IQ/Gummi FAQ by neon_screen
Pokemon Mystery Dungeon: Blue Rescue Team on SuperCheats.com


                 P o k e m o n   M y s t e r y   D u n g e o n


                                  IQ/Gummi FAQ


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     /==================================================================\
    /  Version History                                                   \
    |--------------------------------------------------------------------|
    |                                                                    |
    |  2.00 - 09/04/07 - An update that's looong since overdue. I        |
    |                    finally got off my lazy bum and added a         |
    |                    section on how to feed Gummies to partners, as  |
    |                    well as corrected a few spelling/wording        |
    |                    problems here and there. Since the content is   |
    |                    basically finished, it's likely that this will  |
    |                    be the final update for this FAQ.               |
    |                                                                    |
    |  1.50 - 12/10/06 - Added some comments from Sarcasteak, fixed      |
    |                    some errors and added a Return/Frustration      |
    |                    section                                         |
    |                                                                    |
    |  1.00 - 11/19/06 - Completion of faq                               |
    |                                                                    |
    |  0.50 - 11/08/06 - Finished gathering info and started organizing  |
    |                    them into this faq                              |
    |                                                                    |
    |  0.00 - 11/03/06 - Started compiling data and testing stuff        |
    \                                                                    /
     \__________________________________________________________________/





   |======================================================================|
   |   Table of Contents                                                  |
   |----------------------------------------------------------------------|
   |                                                                      |
   |                                                                      |
   |   Introduction.........................................[introdu]     |
   |                                                                      |
   |   What is IQ?..........................................[whtisiq]     |
   |        -Star Chart.....................................[strchrt]     |
   |                                                                      |
   |   Gummies..............................................[gummies]     |
   |        -Gummi Types....................................[gummi01]     |
   |        -Feeding Gummies................................[gummi02]     |
   |        -Gummies and IQ.................................[gummi03]     |
   |        -Gummies and Belly..............................[gummi04]     |
   |        -Gummies and stats..............................[gummi05]     |
   |                                                                      |
   |   IQ Skills............................................[iqskill]     |
   |        -Skill Groups...................................[skillgr]     |
   |        -Detailed Descriptions..........................[skillds]     |
   |                                                                      |
   |   Other Uses for IQ....................................[othruse]     |
   |        -Evolution......................................[evolutn]     |
   |        -Moves..........................................[iqmoves]     |
   |        -Return/Frustration.............................[retfrus]     |
   |                                                                      |
   |   Misc. Stuff..........................................[miscell]     |
   |        -Credits........................................[credits]     |
   |        -Copyright Info.................................[copyrit]     |
   |        -Contact Info...................................[contact]     |
   |                                                                      |
   |                                                                      |
   |______________________________________________________________________|





===============================================================================
|  INTRODUCTION                                                   [introdu]   |
-------------------------------------------------------------------------------


So guys, liek, this is my first faq ever. After scanning through the PMD faqs
and message boards, I saw that only a few people have information about just
how IQ and Gummies work, so I decided to do some tests and managed to acquire
some data. Since this is my first faq, I hope that it's not too difficult to
read or understand. Enjoy!




===============================================================================
|  WHAT IS IQ?                                                    [whtisiq]   |
-------------------------------------------------------------------------------


PMD introduces a brand new mechanic to the world of Pokemon: IQ. In real life,
IQ (Intelligence Quotient) is the ratio of your mental age to chronological
age; basically, how smart you are. In PMD, the concept is not much different.
The more IQ a Pokemon has, the ďsmarterĒ it gets, and when it reaches a certain
level of smartness it can learn all sorts of neat skills called IQ Skills.

All newly recruited Pokemon on your rescue force start out with 0 IQ points.
From there, it can reach a maximum of 990 IQ points. IQ points are completely
unaffected by a Pokemonís moves, level, or stats; the only known way to raise
IQ is to use special items called Gummies, which will be covered later.

IQ is a hidden value, meaning that the game doesn't directly show you the exact
amount of IQ points a Pokemon has obtained. Instead, if you look at a Pokemon's
stats, you can see a star or a row of stars somewhere near the bottom. The
stars measure the Pokemon's IQ level. They won't tell you the precise IQ that
the Pokemon has, but it can give a rough estimate as to where your IQs
currently stand. Here's a comparison chart of Stars and IQ:


==========================
| Star Chart   [strchrt] |
--------------------------

     1 Star: 0 IQ
    2 Stars: 10 IQ
    3 Stars: 50 IQ
    4 Stars: 100 IQ
    5 Stars: 150 IQ
    6 Stars: 200 IQ
    7 Stars: 300 IQ
    8 Stars: 400 IQ
    9 Stars: 500 IQ
   10 Stars: 600 IQ
   11 Stars: 700 IQ
      "MAX": 990 IQ


So what are the benefits of having high IQ? Well, the biggest and most obvious
advantage is the availability of different IQ Skills, which can only be learned
after the Pokemon gains enough IQ Points needed. These skills range from Quick
Dodger (the Pokemon becomes better at evading attacks and moves) to Energy
Saver (Belly empties slower) to All-Terrain Hiker (lets the Pokemon walk on
water, lava, and clouds). The more IQ Points your Pokemon has, the more IQ
Skills it will have available, and generally skills learned at higher IQ Points
are extremely useful in various dungeon explorations.

Another reason to have high IQ is because it is required for certain Pokemon to
evolve, or for certain moves to be learned. Because IQ basically replaces
Happiness Values in the main games, all Pokemon that previously required
happiness to evolve now needs to be at a certain IQ level instead. For example,
to evolve Pichu into Pikachu, youíll need to have Pichuís IQ to be at least 4
Stars (100 IQ Points). A few Pokemon will also require a specific amount of IQ
to learn certain moves; for example, you will need Venusaur, Charizard, and
Blastoise to have at least 333 IQ Points for them to learn Frenzy Plant, Blast
Burn, and Hydro Cannon at level 99, respectively. A complete list of all
evolution or move related uses for IQ will be given later in this faq.




===============================================================================
|  GUMMIES                                                        [gummies]   |
-------------------------------------------------------------------------------


The only way to raise the IQ of a Pokemon is to feed it Gummies (although why
pieces of candy would make a Pokemon smarter is beyond me). Gummies are found
in almost all the dungeons in the game. They can be ingested either inside a
dungeon or in a Friend Area. Gummies are not stackable like Gravelerocks, so
each Gummi takes up a whole space inside your toolbox.


===========================
| Gummi Types   [gummi01] |
---------------------------

Gummies come in an assortment of colors (17 in all) and each color represents a
type. Gummies are also surprisingly tough to find, which is why Iíve compiled a
list of what each type of Gummi corresponds to, as well as which dungeon the
Gummi appears most in.

NOTE: The locations listed here only represent the BEST location to find the
Gummi in question; it does not mean that it's the only place you can find them.
Do not email me claiming that you found a Blue Gummi in Mt. Thunder or
something similar, because it's irrelevant to the point.

   Color      Type         Dungeon
  ===================================
   White      Normal       Mt. Steel

   Red        Fire         Mt. Blaze Peak/Magma Cavern

   Blue       Water        Frosty Grotto/Mt. Freeze Peak/Stormy Sea/
                                Silver Trench

   Grass      Grass        Uproar Forest

   Yellow     Electric     Mt. Thunder Peak/Howling Forest

   Clear      Ice          Frosty Grotto/Sky Tower

   Orange     Fighting     Mt. Steel

   Pink       Poison       Sky Tower

   Brown      Ground       Howling Forest

   Sky        Flying       Sky Tower

   Gold       Psychic      -no specific dungeon-

   Green      Bug          Uproar Forest

   Gray       Rock         Magma Cavern/Sky Tower

   Purple     Ghost        Sky Tower

   Royal      Dragon       -no specific dungeon-

   Black      Dark         Magma Cavern

   Silver     Steel        Magma Cavern

Note: The Gummies with -none- for the Dungeon column do not have special
dungeons in which they are more commonly found, so they have equal chances to
be found in about every dungeon that sports Gummies as one of their items. For
a full list of obtainable Gummies in every dungeon, consult the Dungeons of
Mystery guide here:

http://db.gamefaqs.com/portable/gbadvance/file/pokemon_fnd_red_dungeons.txt


===============================
| Feeding Gummies   [gummi02] |
-------------------------------

A lot of people have emailed me asking how to feed Gummies to your partner
before the main ending, so I have added another section detailing how to do
just that.

At the start of the game, you can only eat Gummies while inside dungeons. Just
select the desired Gummi in your bag, and click "use". The tricky part here is
how to feed Gummies to your partners. Don't try letting them hold the Gummi; it
doesn't work. First, make sure that your partner is either already holding an
item or has the skill "Item Master" turned off. Next, turn so that you face
your partner, select the Gummi, and throw it at the partner. Your partner will
usually catch it and eat it. There has been rare occasions where the partner
will dodge the Gummi, but then all you have to do is pick it up and try again.

After you beat the main storyline, you'll have a new option available; you can
now feed Gummies to Pokemon in Friend Areas. Go up to a Pokemon in a Friend
Area and press A to talk to them. There should be an option that says "Give
Gummi". Select the Gummi that you want to give, and voila, the Pokemon will eat
it.


==============================
| Gummies and IQ   [gummi03] |
------------------------------

When you feed a Gummi to a Pokemon, that Pokemon gains a few points of IQ. The
IQ Points that they gain depends on the type of Gummi that they were fed. How
this works is that Pokemon generally like best the Gummi Type that is strong
against them.

   Gummi matches Pokemon Type: +7
   Gummi is strong against Pokemon Type: +4
   Gummi is neutral against Pokemon Type: +3
   Gummi is weak against Pokemon Type: +2
   Gummi is ineffective against Pokemon Type: +1

Letís take the Pokemon Umbreon for an example. Since Umbreon is a Dark type,
feeding it Black (Dark) Gummies would give it +7 IQ, because the Gummi matches
Umbreonís type. Giving it an Orange (Fighting) or Green (Bug) Gummi would give
it +4 IQ, because Fighting and Bug are strong against Dark. Feeding Umbreon a
Red (Fire), Brown (Ground), or Sky (Flying) Gummi would all give Umbreon +3 IQ
because those types are neutral against Dark. However, if you feed it a Purple
(Ghost) Gummi, it would only get +2 IQ because Ghost is not very effective
against Dark. And finally, if you feed Umbreon a Gold (Psychic) Gummi, it would
only get +1 IQ because Psychic is ineffective against Umbreon.

However, this only applies to mono-typed Pokemon. If the Pokemon is dual-typed,
then we must add the IQ Points for both types. For example, if we feed a Clear
(Ice) Gummi to an Articuno (Ice/Flying), then we would first calculate the IQ
increase for both Ice and Flying, then add them together. Since Clear Gummi
matches Ice, Articuno would gain +7 IQ Points. However, since Clear (Ice) is
also strong against Flying, it would also gain +4 IQ Points. So in total,
Articuno would gain 7 + 4 = 11 IQ Points from 1 Clear Gummi. This is why dual-
typed Pokemon generally gain IQ Points faster than mono-typed Pokemon.


==================================
|  Gummies and Belly   [gummi04] |
----------------------------------

When eaten inside dungeons, Gummies also replenish different Belly depending on
the type of both the Gummi and the Pokemon.

   Gummi matches Pokemon Type: 60
   Gummi is strong against Pokemon Type: 30
   Gummi is neutral against Pokemon Type: 25
   Gummi is weak against Pokemon Type: 20
   Gummi is ineffective against Pokemon Type: 5

The reasoning is the same as with IQ. For dual-typed Pokemon, the Belly
increase does stack, e.g. a Charizard would get an 85 Belly refill by eating a
Red Gummi. Gummies do not increase Belly size.


=================================
| Gummies and stats   [gummi05] |
---------------------------------

When you beat the main storyline, youíll discover one more beneficial aspect of
Gummies, when it is fed in a Friend Area. When Pokemon eat a Gummi in a Friend
Area, not only do they get the appropriate IQ Point increase, but they also get
a random stat boost. No matter the Gummi Type, there is an equal probability
that the Gummi will raise Attack, Defense, Special Attack, or Special Defense
by 1 point. Rarely, a Pokemon will ďgrow explosivelyĒ and gain a point in each
of its stats.

After your Pokemonís IQ is maxed, you can still gain the additional effects of
Gummies; if you eat a Gummi inside a dungeon, you still gain Belly, and if you
feed a Pokemon a Gummi in a Friend Area, it will still get the random stat
boost. An interesting thing to note is that eating Gummies dungeons will make
the text message say that your IQ is maxed out, but when you use a Gummi in a
Friend Area it says that their IQ increased. Whether or not this makes a
difference, Iíve yet to tell.




===============================================================================
|  IQ SKILLS                                                      [iqskill]   |
-------------------------------------------------------------------------------


Now, to the main reason why IQs were created in the first place - IQ Skills.
When a Pokemon gains a certain amount of IQ Points*, it can learn a new IQ
Skill, and you can choose to turn this skill on or off. These skills cover a
wide variety of aspects within the game mechanics that will make traversing
dungeons more convenient. Although most of these skills matter only with your
partner, some deal with the user, so when you learn a new IQ Skill, the first
thing you should do is to look at its info to see if it is useful to you or
not. But since this guide is here, you donít need to.

*-all tests done for IQ Skills were done by feeding Red Gummies to a Charizard
(10 IQ per Gummi), so I can only guarantee the IQ levels to the tens place. If
you can verify the IQ info for me, that would be most excellent, and I will
include you in my credits section.


============================
| Skill Groups   [skillgr] |
----------------------------

Something to note is that some IQ Skills cannot be turned on at the same time,
thus effectively creating Skill Groups so that only one IQ Skill can be turned
on in each group. I have personally labeled these Skill Groups so it is easier
to refer to them. Here is a general list of all the different groups. Note that
the IQ Skills that do not belong in any groups are not mentioned here.


---Group A---
This group consists of IQ Skills that gives a Pokemon a little extra boost when
dealing or receiving damage.

Type-Advantage Master
Sure-Hit Attacker
Quick Dodger


---Group B---
The skills in this group deal with how a partner reacts to enemies.

Exp. Go-Getter
Efficiency Expert
Weak-Type Picker
Dedicated Traveler


---Group C---
This group is basically how a Pokemon moves through terrain.

All-Terrain Hiker
Super Mobile


---Group D---
Group D is made up of skills that encourage a partner Pokemon to avoid
something or other.

Trap Avoider
House Avoider


---Group E---
The skills in this group help the Pokemon deal with various status problems.

Energy Saver
Nonsleeper
Self-Curer


---Group F---
This group deals with other miscellaneous things related to terrain.

Trap Seer
Lava Evader


---Group G---
Finally, this groupís IQ Skills deal with how a Partner uses its moves.

PP Checker
Exclusive Move-User


-------------


====================================
| Detailed Desriptions   [skillds] |
------------------------------------

And now, here is the detailed list of all the skills, listed in the order in
which you obtain them. Here are the descriptions of each data:


IQ: the minimum IQ points that a Pokemon must have before learning the skill.

Group: this signifies the skillís Group, which can be found above.

Range: basically, who can utilize the skill. (either Leader, Partners, or both)

Description: the in-game description of the skill.

Note: my personal notes about the skill.


-------------------------------------------------------------------------------

ITEM CATCHER

IQ: 0               Group: none              Range: Leader + Partners

Description: The Pokemon can catch and hold a thrown item. It canít make a
             catch if it is already holding an item. It also canít catch Seeds
             and drink items.

Note: Although most of the time you would want your Pokemon to hold items, you
      should leave this on anyway since itís not in any groups and doesnít
      limit other skills. This skill is automatically turned on when you first
      recruit the Pokemon.

-------------------------------------------------------------------------------

COURSE CHECKER

IQ: 0               Group: none              Range: Partners

Description: If this Pokemon has a foe targeted for a move or a thrown item, it
             will check first for walls and other Pokemon that may get in the
             way. It will stop if there is an obstacle.

Note: Leave this one on at all times. It saves you from being hit from the back
      by one of your partners. This skill is automatically turned on when you
      first recruit the Pokemon.

      "Several players, including myself, have experienced much grief due
       to fatal incidents of friendly fire despite having both Course
       Checker and Nontraitor active. The culprit, as I've soon realized,
       was link moves: Course Checker ONLY checks the first move of a link
       combo. Therefore, a partner that has Growl + Razor Leaf will not
       hesitate to activate this link combo even if its allies are in the
       way because Growl passes Course Checker."
                                                      -Sarcasteak

-------------------------------------------------------------------------------

DEDICATED TRAVELER

IQ: 0               Group: B                 Range: Partners

Description: The Pokemon will focus on traveling. It will use moves and items
             less often.

Note: Skills in Group B are completely based on your main purpose in the
      dungeon. With Dedicated Traveler turned on, as long as the partner has an
      option to move, it will choose that option. For example, if you somehow
      manage to get a wild Pokemon to follow right behind your partner, as long
      as you move so that your partner will also move (i.e. walk in a straight
      line) then your partner will never attack the wild Pokemon. However, if
      you do nothing or remain in one place for a turn, then your partner will
      turn around and attack the wild Pokemon because it canít move anywhere.
      This is a useful skill to activate if youíre trying to reach a point as
      quickly as possible and donít want your partner to waste time attacking
      enemies.

-------------------------------------------------------------------------------

ITEM MASTER

IQ: 0               Group: none              Range: Partners

Description: The Pokemon will use or throw its hold item.

Note: You should leave this on most of the time. The only exception is if you
      want your partner to hold a food item, a seed, or an orb but donít want
      it to use the item. This skill is automatically turned on when you first
      recruit the Pokemon.

-------------------------------------------------------------------------------

EXCLUSIVE MOVE-USER

IQ: 0               Group: G                 Range: Partners

Description: The Pokemon will only use moves. It will not use its regular
             attack.

Note: If you think that your partnerís regular attack is a waste of turn, then
      turn this skill on. You should also turn this on (in addition to checking
      the right move) if you want your partner to use a particular move. Of
      course, you should obviously turn Exclusive Move-User off if your partner
      runs out of PP completely.

-------------------------------------------------------------------------------

PP CHECKER

IQ: 5               Group: G                 Range: Partners

Description: The Pokemon will stop using linked moves that are on the verge of
             delinking. It also stops using moves with no PP left.

Note: If you donít mind your partner using its regular attack occasionally,
      then turn this skill on. However, if you remember to regularly check your
      partnerís PP (and switch off moves that have 0 PP), this skill becomes
      unnecessary.

-------------------------------------------------------------------------------

EFFICIENCY EXPERT

IQ: 10              Group: B                 Range: Partners

Description: When battling several foes, the Pokemon will first target Pokemon
             with the lowest HP.

Note: Efficiency Expert is somewhat useful in the fact that your partner will
      more than likely eliminate the opponent in one hit and relieve you of one
      less Pokemon to fight. So if youíre in a Monster House and you and your
      partners are surrounded by enemies, then you should turn this on so your
      partners will wipe out the weaker enemies so they wonít bother you the
      following turn.

-------------------------------------------------------------------------------

STATUS CHECKER

IQ: 25              Group: none              Range: Partners

Description: If its target has a status problem, the Pokemon will not use moves
             that cause the same status problem.

Note: Itís helpful, has no downsides and doesnít belong in any group, which
      means you should always leave it on.

-------------------------------------------------------------------------------

NONTRAITOR

IQ: 40              Group: none              Range: Leader + Partners

Description: If it becomes Confused or is Cowering, the Pokemonís wildly thrown
             attacks will not hit friends.

Note: Self-explanatory. Don't turn this one off. Ever.

-------------------------------------------------------------------------------

SELF-CURER

IQ: 70              Group: E                 Range: Leader + Partners

Description: The Pokemon recovers faster from status problems.

Note: This is a pretty useful skill. It basically makes sleep, confusion,
      paralysis, etc. only last around 1-3 turns. Personally I prefer Energy
      Saver over this, but itís your choice.

-------------------------------------------------------------------------------

QUICK DODGER

IQ: 100             Group: A                 Range: Leader + Partners

Description: The Pokemon becomes better at evading attacks and moves.

Note: This skill is, in my opinion, the best skill in Group A. Itís basically
      like a free Double Team, so you become harder to hit. I highly recommend
      activating this skill.

-------------------------------------------------------------------------------

TYPE-ADVANTAGE MASTER

IQ: 110             Group: A                 Range: Leader + Partners

Description: The Pokemonís critical-hit rate is boosted when attacking foes
             with a type disadvantage.

Note: This basically means that if you attack an opponent with types that are
      weak to your types, then your critical-hit rate will be boosted. I don't
      find this skill as helpful as the other Group A skills, though.

-------------------------------------------------------------------------------

WEAK-TYPE PICKER

IQ: 130             Group: B                 Range: Partners

Description: When battling several foes, the Pokemon will first target Pokemon
             that have a type disadvantage.

Note: It doesnít matter if you choose to activate this or not, Group B skills
      arenít all that important.

-------------------------------------------------------------------------------

TRAP AVOIDER

IQ: 140             Group: D                 Range: Partners

Description: The Pokemon often avoids stepping on visible traps.

Note: Very useful. Definitely activate this over House Avoider. It works great
      if your leader has Trap Seer. Note that if your partner is next to you
      and your standing on a trap, and you switch places with your partner,
      your partner wonít be able to avoid the trap, even with Trap Avoider
      turned on.

-------------------------------------------------------------------------------

NONSLEEPER

IQ: 160             Group: E                 Range: Leader + Partners

Description: The Pokemon resists sleep from traps and the moves of foes.

Note: You should activate this whenever youíre in a dungeon full of Bug or
      Grass Pokemon with a sleep-inducing move, as they get very annoying, and
      if youíre not careful you can find yourself being ganged up on.

-------------------------------------------------------------------------------

EXP. GO-GETTER

IQ: 200             Group: B                 Range: Partners

Description: When battling several foes, the Pokemon will first target the
             Pokemon that are worth the most Exp. Points.

Note: In context, this skill is practically useless because both you and your
      partner will gain the same amount of experience from a defeated opponent
      anyway. However, higher experience points generally mean higher level or
      tougher Pokemon, so activating this skill could indirectly make your
      partners attack the strongest Pokemon first. Use this knowledge to
      determine whether or not this skill is right for you.

-------------------------------------------------------------------------------

ENERGY SAVER

IQ: 250             Group: E                 Range: Leader + Partners

Description: The Pokemonís Belly empties slower.

Note: Very useful if youíre trekking through one of those 99-floor dungeons or
      other long dungeons. Otherwise, you may want to activate one of the other
      skills in Group E.

-------------------------------------------------------------------------------

LAVA EVADER

IQ: 300             Group: F                 Range: Partners

Description: The Pokemon will avoid fiery lava.

Note: If your partners can walk on lava (through All-Terrain Hiker, Super
      Mobile, or by just being a levitator) and are non-Fire types, then they
      will get the Burn condition when they step over lava. Lava Evader
      basically prevents them from stepping on hot lava. However, since the
      Burn status isnít very hindering (reduces 5 HP every 20 steps) and the
      status will go away when you go to the next floor, itís best to activate
      Trap Seer over this because, frankly, Trap Seer is much, much, much more
      useful than this.

-------------------------------------------------------------------------------

ALL-TERRAIN HIKER

IQ: 400             Group: C                 Range: Leader + Partners

Description: The Pokemon gains the ability to walk on water, lava, and clouds.

Note: This is an extremely useful skill if your Pokemon could not travel on
      water, lava, or clouds before (be aware that lava will still give you a
      burn). However, once you get Super Mobile this skill becomes virtually
      obsolete.

-------------------------------------------------------------------------------

SURE-HIT ATTACKER

IQ: 500             Group: A                 Range: Leader + Partners

Description: The Pokemonís regular attacks never miss.

Note: Since my regular attacks almost always hit, Iím not too concerned about
      its accuracy (if it were a tougher opponent, I would use one of my main
      moves). But if youíre trying to save PP and canít afford to waste a turn,
      then by all means turn this skill on.

-------------------------------------------------------------------------------

TRAP SEER

IQ: 600             Group: F                 Range: Leader

Description: If the Pokemon is on an undiscovered trap, upon taking a step it
             will make the trap visible without setting it off.

Note: This is one of the best skills that you can get. By activating Trap Seer
      on your leader, whenever you step on a hidden trap, the trap wonít
      activate, and will only activate if you or your partners step on it
      again. An awesome combo is to have the leader carry the Trap Seer skill
      and all of your partners have the Trap Avoider skill. This way, th
      danger of traps will practically disappear. Also, note that your partners
      will not reveal hidden traps on their own.

      "Although it is somewhat obviously implied, Trap Seer does not
       actually protect the leader from the traps once they are revealed.
       And yes, I've had people complain to me claiming that I gave them
       'bad advice' because their leader got nailed by exposed traps
       despite having Trap Seer. v_v;;"
                                                      -Sarcasteak

-------------------------------------------------------------------------------

HOUSE AVOIDER

IQ: 800             Group: D                 Range: Partners

Description: The Pokemon avoids monster houses.

Note: After experimenting with this skill, I conclude that House Avoider is a
      completely useless waste of space. It does not prevent Monster Houses
      from occurring, as I previously imagined, but it just restricts your
      partners so that they wonít wander into Monster Houses on their own. Just
      activate Trap Avoider over this.

      "This skill is certainly not a waste of space; I find it very useful
       when I want self-sufficient teammates to split ways in a dungeon in
       order to maximize Exp farming. However, because many good Pokemon,
       such as Sceptile, lack highly effective countermeasures against some
       of the deadlier Monster Houses with Pokemon that spam Agility,
       Screech, or Sleep or Paralysis stats, this IQ skill becomes
       invaluable. Under most conditions (even Monster Houses), Sceptile
       can do just fine with its Agility, Bullet Seed, Mega Drain, etc, but
       against high density of bad-stat users and Agility and Screech
       spammers, even he falls quickly."
                                                      -Sarcasteak

-------------------------------------------------------------------------------

SUPER MOBILE

IQ: 990             Group: C                 Range: Leader + Partners

Description: The Pokemon gains the ability to walk on water, lava, and clouds.
             It can also dig its way through walls.

Note: The granddaddy of all skills, Super Mobile not only lets you walk across
      water, lava and clouds, it also grants you unlimited digging capabilities
      through solid walls (and with no additional Belly consumption!), which
      means you can now move freely through any part of the dungeon you like.
      It is also the best way to find Buried Items, which are present in some
      of the later dungeons. However, itís best to turn on All-Terrain Hiker
      for your partners because sometimes they tend to dig their own path
      instead of following behind you, which prevents you from running by
      holding B.

-------------------------------------------------------------------------------


If you have notes you would like to add to this section (the notes MUST be
helpful and not already mentioned in the notes), then please contact me, and I
will see what I can do.




===============================================================================
|  OTHER USES OF IQ                                               [othruse]   |
-------------------------------------------------------------------------------


Although IQ Skills are the primary benefits of IQ, there are a few other
mechanics in the game that are also affected by IQ: aspects such as evolution
and move learning, even the power of a move. In this section I will outline and
describe all uses of IQ that are unrelated to Skills.


========================
|Evolution   [evolutn] |
------------------------

In Mystery Dungeon, the happiness system from the main games has been scrapped
completely. Instead, the developers at Chunsoft decided to use IQ as a
replacement. As a result, many Pokemon who previously evolved by means of
happiness values will instead evolve by traveling into the Luminous Cave while
having at least a certain amount of IQ. I have provided a list of all Pokemon
that evolves by IQ, the level of IQ that they need to be to evolve, and any
additional items or conditions required for them to evolve:


PICHU --> PIKACHU
IQ: 6 Stars (200)
Other: none

CLEFFA --> CLEFAIRY
IQ: 6 Stars (200)
Other: none

IGGLYBUFF --> JIGGLYPUFF
IQ: 6 Stars (200)
Other: none

GOLBAT --> CROBAT
IQ: 5 Stars (150)
Other: none

TOGEPI --> TOGETIC
IQ: 5 Stars (150)
Other: none

AZURILL --> MARILL
IQ: 6 Stars (200)
Other: none

EEVEE --> ESPEON
IQ: 4 Stars (100)
Other: Sun Ribbon

EEVEE --> UMBREON
IQ: 4 Stars (100)
Other: Moon Ribbon

CHANSEY --> BLISSEY
IQ: 5 Stars (150)
Other: none


=====================
| Moves   [iqmoves] |
---------------------

A select few Pokemon learn certain moves based on their level and their IQ.
These moves are basically either tutor moves or special moves in the main games
that could not have been learned by any other Pokemon in any other way. Each
description below contains the move name, the Pokemon who learns it, the
minimum IQ, and the minimum level.


FRENZY PLANT (Venusaur)
Min IQ: 333
Min level: 99

BLAST BURN (Charizard)
Min IQ: 333
Min level: 99

HYDRO CANNON (Blastoise)
Min IQ: 333
Min level: 99

VOLT TACKLE (Pichu)
Min IQ: 333
Min level: 50


=================================
|Return/Frustration   [retfrus] |
---------------------------------

In the main games, the power of the moves Return and Frustration depends on the
happiness level of that Pokemon. So it comes as no surprise that in PMD the
strength of these moves are now related to IQ. However, they are not as good as
they were before, because they now deal set damage. At min IQ, or 0, the move
Return does a set 5 damage, while Frustration deals out 45 set damage. At max
IQ, the set damage for each are reversed, so Return dishes out 45 damage while
Frustration only does 5.

So with this alteration in mind, it's quite obvious to label Return as useless,
because if you have that much IQ then you must have better, more damaging
attacks. At first glance, Frustration is equally pointless, until you consider
the level-1 regression dungeons, where you are reduced to level 1 temporarily
and your IQ set back to 0. In these dungeons, Frustration is a lifesaver
because it probably does more damage than any of your other starting moves, so
it's always a good idea to bring along a few Frustration TMs with you when you
trek those level-1 regression dungeons.

Although we know the minimum and maximum damages of Return and Frustration, as
far as I know no one has yet to test how the move power fluctuates as IQ
increases or decreases. We currently do not know if there is a formula that is
followed when calculating the set damage, or if the set damage is already
predetermined in blocks (damage is 5 when IQ is between 0 and 100, raises to 10
when IQ is between 101 and 200, etc.). If you have any information on this
matter supported by real ingame tests, please contact me and I will add it to
my guide, along with your name in the credits section.




===============================================================================
|  MISCELLANEOUS STUFF                                            [miscell]   |
-------------------------------------------------------------------------------


And finally, here are things that no one cares about (which is why they are at
the very end), but are necessary to every faq or guide... have fun.


=======================
| Credits   [credits] |
-----------------------

CjayC - for making Gamefaqs an awesome site for both new and veteran gamers
        alike.

Terrence - for providing vital info about Gummies.

fireball43 - for confirming effect of House Avoider.

Sarcasteak - for submitting a few extra notes about some IQ Skills, as well as
             helping me test Return and Frustration. Also, thanks for being
             such a big help on the message boards!

Brandon - for fixing an error regarding the ctrl + F shortcuts.


==============================
| Copyright Info   [copyrit] |
------------------------------

Copyright 2006 Tim Zhu (neon screen)

This faq may be not be reproduced under any circumstances except for personal
or private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other
web site or as a part of any public display is strictly prohibited, and a
violation of copyright.

Sites that have permission to display this faq:

www.gamefaqs.com

www.supercheats.com

www.neoseeker.com


============================
| Contact Info   [contact] |
----------------------------

First of all, DO NOT contact me for any of these reasons:

 -General "chatting"
 -Game help unrelated to IQ
 -Non-constructive comments/criticisms, e.g. "Your guide rocks!!!11!1!one"
 -Questions that are already answered in this faq
 -Anything unrelated to PMD in general

You can, however, contact me for these things:

 -Any corrections or errors
 -Additional comments about IQ Skills
 -Any info on the moves Return and Frustration
 -Anything that I had missed and should be added
 -Request to host this faq on another site

That being said, please contact me at:

   neon_screen@yahoo.com

You can also find me at:

   www.pokerealm.net/forums/

As well as Gamefaqs' PMD: Blue Version message board.




I wish you luck on your rescue missions!


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The End