rare SolGrail accessory and come prepared to wait quite a while to get this one to drop. It has the same stats as the SleetCoin, but with a +100 to heat instead of cold. For characters like T260 and Riki that cannot access the TimeLord's Region, the SolGrail may be the hardest item to come by in the game due to the rarity of the FireCrystal itself outside of the Mu's Tomb's small chest at a late rank. It has the HeatSmash ability for your monsters as well, which can be a bit rare to find.

Down and past the cuckoo clock is a bug-type battle with five Scorpions. They always drop the low-tier Protector armor that is generally, drop only, and sometimes, StunNeedles. Monsters can get the PoisonNeedle ability from that only the Wyvern also has, GroundHit, and SadSong, which are fairly limited acquires, too.
 
Running through the spilled hourglass finds an aquatic that is a Genbu enemy. They drop the very useful GenbuShield. While not as effective at blocking physical attacks as the ExcelShield, it does protect entirely against water damage and has the chance to block cold attacks, too. You might pick up a SeaStone from them, also, but this is more easily farmed from Krakens in the Yorkland Swamp, in my opinion. You can learn the excellent Tornado, and lesser, Thunderbolt ability from Genbus, too. Up from the Genbu and to the left of the door is a battle with a Fishman and three Gunfish. Monsters can get the low-rank Beat ability from the Gunfish and Thrust from the Fishman, but are otherwise not noteworthy.
 
The room before the drawbridge and TimeLord himself has two final monsters. The mec on the left-hand-side are four MecDobby and a MecDobby100. You can get the same items from them as back at the Shingrow Ruins' trapped door: the DOBBY Bazooka and FlashBomb. The 100 series can rarely drop an HG-Cannon, but in my opinion, you'd be better off looking for MecGod in the Mu's Tomb large chest that guarantees one.
 
Lastly, on the right of the screen, is the Demongoat who has a ton of HP. Thankfully, he's not really needed for anything we don't already have. He always drops a FiendRod weapon, if nothing rarer does in its place, and also the GhostCannon weapon, which there is one to be found as treasure, but otherwise, this is the only place in the game to get another. It has SH-Armlets, too, but I think the Minotaur is a better choice for those (And HarmoniumBangle is prefered). You can pick up the Pheromon ability from them, also.
 
With TimeLord's Region out of the way, let's focus on the final battle rank in the game, 9, and the last batch of items and abilities we can pick up. First, the RedDragon, that only shows up accompanying other enemies. The best place to find them is either with the beast-type Unicorns at the rank 7 capped area in the Koorong sewers I talked about near the start of Chapter 5 or with the Zeroworm bug-types, located "inside" like Mu's Tomb and Lord Manor basement in Owmi. Unfortunately, the Bio Research Lab is considered an "outside" dungeon, so you can't use the bug-types there. There are many other options, but I consider these the best. RedDragons are the only enemy in the game that drop the GoldenFleece armor, but this is only for those that want more than the one you get during the Shield Card quest. RedDragons also have the Claw and FlameBlast monster abilities.
 
Note: Refer back to the Bio Research Lab section of Chapter 7 for the specific rooms to find rank 9 monsters that I will talk about below.
 
The rank 9 Suzaku is next. As pointed out during the Shield Card quest, a Suzaku always drops the FireLeather armor that sells for 400 Credits in Koorong. Needless to say, this is a great money maker considering you can find Suzakus easily in the Bio Research Lab. It carries the Heatwave, SacredSong, and unique FireBarrier monster abilities, as well. The Suzaku is also one of the best Mystic absorbs in the game, giving a +20 increase to all statistics, except for Charisma. See the end of this section for more on Mystic absorbs.

Onto the beast-type Chimera now, also found in the Bio Research Lab. Chimeras drop two items: the BehemothRifle and CelestialLeather. The BehemothRifle is easier to get from the guaranteed Gaeatoad battle in the Shingrow Ruins, but if you get more, they sell for 3000 Credits at the Scrap Junk Shop. The CelestialLeather armor is a more common drop now if you didn't already pick up a few from the Wyverns in the Koorong Backstreets. Chimeras also have the GasFlame ability and Mystics can absorb to a ridiculous +40 Strength!
 
Speaking of the Chimeras in the Bio Research Lab, they are occasionally teamed up with BlackDragons which can, very rarely, produce DragonShields, but only necessary if you want more than one. They are also one of only two enemies that have the GriffithScratch monster ability to learn. Lastly, they are another of of the best Mystic absorbs in the game at a +30 to Strength, Will, and Vitality; only rivaled by the EarthDragon.
 
The male Mystic Zyphon has another two items for us. The WonderBangle shield, which is actually buyable in Manhattan at the insane price of 10,000 Credits, is best picked up here instead. For its high price, it only blocks piercing attacks, which is does exceptionally, but is a niche piece at best. Zyphons also carry WindShells, which are, arguably, the best accessory in the game alongside the AngelBroach. These are easier to get from the Wyverns in the Koorong Backstreets, however: see Chapter 4. Monsters can pick up GaleAttack and TitasWave from the Zyphon, also. If you're in the Bio Research Lab, the Flamefolk enemy tags along with Zyphons sometimes and have the extremely rare Ignis ability as well as HeatSmash to add to your monsters. In addition, the Darkfairy that also can accompany them hold the PoisonMist ability that is unique to them.
 
Yet another two-item enemy is the rank 9 mec, R&R. My favorite place to find them is either in Wakatu or the Ancient Ship. They drop the HyperScale armor, which one was also found in the Ancient Ship. You can pawn these off in Scrape for a smooth 2000 Credits.
 
The SuperMissile is R&R's rarer dropped item. It has a power of 70, but only 3 shots of ammo. Probably best deployed in random battles with the Shoot-All mec ability. Given to a mec, they get a +225 HP and +25 to Strength/Will. This can also be sold in the Scrap Junk Shop for a sum of 5500 Credits. R&Rs hold the LogicBomb and SelfRepair abilities, too.
 
Note: In Wakatu, or other "outside" dungeons, BirdMecs can still appear with R&Rs and are your only source for the HypnoFlash mec ability at this stage in the game. 
 
Another sought-after enemy that only appears as a sidekick is the Thundragon who, outside of the SolGrail in T260 and Riki's game, holds the hardest to obtain item in SaGa Frontier. The best place to find them, in my opinion, is from the plant-type battles in the Bio Research Lab, but they appear with many other enemies at ranks 7-9. Besides said hardest item, you can occasionally get the very useful KrisKnife, but now outclassed, accessory from them, as well as FeatherCharms that are drop-only.
 
The Thundragon's holy grail is the DragonSword, which outside of Blue's game, is only available here. It's the strongest sword in any game, outside Asellus', at a power of 72. Mecs get a +250 HP and +30 to Strength from it. No screenshot yet, but I'll keep trying for it and update when I do. It's incredibly rare being in the Thundragon's fourth drop slot, that amounts to a 1/64 chance, which isn't that bad except for that fact that one: you have to get a Thundragon to spawn, and second: since it is not a primary monster in the battle, that monster, and possibly others that appear, drops will take priority. Godspeed!
 
If hunting Thundragon's from the plant-type in the Bio Research Lab, you may come across OgreLord's. If you want additional Iron Clogs for your inventory, they are the only enemy that can drop them, but appear with several other enemy types outside the Lab, also.
 
Yet another tag-alonger that is very rarely seen, but coveted is the GriffinJr. monster. The single battle in the entire game it can appear in is a rank 9, female Mystic-type Siren, but only an "inside" dungeon. Unfortunately,  Furdo's Workspace won't work due to it being considered an "outside" dungeon, for whatever reason. As such, a place like Sei's Tomb should be the target. If you can get the avian to spawn, bring a Mystic to absorb it to a +30 Strength/Quickness stat bonus; the highest Quickness boost in the game. You can also try to snare the GriffithScratch monster ability, but the BlackDragon is a little more common of an option to use for that, in my opinion.
 
Easily the most farmed monster in the game is the rank 9 undead, Dullahan, who carries the best armor and shield in the game. The PlutoArmor protects against instant-death and gives a +35 defense to every type. Mec characters get a +150 HP and +20 to Psychic/Vitality, the former which is rare for mec equips and can help with defense against magic.
 
The much rarer DurahanShield is the ultimate defense in the game. It can, potentially, block every type of attack in the game, besides ailment, that is able to be blocked, and the character gets a +5 upgrade to their Strength/Vitality. You can even use it as an item in battle to attempt the DeathGaze ability. Mecs bonus to a +100 HP and +20 Strength/Vitality from the shield. Dullahan's, themselves, along with the Krakens in the Yorkland Swamp, are also excellent choices to spark new abilities and stat gains; the latter being secondary to the HugeSlime in the Shingrow Ruins.
 
A few other notes about rank 9 that might be of interest to players: You can get PowerBelts from the human-type Grapplers and SleetCoins from the slime-type Snowfolk if you prefer not to use TimeLord's Region battles. If you did not recruit Mesarthim or failed to get a BlueElf armor at earlier battle ranks, you can still acquire one from the Waterfolk monster, but like the GriffinJr, they only appear alongside the "inside" rank 9 Siren.
 
For the final time, here are my recommendations for Mystic weapons and abilities at rank 9. Weapon type absorb, for the ability, is in parenthesis:
  • BlackDragon (See Above): +30 Strength, Will, Vitality (All)
  • Chimera (Beast): +40 Strength (Sword)
  • Suzaku (Bird) +20 All except Charisma (Glove/Boots)
  • CrystalTree (Plant): +22 Strength, Will, Psychic, Vitality (Sword/Glove)
  • Zeroworm (Bug): +25 Strength, Quickness, Vitality (Glove)
  • Snowfolk (Slime): +30 Intelligence, Psychic, Vitality (Glove)
  • Kraken (Aquatic): +30 Strength/Vitality (Sword/Glove)
  • GriffinJr (See Above): +30 Strength/Quickness (Sword/Boots)
Monster Abilities:
  • CrystalTree (Plant): Oscillation (Sword), Crystalizer (Glove)
  • Kraken (Aquatic): Oscillation (Sword), TigerRampage (Glove) 
  • BlackDragon: GriffithScratch (Sword),  Crystalizer (Glove), TitasWave (Boots)
  • Dullahan (Undead): Assasinate (Boots)
  • Suzaku (Bird): Hellwing (Glove), TitasWave (Boots) 
  • GriffinJr: GriffithScratch (Sword), TitasWave (Boots)

Note: Going into the final battle, picking up the BoltBarrier ability for a monster from the slime-type Gelatin will make the finale a lot smoother.

When you are ready to put the finishing touches on Emelia's scenario, head back to the Gradius hideout in Koorong and talk to Roufas. You're immediately taken deep into the mountains of Yorkland to an area known as the Forsaken Chapel. Joker is waiting somewhere beyond the picturesque scenery. If you were hoping for a climatic dungeon: this isn't it. The Forsaken Chapel is only a few screens long and contains no items. Unless you have SanctuaryStones to spare, run past the monsters and straight for the Chapel. At the entrance point, exit directly to the east, then climb down the mountainside towards the southeast. In the area seen in the screenshot above, you can actually pass down through the trees and exit to the southeast, but there's nothing there but an enemy. They could have at least put a SanctuaryStone treasure down there or something.
 
Continuing due-east, you'll find what looks like a giant blocking your way across the bridge. It's actually a high-rank human-type (Likely a Grappler) that you can dispatch easily.
 
Further along, you can use the rocks at the base of the waterfall to skip across and avoid the aquatics and continue climbing towards the northeast.
 
Emelia will briefly stop and reflect on the view as you pass through a flower and greenery-filled road on the way to the Forsaken Chapel.
 
Joker and the final battle are inside. Make sure to use a SanctuaryStone and save.
 
Are you prepared? Emelia's final boss is one of the easier ones in SaGa Frontier, especially if you have followed along throughout the guide and gotten the best items, but should still not be taken lightly. It is a Mystic-type, so Mystic characters have an offense and defense advantage over it, albeit not a considerable one. Electric and physical defense will be prominent, so I would give the following equipment recommendations:
 
PlutoArmor, WarLordArmor, or GoldenFleece
Hyperwear
HarmoniumBangle
WindShell/AngelBroach/RubberShoes/Magihat
 
Powered/SprigganSuit
Defendwear 
WindShell
AngelBroach/KrisKnife
 
Make absolutely sure you do not have any SH equipment going in that lowers your electric defense; the increase in physical defense is not worth it. GlassShield should be brought for every available character, along with the basic Shield spell, and the usual LifeRain, MindHeal, ShadowServant, LightSword, Deflect, and a character with the Backpack. Both DodgeGaze and Gale should be considered for supplementary abilities, if you have them.
 
Inside the Chapel, the girls decide to play wedding dress-up even though they lay in the middle of a Joker trap, much to Roufas' dismay. Of course, an ancient deity descends upon the party once Emelia gets all dolled up and the last battle commences.
 
Note: There is a WhiteDress suit-type armor in the game's code, but it is not equipped to Emelia afterward as frequently speculated. The wedding dress is just normal Emelia with no special changes but cosmetic.
 
The virtuous Diva will battle you in two different forms. At the start of the battle, she almost entirely focuses upon electric-based attacks like BoltBlast, Thunderbolt, and ThunderBall. If you brought a monster with the BoltBarrier ability, they will negate a vast majority of the damage. Being hit with BoltBlast is sometimes beneficial as it can leave a persisting BoltBarrier on a character making the battle easier for several turns. She'll try to charm, paralyze, or instantly kill characters with Stare attacks, also, so have the character with the Backpack prepared with SnakeOil and MaxCures to counter. She can attack several times in one turn, as well. Make sure that Shield is cast immediately and each character that has it sets up a GlassShield to prepare for Diva's form change.
 
When Diva changes from her first form to her second, she will release Retribution on the entire party: an electric and force-based attack. If your GlassShield is up, it will protect you, otherwise, be ready with LifeRain or MindHeal those that need it. She only uses this when shifting from first-to-second, and not second-to-first.
 
The second form becomes purely physical: so recast your GlassShield and any mages or Mystics should cast LightSword to be granted Deflect. She has a highly-damaging, but single-target MaginRampage that ignores GlassShield, but her worst is easily GaleAttack on the entire party. If you aren't protected with GlassShield, then even well-equipped characters will likely need to heal from it. Thankfully, everything she has to throw at you, except for MaginRampage, can be potentially blocked with a shield or Deflected. She'll continue to switch back and forth between the two forms as you hack away at her massive amount of HP. Overall, if you came prepared, Diva isn't too terribly difficult.
 
The conclusion of the battle sees the Chapel in flames while Emelia searches for her friends. Joker finally shows himself and reveals, what the Trinity commander had eluded to, that Joker and Ren are one and the same! Except Ren seems to be fighting an (unexplained) possession by the mask. Ren calls out for Emelia to shoot him in the mask as he approaches her...Fade to black and the next screen will be based upon whether or not Emelia left the Gnome Caves earlier in the game, or decided to chase Joker into its depths. I warned you leaving was the best option! Nothing becomes of Cube, apparently.
 
Happy Days! (If you got the good ending!) Make sure to stick around and save your System Data. And thank you so much for reading my work! As always, feel free to drop me a comment anytime and join me again for another game; SaGa or not!