When playing through Route B there were references made to the Hypnosis Coin. You get that by doing the side quest where you sleep in the 5 inns (marked with a red star above them). Look at the sleeping pills in your key items for the order, and if you don't have those, go back to the starting town and talk to the woman in the bottom left house.
I'm gonna try that when I get the chance.
It's rather obtuse to require an item with such an obscure acquisition requirement to beat the game, and which you can no longer acquire after Chapter 8, but honestly given this is a game that uses save points and actually TRIES to have difficult bosses I'm not surprised.
Any tips on beating Xilia? Once she goes overdrive, she greatly outdamages my healing so I eventually die. I can't use defend, since that screws up the action order once I stop defending and with 2 consecutive turns she can bring me from 100% to 0%. I'd like to go back to town to get more magic defense equipment, but the story locks me in to the current map. My only other thought is to try to make her waste all her mp in phase 1, but I'm not even sure if that's possible.
It's been a WHILE, but make sure to check your equipment and exploit her weaknesses. I know Xilia really pissed me off because beating her is basically RNG. You basically need to lean into the fact that Lola's major strength is her dodge chance.
Remember that you get a free turn every time you break something's defenses, and BP can be used to increase your hit count on your basic attack.
This game is pretty janky but I've honestly played worse. It suffers from the same problem a lot of solo projects suffer from: A lack of "workshopping" i.e. the creator relies more on beta testers than co-developers. This usually means one or two aspects of the game will be pretty solid, in this case the story and combat. Both of which pretty above average for an RPG Maker game but still suffer from the Early Game Hell problem I see so, so, SO many RPG Maker devs suffer from.
To digress for a moment to discuss what I mean: A lot of RPGmaker developers seem to equate RNG with difficulty, and don't pace out their early game fights very well to get the player into the swing of things. For your first dungeon, you should either receive a healer very early on (it's a trope for a reason) or have recovery outside of battle be automatic. "Trash" mobs also shouldn't take more than three turns to kill at the average power level required to be at that point of the game, and NO trash mob early in the game (we're talking the first dungeon, before you get the skills to pay the bills, as it were) should EVER deal more than about 1/8 of a character's HP in a single attack.
This game actually does the early game KINDA good, but without an autobattle feature (another sign of a dev whose mind is stuck in the past. IMO autobattle should always be an option in turn based games with random encounters. Though tbf this game at least has a really good power curve so random battles are almost unnecessary past a certain point) grinding mobs is tedious, and the game is designed for 3 party members (despite having 4 party slots on the menu) so whenever it makes you go solo you have...the xilia fight.