You are stepping into a pivotal moment in Trails in the Sky: 2nd Chapter as you hunt for the Ouroboros society and their reality-bending Gospel. Successfully finishing Chapter 6 is all about staying calm through a series of tactical boss fights and a tense breakout sequence.
The biggest hurdle players usually face here is managing resources during the lab infiltration, specifically keeping your party healthy before the tougher encounters. It is easy to blow through your best healing items too early, only to find yourself scrambling when the real heavy hitters show up.
Before you get going, check that your party is properly geared for physical and elemental defense. Spend some time in the Bose area to ensure your quartz setups are balanced, as you will need that extra cushion when you are separated from your main team later on.
This section outlines the critical milestones required to clear this chapter successfully. Progressing through these events in order will ensure you do not miss any key items or story beats.
- Brief Respite
- Trouble In The Laboratory
- Betrayal
- Estelle’s Plan
- Reunion
- Great Escape
Brief Respite
Your journey begins at the Bose guild branch, where the receptionist directs you to the Kingfisher Inn for a break. It is a relaxing start to an otherwise chaotic chapter.
Travel south from Bose along the New Ansel Path until you spot the path turning left toward the inn. After the cutscenes conclude, make sure to visit the lakeside pier to push the narrative forward.
Trouble In The Laboratory
Following the rest, you are thrust into a laboratory tasked with rescuing brainwashed Bracers. Kevin joins your party here, giving you a valuable source of support skills to build the rest of your squad around.
The laboratory is crawling with small bots that are best cleared out quickly as you descend into the facility. Keep pushing deeper to reach the main sectors.
Navigating 1F involves finding specific Card Keys to open colored gates. These colored panels are color-coded, so you will need to find the matching key before you can pass.
Circling the floor will eventually lead you to the room containing the first gate. Grab the healing crystal nearby to top off your HP before engaging in combat.
Grant is your first real obstacle, but he shouldn’t be much trouble if you lean into Kevin for healing and buffs. Keep your formation tight and do not let his attacks disrupt your rhythm.
Once he falls, interact with the device to claim the Red Card Key. Use this at the red control panel near the healing crystal to unlock the elevator for 2F.
Head through the newly opened gate near the crystal to reach the elevator. This takes you directly to the second floor where more locked gates await.
The layout on 2F is straightforward, though you will quickly encounter more green and blue restricted access points. Stay focused on the corridors leading toward the marked objectives.
There is a convenient healing crystal waiting for you before the next major boss room. Do not ignore it, as you will need full resources for the fight ahead.
The room immediately following the crystal is pitch black, making it impossible to see without help. Go into your menu and equip the night-vision goggles you picked up during the prologue to see clearly.
If you somehow misplaced your goggles, search the unlocked rooms on 2F. You can find a spare pair there before proceeding further.
Carna is your next opponent, and while she is not as tough as she looks, her grenade attacks can inflict annoying status effects. Watch your health and cleanse any negative effects immediately.
Victory against Carna grants you the Green Card Key from the room device. This allows you to tackle the remaining locked paths on this floor.
Head back to the start of 2F to use the Green Card Key on the corresponding gate. You must then use the secondary elevator hidden behind this gate to reach 3F, as the first elevator will not get you there.
Follow your quest markers through 3F to find the final laboratory room. There is another healing crystal conveniently placed just outside the boss area.
Anelace is significantly harder than your previous fights, especially because she brings a squad of bots with her. Use your best area-of-effect skills to wipe out the adds first.
Watch for her rage mode when she drops below 40% HP. She will start spamming powerful Crafts with immediate turns, so keep your healing and defensive shields up to survive her bursts.
Defeating Anelace yields the Blue Card Key. Take this back to the initial 3F room and use it to access the final section of the laboratory.
4F is mostly a direct path with little to explore. Just follow the quest marker to move the plot toward the inevitable betrayal.
Betrayal
When you encounter the figure looking like Joshua, realize quickly that they are actually puppets. You will then have to fight three Joshua Puppets simultaneously, which is a brutal test of your offensive output.
Focus your attacks on damaging all three puppets at once using high-damage area skills. This fight is a marathon, not a sprint, so conserve your energy where possible.
After the puppet fight, Estelle is separated from the group. You will see her being taken away on an airliner by the Professor and his enforcers, leading you to the Glorious.
Waking up on the Glorious, you are guided by Renne toward the Sanctuary to face the Professor. This marks the start of the escape sequence.
Estelle’s Plan
With the Professor gone on business, Estelle decides it is time to break out of her prison. It is the perfect opportunity to seize control and cause some disruption.
Fight off the two Enhanced Jaegers blocking your path, then head to the elevator at the end of the hall. This will take you down to the Bow 1st Level.
The main hall is blocked by electric barriers at every turn, forcing you to find a creative route around them. Explore the side paths to circumvent these traps.
Once you reach the deck, you run into Gilbert, the former secretary of Mayor Dalmore. He is eager for a fight, though he is rarely a serious threat.
Reunion
Fighting Gilbert and his Enhanced Jaegers is tough since Estelle is fighting alone. Do your best to stay alive and manage the crowd of enemies.
If you have access to spells that cause confusion, use them to make the Jaegers hit each other. Otherwise, rely on your survival skills and healing to outlast the encounter.
The good news is that winning is not required here. If you fall in battle, you can simply choose the option to continue the story regardless of the loss.
Even after losing, Estelle will get the help she needs from a familiar face. This arrival changes the momentum of the chapter significantly.
Great Escape
With Joshua now by your side, head back inside the ship. You will need to navigate around the active electric fences by checking the side hallways for clear paths.
Use the elevator to reach the Stern 2nd Level and then find the second elevator to enter the ship’s Hold. Keep your eyes peeled for any side rooms that might contain useful supplies.
Enforcer 0 confronts you and summons the Pale Apache bot. This is a tag-team fight, so ensure both Estelle and Joshua are synced up.
Pale Apache is weak to wind and water, so exploit these elements for maximum damage. Use your healing items and defensive crafts to keep your health up while you burn the boss down.
Winning this fight clears the way for a heartfelt reunion between the two leads. Joshua rejoins your party permanently as you move past the events of this chapter.
That wraps up everything you need to know to clear Chapter 6. Good luck with the final stretch of the game.
Take the time to explore the main hub for more guides if you find yourself stuck on later chapters.
Trails in the Sky 2nd Chapter player character Estelle Bright exploring the laboratory




