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Walkthrough

by KeyBlade999

                  _____      _
                 |  __ \    | |
                 | |__) |__ | | _ ___ _ __ ___   ___  ____
                 |  ___/ _ \| |/ / _ \ '_ ` _ \ / _ \| '_ \
                 | |  | (_) |   <  __/ | | | | | (_) | | | |
                 |_|   \___/|_|\_\___|_| |_| |_|\___/|_| |_|



         O---------------------------------------------------------O
         |      Pokemon Mystery Dungeon 2: Explorers of Darkness   |
         |      Pokemon Mystery Dungeon 2: Explorers of Time       |
         |                                                         |
         |                    An FAQ/Walkthrough                   |
         |                      By KeyBlade999                     |
         |                                                         |
         |                    Total Data: 254 KB                   |
         |                  Current Version: Final                 |
         |            Previous Update: 10:31 PM 2/22/2011          |
         O---------------------------------------------------------O


0. Contents********************PMD0******************************************
   __________________________________________________________________________
  /                                                          | CTRL+F System \
 |                     Section Title                         |    Format:     |
 |                                                           |   **PMD##**    |
  >---------------------------------------------------------< >--------------<
 | 0. Contents                                               | PMD0           |
 | 1. Intro                                                  | PMD1           |
 | 2. Version History                                        | PMD2           |
 | 3. Legalities                                             | PMD3           |
  >---------------------------------------------------------< >--------------<
 | 4. Walkthrough (Part 1; Pre-credits)                      | PMD4           |
 |   I- Starting Up and Chapter 1: A Stormy Sea              | PMD41          |
 |   II- Chapter 2: The New Guild Recruits                   | PMD42          |
 |   III- Chapter 3: The Scream                              | PMD43          |
 |   IV- Chapter 4: Gatekeepers                              | PMD44          |
 |   V- Chapter 5: The First Official Exploration            | PMD45          |
 |   VI- Chapter 6: Team Skull                               | PMD46          |
 |   VII- Chapter 7: The Guild's Big Expedition              | PMD47          |
 |   VIII- Chapter 8: Groudon's Heart                        | PMD48          |
 |   IX- Chapter 9: The Mystery of Fogbound Lake             | PMD49          |
 |   X- Chapter 10: Dusknoir                                 | PMD410         |
 |   XI- Chapter 11: Grovyle the Thief                       | PMD411         |
 |   XII- Chapter 12: The Only Option                        | PMD412         |
 |   XIII- Chapter 13: Dusknoir's Secret                     | PMD413         |
 |   XIV- Chapter 14: Into the Future                        | PMD414         |
 |   XV- Chapter 15: The Secret of the Planet's Paralysis    | PMD415         |
 |   XVI- Chapter 16: A New Dawn                             | PMD416         |
 |   XVII- Chapter 17: The Guild's Crew                      | PMD417         |
 |   XVIII- Chapter 18: Lapras                               | PMD418         |
 |   XIX- Chapter 19: To the Hidden Land                     | PMD419         |
 |   XX- Chapter 20: The Last Adventure                      | PMD420         |
 |                                                           |                |
 | 5. Walkthrough (Part 2; Post-credits)                     | PMD5           |
 |   I- Graduating from Wigglytuff's Guild                   | PMD51          |
 |   II- Scizor and Blizzard Island                          | PMD52          |
 |   III- The Surrounded Sea and Manaphy                     | PMD53          |
 |   IV- Team Charm                                          | PMD54          |
 |   V- Darkrai                                              | PMD55          |
 |   VI- Wrap-Up                                             | PMD56          |
  >---------------------------------------------------------< >--------------<
 | 6. Extra Dungeons                                         | PMD6           |
 |   I- Mission Dungeons                                     | PMD61          |
 |   II- Special Dungeons                                    | PMD62          |
 |   III- The Rest of the Extra Dungeons                     | PMD63          |
  >---------------------------------------------------------< >--------------<
 | 7. Rescue System                                          | PMD7           |
  >---------------------------------------------------------< >--------------<
 | 8. Other Helpful Stuff                                    | PMD8           |
  \__________________________________________________________|_______________/




1. Intro************************PMD1*****************************************
Welcome to yet another Pokemon FAQ of mine. This one will not be on a
mainstream game, but rather the much-improved Pokemon Mystery Dungeon 2 games,
Explorers of Darkness and Explorers of Time (NOT SKY!). Here, you will find a
semi-vast amount of information, all of which should help you go through the
game. Enjoy!

2. Version History************************PMD2*******************************
v0.05 - Got all of the guide's format down. Completed Contents, Intro, Legal,
        and Section I of the walkthrough (part one).  11:24 PM 1/24/2011
v0.10 - Documented Sections II and III of the walkthrough (part one).
        11:53 PM 1/25/2011
v0.20 - Documented Section IV of the walkthrough and part of Section V
        (walkthrough part one).  12:06 AM 1/27/2011
v0.30 - Finished Sections VI, VII, and VIII, as well as a large chunk of
        Section IX of the walkthrough (part one).  12:01 AM 2/1/2011
v0.40 - Finished Sections IX and X and a large chunk of Section XI, all of
        which belong to part one of the walkthrough.  12:00 AM 2/2/2011
v0.50 - Finished Sections XI and XII of part one of the walkthrough.
        12:57 AM 2/5/2011
v0.51 - Finished Section XIII and part of Section XIV (walkthrough part one).
        12:50 AM 2/6/2011
v0.60 - Finished Sections XIV, XV, XVI, XVII, and XVIII entirely. Finished part
        of Section XIX. All of these are part of the walkthrough (part one).
        The total size has also reached triple-digits (128 KB)!
        12:04 AM 2/7/2011
v1.00 - Finished the pre-credits walkthrough. Also did Section I of the post-
        credits walkthrough. I'll wait on submitting this, despite it being the
        first submittable version, until I'm entirely done.  12:02 AM 2/11/2011
v1.10 - Completed Sections II and III of the walkthrough (part two).
        11:51 PM 2/13/2011
v1.15 - Completed Section IV and a fair chunk of Section V (walkthrough, part
        two).  11:54 PM 2/14/2011
v1.90 - Completed the whole walkthrough (parts one and two) and completed the
        section on Friend Rescues. The last thing is dungeons.
        11:44 PM 2/15/2011
v1.91 - Sorry about the lack of updates; just got Kingdom Hearts Re:coded.
        Made some headway into dungeons: got the format and basic info down;
        just waiting on Pokemon (residents and weaknesses).
        11:41 PM 2/20/2011
v1.95 - Did very well today. Did all of the mission-based dungeons and only
        lack the Sky Stairway for the special dungeons. Then I have to do
        Concealed Ruins, Marine Resort, and the Zero Isles.
        11:56 PM 2/21/2011
Final - I have finished all of the dungeons, therfore finishing the entire FAQ.
        Beginning-to-end time: 29 days.   Final Size: 254 KB.
        10:31 PM 2/22/2011

3. Legalities************************PMD3************************************
Should this FAQ be located on a site other than GameFAQs, Neoseeker,
Supercheats, or any other site I may have given permission for usage to, or
this is copied onto another person's guide without my express permission via
e-mail ([email protected]), I will see you in court!

� 2011 Daniel Chaviers (AKA KeyBlade999).

In addition, each of the FAQs and other documents, programs, and so on, listed
in SECTION EIGHT of this FAQ are copyrighted by their respective owners. I have
absolutely no say in whether you can distribute them. If you distribute their
stuff without their permission, you are likely to also be sent to court.


4. Walkthrough (Part 1; Pre-credits)************************PMD4*************

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++                                                                         ++
++     Section I- Starting Up and Chapter 1: A Stormy Sea    **PMD41**     ++
++                                                                         ++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

When you begin your new game, you will enter a colorful area. This is the area
where you will be asked a set of questions, the answers to which will determine
your starter and partner Pokemon. It is usually best to just answer truthfully,
although if you just HAVE to have THAT Pokemon, there are a couple of good FAQs
(see section eight). Here are those you can have as a starter:

Grass Type   : Bulbasaur, Chikorita, Treecko, Turtwig
Fire Type    : Charmander, Cyndaquil, Torchic, Chimchar
Water Type   : Squirtle, Totodile, Mudkip, Piplup
Normal Type  : Meowth, Skitty, Munchlax
Electric Type: Pikachu

Now, those are your starter (AKA the Pokemon you play as) Pokemon. Now, what
about your partner? After getting the questions answered, you'll place your
finger/stylus on the Touch Screen to determine your aura (this determines an
item, I think).

After you do, you are given seven choices for your partner. Your partner will
not be the same type as the starter or of the Normal type. If you do not like
the partner choices, choose one and then choose "No". The list will be
refreshed. I tend to pick a type that supports my starter's type (it has a type
my starter is weak against, therefore covering about double the weaknesses).


!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!                            MAJOR NOTICE:                              !!!!
!!!!									   !!!!
!!!! For the rest of the FAQ, I will refer to your starter Pokemon as      !!!!
!!!! "you". You and your partner will be referred to as "he". This is not  !!!!
!!!! meant to be sexist in any form. It is merely for my convenience and   !!!!
!!!! so the reader will be able to understand the guide somewhat easier.   !!!!
!!!!									   !!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!


And, for the heck of it, I am going to put my starting team data for my current
file, since it seems to be a staple in these FAQs.

Starter Pokemon --- Daniel (Pikachu)
Partner Pokemon --- Treecko (Treecko)
Team Name       --- Team Superior
Game Versions   --- Darkness, Time, and Sky


--------------------------BEGIN CHAPTER ONE.... NOW!-------------------------

When you begin, all you see is a black screen and a conversation between two
people who sound as if their in trouble in this storm. You'll see a view of a
stormy sea, then your starter Pokemon, barely conscious on a beach.

You'll then switch to your partner Pokemon. He wishes to enter this building,
but, when he gathers up the courage to enter, the footprint-based security
system frightens him. He will take out a stone, a personal treasure of sorts,
speaks to himself a bit, then walks off. A Zubat and Koffing will come
on-screen, deciding to rob your partner of his treasure!

The view returns to beach, and it seems your partner has also arrived. He
admires the scenery made by the Krabbies' bubbles and the sunset and takes a
short walk, quickly noticing you zonked out on the beach. He rushes over to
you, waking you up. A conversation ensues, in which you claim to be a human,
but you suddenly find out that you somehow have turned into a Pokemon! As you
try to remember HOW you became a Pokemon, it is established that you have
amnesia (no, not the move). You do remember one detail: your name. (Try to
make a human name, as the name refers to your human name; a human named
Torchic just isn't right.)

After a little more talking, the Zubat and Koffing from earlier come and ambush
your partner, knocking away his treasure! They steal it and run into the nearby
cave. Your partner is too scared to apprehend the duo single-handedly, and
requests your help. Why not? Here begins your first dungeon.

O--------------O------------------------------------------O
|  Beach Cave  |  Length: 4 floors, Beach Cave Pit (B5F)  |
O--------------O------------------------------------------O
|                Dominant Type(s): Water                  |
O---------------------------------------------------------O

As you'll see, these games do a much better job of teaching you how to play
than their prequels. To summarize, you use a move from the main menu and use
the A button to do a unlimited-PP type-less move. Using A and B will allow to
pass your turn, sometimes healing a bit of HP. Using L and A uses the move set
to shortcut. L will make your starter turn to a nearby Pokemon. Those are your
basic controls; most everything else will be covered in other menus.

In this dungeon, you will encounter quite a few Water types. Refrain from
exposing your Fire types to these Pokemon. In addition, don't use Fire-type
moves on these. Other than that, your Pokemon will be just fine.

Also, during this time, you can only hold one item. If you aren't too sure of
your battling skills, make it an Oran Berry. Otherwise, go for a Blast Seed or
a Sleep Seed. FYI, you are told about the item when you first get it.

There are four floors in this dungeon. When you reach the fifth, you'll find
Zubat and Koffing staring deeper into the cave. Your partner will demand that
he be given back the treasure, but just saying that makes it all the less
likely he'll get it back. Time for Plan B - force.

==============================
BOSS: Zubat (x1), Koffing (x1)
==============================

In this battle, Pikachu will be at the greatest advantage, having Electric
moves that Zubat is weak against. The Grass types are at the disadvantage,
though. If you have Pikachu, try to make him focus on Zubat while the other
focuses on Koffing. When Zubat is KO'ed, switch to double-teaming Koffing. If
you brought a seed, throw it at Zubat first. Overall, pretty easy. However,
get rid of Zubat first, as he has Leech Life, an HP-absorbing move.


After thoroughly defeating the duo, Zubat and Koffing run away, dropping your
partner's treasure as they go. Outside, your partner talks to you about it. He
essentially wants to become an explorer at the local guild to try to figure out
the mystery of this stone. However, as you saw earlier, he lacks the courage to
even enter the building. Your partner then suddenly asks you if you want to
join up in a team with him. You'll pretty much have to say "yes"; "no" will
get you nowhere. And thus, Chapter 1 has ended.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++                                                                         ++
++        Section II- Chapter 2: The New Guild Recruits    **PMD42**       ++
++                                                                         ++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Now, you and your partner will be heading to Wigglytuff's Guild, which is where
your partner was when he got scared before going to the beach. Your partner
then you will step onto the grille. The sentry underground has some trouble
identifying your footprint, since your species is rare in these parts. You are
soon allowed inside.

Inside, you and your partner head down a floor, observing everything. A Chatot
comes up another ladder, and (eventually) greets you and takes you down to the
Guildmaster (Wigglytuff) in his room one floor under. When you do reach him,
Wigglytuff seems unresponsive to Chatot for a moment. After a bit of talking,
you are to choose a name for your team, or use the default of "PokePals". Be
sure to note that the "Team" is automatically added; "Team Team ____" sounds
pretty weird, after all.

After naming your exploration team, you are handed a few items. Firstly, you
are given a Treasure Bag, letting you hold up to 16 items (it has two in it;
a stat-boosting Band (+8 of a stat) and a colored bow (+1 Attack/Special Atk./
Defense/Special Defense)). Secondly, you get your team badge, which shows that
you're a rescue team member. It changes based on the missions you've done. You
will finally get the Wonder Map, which is a map that shows where you've been
and haven't been.

Now then, since you are training in the guild, you are required to take up
(possibly temporary) residence here. Chatot will show you to your room. It is
quite evident bedtime has come fast. Your partner will talk to you about the
events of today (this is common; get used to it) and then you drift to sleep.

Needless to say, you'll soon see that Pokemon in the guild have their own alarm
clock of sorts. Loudred (AKA alarm clock) wakes you up, reminding you that you
are at the guild and are late for the assembly. When you arrive at the
assembly, listens to Wigglytuff's words of wisdom, then sings the motto/thing
of the guild. You are then free to do as you wish... NOT! As you begin to walk
away, Chatot tells you to follow him. You'll end up at the Job Boards, the one
on the left to be specific.

You are told about mystery dungeons, such as Beach Cave from earlier. They are
called these because their floor layout changes each time you enter. In
addition, when you faint (get KO'ed), you will lose money (Poke) and at least
half of your items. After this, Chatot decides to assign you a job from the
board. The job is... retrieving a Spoink's pearl. Obviously, your partner isn't
too impressed with Chatot's job of choice, but it doesn't matter; you have no
choice. *sigh*

O------------------O---------------------------------------O
|  Drenched Bluff  |  Length: 6 floors, bottom floor (7F)  |
O------------------O---------------------------------------O
|   Dominant Type(s): Various (50% are part Rock-type)     |
O----------------------------------------------------------O

In this dungeon, you will encounter your first throwing items. These are Geo
Pebbles. You can use a shortcut for them, if it is set, which is L+R. You can
throw anywhere; when choosing a target, simply tap the target. It is weak
(just 10 damage), but try to refrain from using it to kill. You'll only get
about 50% of the EXP. that way. Speaking of this, remember that using a move
(literally ONE move; no more is needed) will give extra EXP.

Okay, so about the dungeon itself. You must refrain from using Water-type
moves on most, if not all, floors. Shellos has the Storm Drain ability, easily
negating any damage dealt to any Pokemon so long as the damage would be dealt
by a Water-type move (not Pokemon, MOVE). Speaking of Shellos, it is weak
against Electric and Grass moves, and has strength over Fire-types. The
other Pokemon you will encounter include Anorith, Lileep, and Chingling.
Anorith is Rock-type; therefore, it is weak against Water and Grass moves and
has the higher hand over Fire-types and Normal moves. Lileep is Grass-Rock, I
believe; therefore, it is weak against Fire moves and Water/Grass moves do
normal damage and Electric/Normal moves do half damage while Lileep has the
advantage over Fire and Water. Chingling is no problem at this point; just
beware of its Wrap move.

So, anyways, continue as you wish through the dungeon. When you reach the final
floor (7F), there will be no boss. However, you will pick up Spoink's pearl and
automatically return to the guild.


Back at the guild, Spoink is so very happy that you'll be given a vast amount
of rewards: THREE stat-boosters and 2000 Poke (this world's currency). Just as
you think of all the berries you can buy later, Chatot walks in and takes a
whopping NINETY PERCENT of the reward cash, leaving you a measly 200 Poke. This
amount is later automatically deducted so you don't see this after each mission
you complete. *sigh* Well... you have the items.

And, of course, you do get free dinner (most of the time, as you'll later see).
After a lot of munching, it is time to go to bed. Before dozing off, your
partner will talk about today's events and then it time to snooze.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++                                                                         ++
++              Section III- Chapter 3: The Scream    **PMD43**            ++
++                                                                         ++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

When you wake up, you'll go through the routine from yesterday, except you
(probably) aren't late. Again, after the motto, when you try to leave, Chatot
will stop you, showing you to another job board. This is on the right side of
the middle floor. This is the outlaw board. Here, you can select jobs involving
the capture of criminals. You get petty thieves to demonic Pokemon, and
everything in-between. Seeing that it is a bit more than finding items, Chatot
calls in Bidoof, another member of the guild who is just barely your senior.
Bidoof will give you a tour of Treasure Town.

To sum it up, right now you can use any of three facilities. Duskull Bank (east
Treasure Town) is used to store your money. If you do, you won't lost a cent
(or Poke or whatever) when you faint in a dungeon. Kangaskhan's Storage in west
Treasure Town will allow you to store items you do need or don't want to lose,
preventing you from losing them when you faint in a dungeon. Finally, you can
use the Kecleon Shops to buy items and TMs and sell unwanted items. Go to the
shops now.

After some shopping, a Marill and Azurill come by, asking for an Apple. They
end up with two, just because they're so dang cute. As the two leave, Azurill
trips, dropping his Apple. You pick it up and, as you hand it to the thankful
Azurill, you suddenly have a vision (kinda) - it is merely a voice. After some
quick conversing with the Kecleons and your partner, you decide you must've
been daydreaming or something. Finish shopping and return to east Treasure
Town.

When you do, you'll see Marill and Azurill again, speaking to a Drowzee. It
seems that they have lost something and Drowzee believes he has seen the item
they lost somewhere. As the trio leaves, you accidentally bump into Drowzee,
somehow triggering another vision where Drowzee is threatening Azurill! Again,
some conversing and you shrug off this vision... but not for long. When you are
done in Treasure Town, go back to the guild and talk to Bidoof again. A short
cutscene will occur, in which you see a Dugtrio switching out old jobs with new
ones. And what do you see when he's finished but a wanted poster of Drowzee.
You and your partner hasten to quickly rescue Marill and Azurill. As you do,
you see Marill, saying that while they were at Mt. Bristle, he and Azurill got
separated. So where else to begin but Mt. Bristle?

O---------------O--------------------------------------------O
|  Mt. Bristle  |  Length: 9 floors, Mt. Bristle Peak (10F)  |
O---------------O--------------------------------------------O
|          Dominant Type(s): Normal/Flying, Poison           |
O------------------------------------------------------------O

This where the game begins to get harder. In previous dungeons, the enemy could
not really hurt you. Good luck avoiding damage here. Two of the Pokemon here,
Starly and Doduo, get a 50% attack bonus because of their types with most of
their moves. To beat them, you'll need to use a Pikachu while keeping your
Grass types away, as they will take double damage.

What about the rest of them? Nidorina, Nidorino, and Spinarak are all part
Poison-type. Keep your Grass-types away. However, Grass will do normal damage
on the first two, but 1/4 on Spinarak. In addition, the first two are immune to
Electric moves, but weak against Water. Spinarak is weak against Fire while
keeping double-advantage over Grass-types. Finally, Nidorina and Nidorino have
the Poison Point ability, meaning physical moves (ie. Tackle) when used on them
may cause the user to be poisoned.

Geodude is weak against Water and Grass (for 4x damage) and has a
double-advantage over Fire, and advantage over Electric. Also, Electric moves
will not do damage, and Normal moves do 1/2 damage.

Machop is a Fighting type. None of your currently-available types have an
advantage, but Machop has an advantage over your Normal types.

Okay, then, proceed as usual to the top. Here, hunger can become a slight
complication. If you pick up a useless berry/seed/etc., eat it to fill your
Belly some. By the final floor, it will help to have some Oran Berries and a
few offensive seeds, preferably Sleep Seeds.

At the top, you'll find Drowzee threatening Azurill, just as you did in your
visions. You now know what he wants: in a hole about the size of Azurill is
supoosed to be some treasure. That enough for you? When you arrive, there is
a bit of the good guy-bad guy banter, then the battle begins.

==================
BOSS: Drowzee (x1)
==================

This guy is actually fairly tough, as neither you nor the enemy have an
advantage over the other (unless you/your partner is Bulbasaur; the enemy will
have the advantage). Drowzee will get 50% attack bonus from his powerful
Confusion move. This is why you should've brought some Sleep Seeds. Other than
that, he has Hypnosis, Pound, and Disable. Just put him to sleep and wail on
him!


After the battle, Magnezone, a sheriff of sorts, will introduce himself to you
while taking Drowzee to jail. He sent your reward to the guild.

After the teary reunion between Marill and Azurill, you return to the guild.
Guess what? You earned 3000 Poke! ...Or would have. 90% deduction, remember?
Therefore, you only got 300 Poke. And no items. However, you do get something
better: a 50% Treasure Bag extension (you get to hold 24, rather than 16, items
now)!

And you know the routine. Munchies and a talk. This one delves more into the
Time Gears, which are instrumental in keeping the world's time in place.
Everyone knows this; not even the most wicked criminal would dare to steal one.
However, the next cutscene kinda changes the idea.

After getting your eardrums blasted and dealing with the assembly, Chatot will
direct you to looking up jobs on the boards. For details on selecting a job and
all that, just talk to Swellow.

Remember, you can do various jobs. They come in forms like this:

"Retrieve item X"     - You'll find an item in a dungeon.
"Rescue Pokemon X"    - You'll rescue a Pokemon in a dungeon.
"Give X to Pokemon Y" - You'll supply an item to give to a Pokemon.
"Apprehend [Pokemon]" - Arrest a criminal.
"Escort me to X"      - Take a Pokemon with you to a certain floor/Pokemon.

Remember, when you give an item to a Pokemon (middle option), YOU are supplying
the item. And, with the fifth option, the Pokemon will join you. If it is
KO'ed, the mission is over.

Also, when you reach a floor where a job where take place in a dungeon, you are
notified. Also, after completing the conditions of a job, you may escape the
dungeons (those being escorted will leave nevertheless). Unless you are
beginning to get in trouble, finish all of the jobs.

Speaking of which, you will be able to do multiple jobs in one trip if they are
in the same dungeon. Always try to do as many jobs as possible at once.

For rewards, you can recieve items and Poke, usually. Sometimes, you can get a
Pokemon Egg, which will hatch later on, or be asked to recruit one of the
clients you helped (they join at Lv. 1). Unless it is a rare species or you
wish to train it, reject the joining; you'll get a whopping 1000 Poke from
which ABSOLUTELY NOTHING IS DEDUCTED!

Okay, the above stuff will happen over the next few in-game days. After the
daily job(s), you will do the dinner-talk-sleep thing. Well, except that your
partner actually won't talk much. You'll know when the storyline continues.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++                                                                         ++
++             Section IV- Chapter 4: Gatekeepers    **PMD44**             ++
++                                                                         ++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Wake up, temporary deafness, and the assembly as usual. This time, it is not
Chatot who will give you your orders for today. It is Loudred who comes and
asks you to take Diglett's sentry post because he had to fill for Dugtrio.

This is a simple minigame. Here, you will be identifying various Pokemon by
their footprints (it helps to have a complete Pokedex on a different game).
You'll have a time limit to do so. The faster you are, the more points you get,
resulting in better rewards. If you can't identify the Pokemon, you'll get a
hint about the Pokemon as time continues. There are six Pokemon to identify.
A perfect is known as getting six for six without an incorrect guess.

At the end of the game, Chatot will evaluate your performance and hand out
rewards accordingly. Perfects get 500 Poke and stat-boosters; it gets worse if
you do less than perfect.

Time for some munchies and snoozing!

You'll play a couple more of the "filler" days from Chapter 3. Again, just do
missions.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++                                                                         ++
++    Section V- Chapter 5: The First Official Exploration    **PMD45**    ++
++                                                                         ++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

After the morning routine, Chatot announces to everybody something that you
thought was not supposed to happen -- a Time Gear has been stolen! When a Time
Gear is stolen, the immediate effect is time stopping in the area, so you can
see why it is such a big deal. The guild has therefor been asked to report any
information about the theft to Magnezone.

So, after the announcement, Chatot gives you today's orders: investigate a
waterfall, which probably hides a secret! About time your skills were
recognized! Okay, prepare as you need to in Treasure Town; it is not required
that you go IMMEDIATELY. Therefore, you continually do a "filler" day if you
lack levels, items, or money for the items.

As you do exit to the second floor of the guild, Chimecho calls to you.
Chimecho is going to mention about recruiting new members to your team. In
essence, you'll have to beat the living daylights out of Pokemon in dungeons
and, for some odd reason, they'll join your team. You can have up to a total of
four Pokemon for an in-dungeon team (excepting certain dungeons) or a team that
has a total size within the limits of the dungeon (max of 4 Pokemon still). As
I mentioned in Chapter 3, Pokemon can also be recruited as a reward from a job.
This Pokemon is Lv. 1 of its species. If you reject the offer, you get a full
1000 Poke from which nothing is deducted.

When you enter Treasure Town, take notice that the Marowak Dojo is open... or
rather, DON'T. It is a rather useless area unless you want to train a specific
party against a specific type. Most/All the dungeons are five floors, and you
can't bring items; stick with normal dungeons.

Okay, get whatever items you need and do some missions if you want to. When you
are ready, go eastward of the guild to go to the waterfall.

Needless to say, the water is falling pretty hard here. Like idiots, you and
your partner go to test the strength of the water -- BOOM! Somehow, this will
trigger another one of your visions, in which a figure jumps at the waterfall
and goes through. You tell your partner, and he trusts you on the basis of the
other two being true. You both walk up to the waterfall and jump at it, going
past the water into a hidden cave! Behold, 'tis your next dungeon: Waterfall
Cave.

O------------------O----------------------------------------O
|  Waterfall Cave  |  Length: 8 floors, a ninth floor (9F)  |
O------------------O----------------------------------------O
|          Dominant Type(s): Water, Water/Ground            |
O-----------------------------------------------------------O

I'm fairly sure you get the routine by now, so I'll leave the first paragraph
for various details. If none exist, I'll just list the Pokemon and their type
resistances and stuff.

Wooper, Barboach, and Whiscash are all of the Water/Ground type. Grass will
do 4x damage to them, Ice will do normal damage, and Fire does half-damage. All
Electric moves do no damage to them. They have a huge advantage over Fire and
Rock, and a mild advantage over Electric.

Lotad is of the Water/Grass type, meaning only Bug should do double damage.
All others will do normal damage, excepting a few that you probably don't have.
It has the advantage over Fire, Rock, Ground, and Water.

Surskit is a Water/Bug. Electric does double damage; all others will do normal
or half damage. It'll have the advantage over a Fire, Rock, Ground, Grass, or
Psychic type.

Psyduck and Poliwag are pure Water types. They are weak against Electric and
Grass while being resistant to Fire, Rock, Ground (?), and Water. It has the
advantage over Fire, Rock, and Ground. Also, Poliwag will gain HP if a Water
type move is used on it.

Tangela is a Grass type. It is weak against Fire, Ice, and Bug while being
resistant to Electric, Water, and Grass. It'll have the advantage over Water,
Rock, and Ground.

Grimer is a Poison type. It is weak against Psychic and Ground while being
resistant to Grass, Bug (?), and Poison. It has the advantage over Grass types.
Also, it has the Stench ability, meaning you may cringe your Pokemon for some
turns.

Whenever you reach the ninth floor, you'll see some gems scattered on the floor
and a larger gem nearby. You and your partner try pushing and pulling it with
no success. Another vision of yours is triggered, in which the mysterious
figure from your previous vision is shown being swept away by a current of
water after messing with the gem. Quite obviously, you realize you, too, are
about to meet the same fate. You try to escape, but with no success -- you are
swept away. You'll wake up later in a hot spring. The Pokemon there urge you to
relax a bit before turning in your report; you and your partner accept.


When you and your partner return to the guild, you report about what you found
in Waterfall Cave. Chatot doesn't give a flip about whether you brought any
souvenirs back; he still praises your work. Depsite the fact that your partner
is happy, you aren't because the figure from both the Waterfall Cave visions
looks a lot like Wigglytuff; has he been there before? You ask Chatot, who is
confused -- after all, Wigglytuff gave the order to investigate -- but asks him
nevertheless. Wigglytuff confirms your beliefs -- he (likely) went there
himself at one point.

After this, dinnertime and some talking. The subject isn't as boring; it is
about your visionary ability and how it's triggered (by touching SOME things).
Chatot comes in and tells you to go to Wigglytuff's room. It seems that the
guild is making an expedition somewhere soon, and, despite that rookies rarely
are considered, you have a shot at it.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++                                                                         ++
++              Section VI- Chapter 6: Team Skull    **PMD46**             ++
++                                                                         ++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

After most of the morning routine, Chatot announces to all that the guild is
planning an expedition, exciting all. Today is a filler day, so you are to
just do jobs on the boards.

When you get to the floor with the boards, you walk into the Zubat and Koffing
who antagonized you in Chapter 1. You would think they'd leave, but one thing
stops them (good for them; not so for you): the leader of their gang, Skuntank.
He comes down, stinking up the place more than you'd think. The trio begin to
speak of the expedition as something as the could profit from. Oh well... Okay,
if you remember, you are supposed to do jobs on the boards for today.

The next day, after the assembly, you are to do sentry duty as you did back in
Chapter 4. The process is the same. However, if you perfect your score, you
won't get any stat boosters, but a Reviver Seed, which will restore you fully
upon you/an ally's KO in a dungeon. They cost about 800 Poke, I think, so this
will save you some cash.

The next day, you learn that, somehow, Zubat, Koffing, and Skuntank have gotten
into the guild as Team Skull. Even worse, they will be your allies on the
expedition! I guess it's time to break in those noseplugs... After giving a
less-than-enthusiastic cheer, Wigglytuff begins to get upset. After some urging
from Chatot, the guild gives a wholehearted hooray.

After the assembly, you are given your orders: do jobs from the boards. In
other words, a filler day. After completing your missions for the day, you'll
see a cutscene in which Team Skull plan to raid the guild's food storage.

After tomorrow's assembly, Chatot gives you your orders for the day. For some
"mysterious" reason, the guild's food storage has suddenly dropped. In fact,
one thing is completely emptied: the Perfect Apples. Chatot will literally
beg you to get some, so you should do it. They can found in the Apple Woods.
As you leave, Team Skull catches wind of your mission....

Before leaving, you might want to visit the new shop in Treasure Town that
has opened up. The Electivire Link Shop is where you can link moves together
or remember some moves. When you link moves together, the Pokemon will execute
all of the moves in one turn, from top to bottom on the list. This will get rid
of one PP from each used move and also empty the belly faster. However, there
is a large amount of power in multiple moves. Remember, if the PP of any linked
move in a set goes to zero, the link is gone. As for remembering moves, you
simply choose a forgotten move and pick another move that you want to get rid
of. However, you cannot remember moves that you learn by using TMs (unless that
move can also be learned by leveling up). Each session will cost you 500 Poke.

Okay, get some items and head into the Apple Woods.

O---------------O---------------------------------------------O
|  Apple Woods  |  Length: 12 floors, Deep Apple Woods (13F)  |
O---------------O---------------------------------------------O
|   Dominant Type(s): Grass, Bug, Grass/Poison, Bug/Poison    |
O-------------------------------------------------------------O

I'll just give a brief overview of this, as every Pokemon virtually shares the
same weaknesses and resistances in this dungeon. Each and every Pokemon here
is weak again Fire and Flying. The Grass types are additionally weak against
Ice and Poison. The Grass/Poison types do not have the Poison weakness, but
do have a Psychic weakness. The Bug/Poison types have a Ground weakness as
well. So, in essence, try to bring Fire and/or Flying types, but avoid bringing
any Water, Rock, Ground, or Grass types.

Also, Paras has the Dry Skin ability, meaning it will absorb Water damage but
take extra damage from Fire attacks. That's it for an overview.

Once you beat the 12th floor and reach the Deep Apple Woods, you will the tree
that bears Perfect Apples. Just before you can get them, Team Skull drops in
and unsuccessfully tries to pull a fast one on you. Skuntank and Koffing decide
to switch to Plan B -- an immensely powerful stink attack. It KO's your team,
leaving you unconscious while Team Skull takes all of the Perfect Apples. When
you come to, you realize this, leaving no option but to turn back.


After hearing your report, Chatot is not only scared and but furious. As an
underserved punishment, he lets you go without dinner. Not only that, but you
are going to tell Wigglytuff why he won't be eating a Perfect Apple tonight.
*gulp* So, as dinner proceeds, you and your partner stand off to the side,
watching the rest of the guild eat (that's pretty cruel).

After the meal (or non-meal, in your case), you head to Wigglytuff's room. In
there, he is still his happy-go-lucky self, not knowing that there aren't any
Perfect Apples here. Needless to say, once you tell your report to Wigglytuff,
you'll be saying your prayers -- ever hear of Hyper Voice? Luckily (for at
least one party), Team Skull walks in, bearing a gift for Wigglytuff: a Perfect
Apple. Wigglytuff is quite pleased, although you and Chatot (towards you,
anyhow) aren't. After the scene, you will see another scene where Team Skull
is plotting yet again, with Wigglytuff as the target this time. My money's on
Wigglytuff. You then get to sleep.

During the assembly, Chatot announces that the guild members who are going on
the expedition will be announced soon. He then gets to you in private, saying
that you may as well give up, seeing as Wigglytuff must be "seething with
anger inside". Kinda tough to see... After this, Bidoof calls you to your
room. There, you'll see Sunflora and Chimecho, too. After seeing you go to bed
hungry, they decided to give you a bit of their dinner from last night. After
eating the Apples you got, you'll return outside. There, Croagunk will call out
to you, giving you details on his (rather useless) Swap Shop. All it does is
give you items that boost the stats of a Pokemon, and which Pokemon is affected
is pretty specific. You can't really use it yet.

Okay then, today's another filler day. Therefore, do some jobs on the boards.

After the assembly the next day, you'll be doing sentry duty. You know the
drill.

After the assembly the following day, you will given your duty: doing jobs on
the boards. After you do so, during dinnertime (and to everyone's chagrin),
Chatot announces that the list of Pokemon going on the expedition will be
announced tomorrow. CHOW TIME!

After dinner, your partner says that because he gave his best after the
Perfect Apple disaster, he will have no regrets if he isn't picked for the
expedition. Sure.... You'll also see another scene with a Grovyle in it,
spotting another Time Gear.

The next morning, it is time to figure out who is going on the expedition.
Let's see.... Loudred.... Corphish.... Bidoof?!?.... Chimecho.... and
Sunflora. Damn, we didn't make the cut. Oh, wait a sec, there are more on the
list.... Diglett.... Dugtrio.... Croagunk.... you.... and your partner! Yes,
everyone is going on this expedition! Chatot is the only one put off by this.

Okay, time to prepare for the expedition. The expedition will, in all (which
unbeknownst to you at the time), consist of four to seven dungeons, depending
on which ways you go. During this time, you will have access to your storage.
That is all; any items gained otherwise are from the dungeons and Kecleon Shops
which are in the dungeon. In addition, it will just be you and your partner;
you cannot bring members you have recruited in the dungeon and you cannot
recruit anyone in the dungeons. So prepare accordingly. To help you out, your
Treasure Bag has been extended to a max of 32 items. Bring sure to get any
Reviver Seeds you can and empty yourself of any leftover Poke by putting it in
the bank. If you wish to do any kind of dungeon, you will have to do it in the
Marowak Dojo.

Once you are completely prepared, go to the guild and talk to Chatot.

You are given the details of the expedition. The guild is traveling to a place
called Fogbound Lake, which is the target of treasure rumors. The guild is
quite a distance away, so the guild will travel in groups for greater mobility:
Sunflora, Diglett, Croagunk, and Loudred; Chimecho, Corphish, and Dugtrio;
Wigglytuff and Chatot (and Wigglytuff isn't too happy about it); Team Skull
will travel alone (YAY!); you, your partner, and Bidoof make up the last group.
The expedition is now underway!

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++                                                                         ++
++     Section VII- Chapter 7: The Guild's Big Expedition    **PMD47**     ++
++                                                                         ++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Okay, so you have traveled for some time (luckily not covered in detail by the
game) and arrived at the entrance to a cave, which will fork off in two paths.
You can also use the Kangaskhan Rock to mess with your storage and save.

A little about traveling with Bidoof: Bidoof will follow you around, like an
escort in those missions. However, you cannot affect his moves, tactics, etc.
He also will not gain EXP. or IQ points. He, however, does have his own IQ
Skills. He is Level 14, so he can do some damage, and his Simple ability will
let him do greater affect with his stat-changing moves.

Okay, when you are ready, you have to choose between one of two dungeons. The
Side Path is five floors, after which you will return to this location. You can
therefore continually go through the Side Path to get EXP. and supplies. The
Craggy Coast is nine floors and lets you continue with the story.

O-------------O--------------------O
|  Side Path  |  Length: 5 floors  |
O-------------O--------------------O
|     Dominant Type(s): Water      |
O----------------------------------O

Gastrodon is Water/Ground. Therefore, Grass is the only super-effective move at
4x damage; Water will be absorbed WHEREVER YOU ARE ON THE FLOOR because of the
ability; Electric is nullified due to the Ground type. Gastrodon has the higher
hand over Fire, Rock, and Ground.

Spheal is Water/Ice. Therefore, Grass, Electric, and Fighting moves are
super-effective, Fire does normal damage, and Ice types do half-damage. Spheal
will have the higher hand over Fire, Rock, Ground, Grass, and Flying types.

Wingull is Water/Flying. It'll take quadruple damage from Electric moves,
double damage from Rock, and is immune to Ground. It'll have the upper hand
over Fire, Rock, Ground, Grass, Bug, and Fighting types.


O----------------O--------------------O
|  Craggy Coast  |  Length: 9 floors  |
O----------------O--------------------O
|      Dominant Type(s): Water        |
O-------------------------------------O

Krabby is a Water type. It is weak against Electric and Water, and will have
the higher hand over Fire, Rock, and Ground types.

Gastrodon is Water/Ground. Therefore, Grass is the only super-effective move at
4x damage; Water will be absorbed WHEREVER YOU ARE ON THE FLOOR because of the
ability; Electric is nullified due to the Ground type. Gastrodon has the higher
hand over Fire, Rock, and Ground.

Spheal and Sealeo are Water/Ice. Therefore, Grass, Electric, and Fighting moves
are super-effective, Fire does normal damage, and Ice types do half-damage.
They will have the higher hand over Fire, Rock, Ground, Grass, and Flying
types. The can use the move Powder Snow, an Ice move that affects a whole room.

Wingull is Water/Flying. It'll take quadruple damage from Electric moves,
double damage from Rock, and is immune to Ground. It'll have the upper hand
over Fire, Rock, Ground, Grass, Bug, and Fighting types.

Dratini is Dragon/Water (I think). It's only weakness is Dragon moves, while it
will have the advantage over Dragon, Fire, Rock, and Ground types. Beware its
annoying Thunder Wave.


After beating Craggy Coast, you'll come to another fork in the road. Use the
Kangaskhan Rock if you wish. There are two more dungeons here: the Rock Path,
which is five floors and loops back to your current location, and Mt. Horn,
which is 14 floors and lets you continue with the storyline.

O-------------O--------------------O
|  Rock Path  |  Length: 5 floors  |
O-------------O--------------------O
|     Dominant Types: Various      |
O----------------------------------O

Natu is a Flying/Psychic type. It will be weak against Electric, Ice, and Rock
moves and resistant to Bug, Grass, Poison, and Fighting moves. It is immune to
Ground moves. It will have the upper hand on Grass, Bug, Fighting, and Poison
types.

Bonsly is a Rock type. It is weak against Fighting, Water, and Grass moves
while being resistant to Normal moves. It will have the upper hand on Flying
and Fire types.

Shroomish is a Grass/Poison type, like Bulbasaur. It is weak against Flying,
Ice, Bug, Fire, and Psychic moves. It resists Water and Grass moves. It will
have the upper hand on Water, Rock, Ground, and Grass types.


O------------O---------------------O
|  Mt. Horn  |  Length: 14 floors  |
O------------O---------------------O
|  Dominant Type(s): Bug, Flying   |
O----------------------------------O

Pineco is a Bug type. It is weak against Flying and Fire while resisting Bug
and Grass. It'll have the upper hand on Grass and Psychic types.

Ariados and Cascoon are Poison/Bug types. It is weak against Flying, Ground,
and Fire while resisting Poison, Bug, and Grass. It'll have the upper hand on
Grass and Psychic Pokemon.

Beautifly and Venomoth are Flying/Bug types. It will weak against Electric,
Ice, Rock, and Fire moves while resisting Fighting. It'll have the upper hand
on Grass, Bug, and Fighting types. Also, beware of Venomoth's room-wide Silver
Wind.

Natu is a Flying/Psychic type. It will be weak against Electric, Ice, and Rock
moves and resistant to Bug, Grass, Poison, and Fighting moves. It is immune to
Ground moves. It will have the upper hand on Grass, Bug, Fighting, and Poison
types.

Aerodactyl is a Rock/Flying type. It will be weak against Electric. It resists
Normal moves. Most others should do normal damage. It'll have the upper hand on
Grass, Bug, Flying, and Fire types. It has the ability Pressure, which doubles
the usage of your PP.

Bonsly is a Rock type. It is weak against Fighting, Water, and Grass moves
while being resistant to Normal moves. It will have the upper hand on Flying
and Fire types.

Shroomish is a Grass/Poison type, like Bulbasaur. It is weak against Flying,
Ice, Bug, Fire, and Psychic moves. It resists Water and Grass moves. It will
have the upper hand on Water, Rock, Ground, and Grass types.

Parasect is either Grass/Poison or Bug/Poison; I forgot. Use the details for
Pokemon of either type above. Fire and Flying will work for sure.

The dungeon is 14 floors long with no boss/etc.


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++                                                                         ++
++          Section VIII- Chapter 8: Groudon's Heart    **PMD48**          ++
++                                                                         ++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

After beating Mt. Horn, you arrive at camp. Yay, you're late... Well, let the
briefing start!

Before it does, however, you get a feeling of familiarity about this area, as
if you've been here before. Weird.... Anyways, Chimecho mentions the tale of
Uxie in the briefing, mentioning that is supposedly has the power to erase
the memories of someone. This strikes you in the head, leading you to think it
may be the cause of your amnesia, if such a thing were to be true.

Okay, it is time to set off into the forest. Use the Kangaskhan Rock if you so
wish, then go into the dungeon. You no longer have Bidoof, and there is yet
another fork in the road. You can go to Forest Path, which is five floors and
loops back here, or go through the 11-floor Foggy Forest to continue the
story. Before entering the dungeon, there will be a scene where your partner
picks up a shiny, red, warm stone.

Excuse my lack of details here; I have forgot the types to most of the Pokemon
here, and am too lazy to find them. However, what I have given should be
close-to accurate.

O---------------O--------------------O
|  Forest Path  |  Length: 5 floors  |
O---------------O--------------------O
|       Dominant Type(s): Bug        |
O------------------------------------O

Excepting a few Pokemon, all of the Pokemon in this dungeon are at least part
Bug. They will usually be weak against Fire and Flying. Below are those
excepted.

Swinub is a Ground type. Therefore, it is weak against Water and Grass and will
have the upper hand on Fire, Rock, and Electric.

Linoone is a Normal type, meaning it is weak against Fighting and is immune to
Ghost moves. It has the upper hand on no one.

Houndour is a Dark/Fire type, meaning it is weak against Fighting, Water, Rock,
and Ground moves. It has the upper hand on Ghost (?), Grass, Ice, and Bug.


O------------------O-----------------------O
|   Foggy Forest   |   Length: 11 floors   |
O------------------O-----------------------O
|   Dominant Type(s): Normal, Grass, Bug   |
O------------------------------------------O

Okay, Smeargle, Zigzagoon, Stantler, and Buneary (Darkness version only) are
Normal types, meaning they are weak against Fighting and are immune to Ghost
moves. They have the upper hand on no one.

Hoothoot and Noctowl are Normal/Flying types. They are weak against Rock and
Ice, resistant to Grass and Bug, and immune to Ground. They have the upper hand
on Grass and Bug.

Pachirisu, a Time-version only Pokemon, is Electric type. It is weak against
Ground moves and resistant to Flying. It has the upper hand on Water and
Flying.

The rest are a variety of Bug or Grass types. They are weak against Flying and
Fire.


After finishing the Foggy Forest, you'll emerge in a clearing with some
waterfalls nearby. Corphish soon comes, and points out a large statue to you.
Those of you who have played Generations III and IV of the mainstream games or
those who have seen the anime should be able to figure out that the Pokemon
depicted on the statue is the legendary Pokemon Groudon. An inscription on the
statue essentially says that the statue has something to do with the fogbound
lake, but what? You suddenly get a "vision" (actually, it's all dialogue),
which mentioned putting a stone in Groudon's heart. Could it be...? You take
the red stone your partner found earlier and place it in the statue. After you
do, the fog in the area lifts, making another thing obvious: where the water
in the waterfalls originated: on a high plateau above you!

Team Skull is hiding nearby, and then, since you figured out the mystery of
Fogbound Lake, they decide they have no further use for you and decide to end
it here. Oh crap... Suddenly, an apple rolls in, quickly followed by
Wigglytuff. Enjoy the next scene and then continue to Chapter 9.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++                                                                         ++
++     Section IX- Chapter 9: The Mystery of Fogbound Lake    **PMD49**    ++
++                                                                         ++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Okay then, you have arrived at the entrance of another cave, luckily (for me)
one that doesn't have a fork in the path. After entering, you'll see some more
scenes between Team Skull and Wigglytuff.

O--------------------O---------------------------------------------------O
|  Steam Cave        |  Length: 8 floors + room between lower and upper  |
|  Upper Steam Cave  |  Length: 7 floors + Steam Cave Peak               |
O--------------------O---------------------------------------------------O
|                        Dominant Type(s): Fire                          |
O------------------------------------------------------------------------O

All of the Fire-types in this dungeon are easy identifiable. They are weak
against Water (Numel takes 4x damage), Rock, and Ground types. They will
destroy Grass, Bug, and Ice types.

Snubull and Farfecth'd are Normal types (Farfetch'd may be part Flying). They
are weak against Fighting and are immune to Ghost.

Yanma, Volbeat, and Illumise are all part-Bug, which means they are weak
against Fire and Flying.

I forgot Skuckle's type; I believe it is Rock, in which case it is weak against
Water, Ground, and Grass.

Okay, after doing eight floors in the lower cave, you'll reach a small room
with a Kangaskhan Rock. You can only use it to save; do so now. Also, this type
of room is now going to become quite common in dungeons, just so you know. When
you get to this room, you are automatically healed. If you are KO'ed in the
dungeon AFTER getting this far, you will return here, missing your Poke and
some items. As you go to leave this room, you'll hear some roaring. You and
your partner can't identify it, but there isn't anywhere to go but up.

After seven more floors, you'll reach the Steam Cave Peak. Yet again, you'll
hear the roaring and hear something approaching!

Before seeing what it is, you'll see the guild (minus you and Wigglytuff)
assembling to go up through the cave. To the side, you'll see Team Skull on
the ground, having their butts thoroughly kicked by Wigglytuff.

The game returns to the Peak, where you see Groudon approaching you and your
partner.

AND WE SWITCH AGAIN! You'll see the guild climbing through the cave while
Chatot explains about Groudon while you get to see yourself and Groudon on the
Peak. Well, I guess it sucks Chatot didn't warn us earlier. Time to fight!

=============
BOSS: Groudon
=============

As you may know, Groudon has the ability of Drought. This makes it sunny, which
will weaken Water moves and strengthen Fire as well as allowing for the instant
use of Solarbeam.

Okay, Groudon is a Ground-type Pokemon. This means he is weak against Water,
Grass, and Ice (forget about Water; remember Drought?). Luckily, he doesn't
have a Ground-type move on him, so your Pikachu will be just fine in this
battle. You should begin by using a status-inflicting move on him, or a Sleep
Seed. Once a status is inflicted, restrict your partner's moves to all moves
that will do super-effective damage to Groudon. Other than that, a fairly easy
boss if you're leveled up well enough.


After the fight... HUH? After defeating Groudon, it disappears in a flash of
light! Uxie appears, telling you that the Groudon was merely an illusion made
by himself so that he could ward off intruders.

After this, there is a rather long cutscene. Uxie walks you up to the lake and
tells you that he protects the lake for a reason other than its beauty. As you
look at the lake, you can see why: a Time Gear is located here! You also get
another feeling of familiarity at the mere sight of it. You ask Uxie about a
human ever coming up here, Uxie wiping its memories, and turning it into a
Pokemon. Uxie says that this isn't possible; he can only wipe memories of
Fogbound Lake and cannot transform a human into a Pokemon. Soon, the rest of
the guild comes, frightened by the sight of the illusion Groudon. Wigglytuff
remains unfazed and urges the guild towards the shore of the lake. You and the
rest of the guild get to see a quite beautiful sight, complete with background
music.

After the scene, Uxie emphasizes the importance of keeping the location of this
Time Gear a secret. The guild promises to never reveal the location of this
Time Gear, in light of recent events. Time to return home!

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++                                                                         ++
++              Section X- Chapter 10: Dusknoir    **PMD410**              ++
++                                                                         ++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

You wake up to the usual morning routine of a headache and an assembly. Before
you can get your orders for today from Chatot, though, you hear Diglett and
Loudred arguing over the fact that, yet again, Diglett cannot identify a
footprint. It soon becomes obvious that the owner of the footprint is actually
a Pokemon lacking a footprint: Dusknoir. Dusknoir wishes to see Wigglytuff.

As you can tell, everyone is making a big deal about Dusknoir, but why? Well,
it seems that he is a one-man -- ahem... one-Pokemon exploration team. He is
also very wise and powerful, and, when you add in that he came out of nowhere,
you got yourself a tough Pokemon. After sharing some conversations, Dusknoir
says that he has decided to stay in Treasure Town for awhile. Needless to say,
he is welcomed. After all of the conversations, Chatot gives you your orders
for today: doing jobs on the boards.

Okay there are quite a few new things here. Firstly, now you can unlock extra
dungeons. These dungeons aren't hard to find at all. You'll see the mission on
the left message board with a location of ?????. You'll have to escort the
Pokemon who made the request to the end of the dungeon. If you do not wish to
do this, but simply unlock it, accept the job, set it to where you can do it,
and delete it. Also, you may begin to get Eggs as rewards.

There are a couple more places open in Treasure Town. Chansey's Day Care is
where you'll have an Egg taken to once you earn it from a mission. After some
time, check with Chansey. The Egg may hatch into a Level 1 Pokemon of some
species; you can let it join your team if you wish. If you reject it, you'll
get nothing in return.

Another place in Treasure Town is Xatu's Appraisal. You will begin to notice
that these kinds of boxes will begin appearing in dungeons. Take them here and,
after giving Xatu a 150 Poke fee, it'll opened. It'll usually contain a Gummi,
a Reviver Seed, or a stat-boosting item (the kind Croagunk will trade with).

Speaking of Croagunk, you can now more easily use his shop. See, first you must
get two items with 1-starred descriptions that affect the same species (such as
Shinx Claw and Shinx Fang, which affect Shinx and its evolutions). You can
trade them with Croagunk to get a 2-starred item for the same species (in this
case, a First Crest). If you trade the two 1-starred items AND a 2-starred item
and ALL OF THEM affect the same species, you'll get a 3-starred item. The stars
represent how much the stats of the species are affected. Also, if you get a
trade item, just put it in storage; Croagunk is able to access your storage.

Okay, get ready for your jobs for today and do them.

After dinner and bedtime, you'll see a scene featuring none other than Team
Skull. They desperately want to get back at Wigglytuff for so thoroughly
whipping them earlier, but they decide to take their anger out on you. *sigh*

After the next day's assembly, Chatot asks you to go to the Kecleon's Shop and
see if they plan on stocking Perfect Apples, as Wigglytuff knows how to munch
through them and it is much easier than going to Apple Woods. When you go to
the shops, who do you see but Dusknoir, sharing a friendly chat with the
Kecleon brothers. You decide to put in your two Poke's worth and no, they do
not plan on selling Perfect Apples anytime soon.

Soon after, Marill and Azurill come. They say they have been looking for a lost
item of theirs, a Water Float (BTW, it is a 3-star item for Azurill). It seems
that someone reported that they think it may have been on the beach. Team Skull
gets the info -- not good.

Okay, so after giving your report to Chatot, it seems he is less than pleased.
At least he isn't blaming you this time. You decide to get some yourself, but
Chatot doesn't let you, considering how it turned out last time. Instead, he'll
do it and let you do some jobs from the boards.

After doing the jobs, it is once again dinnertime. And, just before you get to
dig in, Chatot cuts in with an announcement: yet another Time Gear has been
stolen, but this one wasn't from Uxie's Fogbound Lake. He reiterates quite
well that you must never tell anyone the secret of the lake and, after some
more talking, you dig in.

At bedtime, your partner begins talking about the Time Gears and he wonders if
Uxie's doing well.

It is quite obvious he is NOT! In the next cutscene, you'll see Grovyle at
Fogbound Lake, defeating Uxie and his illusion. Uxie believes it was you who
told Grovyle of the location of the Time Gear; Grovyle has the small bit of
decency to tell Uxie that he found it himself.

After the assembly the next morning, you find that you have some visitors.
Marill and Azurill (your visitors) tell you that after going to the beach
yesterday, they found a threatening note. It seems that someone (three guesses
who...) had taken the Water Float and placed it deep in the Amp Plains, where
the Water-types Marill and Azurill wouldn't dare go. (Well they DID, but they
were unsuccessful...)

Okay, you have got to restock in town. I highly recommend getting at least one
Ground-type in your party and, if possible, removing yourself of any Flying
and Water types. As for items, buy as many Orbs that affect whole rooms and
get as many status seeds as possible. I also recommend that you get a move
that affects a whole room, although that is less important.

Okay, when you are ready, head to the Amp Plains!

O------------------O------------------------------------------------O
|  Amp Plains      |  Length: 10 floors + breather room             |
|  Far Amp Plains  |  Length: 9 floors + Amp Plains Clearing (10F)  |
O------------------O------------------------------------------------O
|                    Dominant Type(s): Electric                     |
O-------------------------------------------------------------------O

Okay, as you can tell from the name, there are many Electric-type Pokemon here.
(In fact, you can later get Zapdos here!)

Plusle, Minun, Elekid, Electabuzz, Mareep, Flaafy, Ampharos, Shinx, and
Electrike all of the Electric type. Electric types are only weak against
Ground-type moves. Electric types will be able to do extra damage to Flying and
Water type Pokemon. Also, Ground types are immune to their Electric moves.
Beware your own physical attacks; a fair number of these Pokemon have the
Static ability, which may paralyze you upon contact. Also, when you begin to
deal with Electrike, it will nullify any of your Electric moves if an Electrike
is still on the floor.

Phanpy is a Ground-type Pokemon. They are weak against Ice, Water, and Grass
moves while being immune to Electric. They will not be able to deal damage to
a Flying type should a Ground move be used. Phanpy will have the upper hand on
Electric Pokemon.

Tauros is a Normal-type Pokemon. They are weak against Fighting and are immune
to Ghost moves. They have the upper hand over no one.

Dodrio is a Normal/Flying Pokemon. They are weak against Rock, Ice, and
Electric moves, resistant to Grass, and immune to Ghost and Ground moves. They
will have the upper hand on Grass, Bug, and Fighting Pokemon.

Girafarig is a Normal/Psychic Pokemon. They are weak against Bug and Dark
moves and immune to Ghost moves. They have the upper hand over Fighting and
Poison Pokemon.

There are some new things in this dungeon that remain from here on out. First,
you will encounter traps. These can hae varying effects, such as painfully
sending to the next floor, causing a status, and so on, to a Pokemon. Except in
certain situation, these traps are invisible.

Another new thing is the dreaded monster house. In my experience as a rescue
team member, it is usually the monster house that ends it. A monster house will
often contain items of decent value (Gummies, etc.). When you walk inside,
anywhere from fifteen to twenty-five Pokemon will appear. It is very tough to
do such a room if you don't have a room-wide Orb or move. If you do, use it. If
not, go into the hallway so the enemies can be fought one by one.

At the breather floor, you'll see a scene in Treasure Town. Marill and Azurill
are spreading the good word about you, and the word has reached Dusknoir's
ears (or whatever he hears with). When he hears this, he panics: he knows one
thing no one else does that makes it VERY dangerous for you. Unfortunately for
you, you have no idea of this (your game-self), so continue onward.

After beating the ninth floor of the Far Amp Plains, you'll emerge in a
clearing, in which you see the Water Float. Before you can get to it, though,
you are attacked. Crap.

=============================
BOSS: Luxray (x1), Luxio (x7)
=============================

Okay, all of these Pokemon are Electric type. Therefore, they are weak against
Ground only and will devastate your Water and Flying types (God forbid you
brung Wingull).

Okay, you are fighting eight Electric types and Orbs are ineffective. So what
to do? Well, you should immediately put a status on the Luxray. Mud Sport is a
major help here. If you happen to have a Pokemon with Magnitude or another
room-wide move, completely abuse the hell out of it. Not much else to say.


After the fight, Luxray still isn't down yet. He begins to charge (Charge?) up
an attack but, before he can release it, Dusknoir blocks the attack. He talks
to the Luxio tribe, finally convincing them that you are merely looking for the
Water Float, not taking land. They retreat. It seems that the tribe was here at
one point and were attacked.

So then, you pick up the Water Float. Dusknoir points out the obvious -- that
someone purposefully put it there -- and the not-so-obvious -- that this
someone is right behind that rock! Team Skull emerges from behind, realizing
they've been caught. Dusknoir challenges them and Team Skull leaves.

Back at Treasure Town, you give the Water Float back to the Marill brothers and
they are quite grateful. Later, you and your partner are talking with Dusknoir
and the topic goes to your visions, which are actually called Dimensional
Screams. You'll end up telling Dusknoir what little you know of your past, to
which he reacts strangely.

Suddenly, a lot of Pelipper are flying around; what's going on? Bidoof comes
to tell you to go to the guild: there is an important announcement.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++                                                                         ++
++         Section XI- Chapter 11: Grovyle the Thief    **PMD411**         ++
++                                                                         ++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

NOT AGAIN! Yet another Time Gear was stolen, and guess where it was from? It
was from Fogbound Lake!! Everyone begins to panic and get upset, even
Wigglytuff. The one bit of info we now have is that a Grovyle did it. The guild
now changes its main objective to apprehending Grovyle.

Okay, get done with your preparations and return to guild. Chatot will assign
the guild several areas to look for Time Gears to protect in; you end up with
the Northern Desert. Before heading there, you can do jobs and prepare as you
wish. When you are ready, go to the Northern Desert.

O-------------------O---------------------O
|  Northern Desert  |  Length: 16 floors  |
O-------------------O---------------------O
|        Dominant Type(s): Ground         |
O-----------------------------------------O

In this dungeon, you will come in contact with several floors with Sandstorms.
Sandstorms will do damage to Pokemon (excepting Ground, Rock, and Steel types).
Pokemon with the ability of Sand Veil will also have raised evasion on those
floors. The sandstorm is on floors 6, 10, and 11.

Aron and Lairon are both Rock/Steel Pokemon. They take 4x damage from Fighting
and Ground moves, double damage from Water and Fire, and resist Rock and Normal
moves (1/4 damage). They have the advantage over Fire, Flying, Rock, and Ice
Pokemon. They do not take damage from Sandstorm weather, and lack Sand Veil.

Cubone, Sandshrew, Larvitar, and Trapinch are Ground-type Pokemon. They'll
take double damage from Water, Ice, and Grass. They'll have the upper hand
against Fire, Rock, and Steel. They will not take damage from Sandstorm.
Cubone, Larvitar, and Trapinch do not have Sand Veil, but Sandshrew does.

Rhyhorn is a Rock/Ground Pokemon. It'll take quadruple damage from Water and
Grass; double from Ice, Fighting, and Steel; and will resist Normal moves. It
will have the upper hand against Fire, Flying, Steel, and Rock. It will not
take damage from the Sandstorm, but lacks Sand Veil.

Baltoy is a Ground/Psychic Pokemon. It'll take double damage from Ice, Water,
Grass, Dark, Ghost, and Bug moves while resisting Fighting. It'll have the
advantage against Rock, Steel, Fire, Fighting, and Poison Pokemon. It will not
be damaged by Sandstorm and lacks Sand Veil.

Cacnea and Cacturne are Grass/Ground Pokemon. They'll take quadruple damage
from Ice; double from Bug, Poison, Fire, and Ice; and are immune to Electric
moves. They have the upper hand against Water, Ground, Rock, Steel, and Fire.
They don't take damage from Sandstorm, but they do have Sand Veil.

Carnivine is a Grass-type Pokemon. It'll take double damage from Ice, Fire,
Flying, and Bug. It resists Water, Grass, and Electric moves. It will have the
advantage over Water, Rock, and Ground types. It will take damage from
Sandstorm and lacks Sand Veil.

After beating the 16th floor, you'll emerge in a "clearing" with many pits of
quicksand. As you can tell, there is nothing here, but you still get the
deja-vu feeling from back in Foggy Forest and Fogbound Lake. Guess we have to
go back to the guild.


Back at the guild, it seems no one got anything (except Bidoof with his crystal
from the caves). It is decided that the guild will wait until tomorrow to
figure out what to do next.

The next morning, after the assembly, Chatot tells everyone to search on their
own. You decide to investigate your feeling of familiarity and return to the
end of the Northern Desert.

When you go there, you and your partner stand around. There seems to be no
way forward. You then somehow get the idea to go into a sand pit; your partner
takes the idea unbelievably well. The two of you jump in and, after a few
moments, emerge in a hidden cave. Another dungeon!

O----------------------O----------------------------------------O
|  Quicksand Cave      |  Length: 10 floors + breather room     |
|  Quicksand Cave Pit  |  Length: 10 floors + Underground Lake  |
O----------------------O----------------------------------------O
|                   Dominant Type(s): Ground                    |
O---------------------------------------------------------------O

Sandslash, Pupitar, Tyranitar, and Hippopotas are all Ground type. They are
weak against Ice, Water, and Grass and immune to Electric. They have an
advantage over Rock, Steel, and Fire. Ground moves cannot damage Flying types.
None of them are damaged by Sandstorm, and only Sandslash has Sand Veil.

Nincada is a Bug/Ground type. This means it is weak against Fire, Flying, Rock,
Ice, and Water moves. It is immune to Electric. It has an advantage over Grass,
Psychic, Rock, Fire, and Steel. It is not hurt by Sandstorm.

Ninjask is a Bug/Flying type. It is weak against Fire, Flying (?), Rock, Ice,
and Electric moves and is immune to Ground moves. It has an advantage over
Grass, Psychic, Bug, and Fighting types. It is hurt by Sandstorm.

Vibrava is a Ground/Dragon type. It is extremely weak against Ice, weak
against Dragon, and immune to Electric. It has an advantage over Rock, Fire,
Steel, and Dragon types. It is not hurt by Sandstorm.

Skorupi is a Bug/Poison type. It is weak against Flying, Psychic (?), Ground,
and Fire moves. It has the upper hand over Grass and Psychic types. It will
take damage from Sandstorm.

Mawile is a Steel type. It is weak against Fire, Fighting, and Ground moves,
resistant to Normal and Rock (?), and immune to Poison. It has the upper hand
over Rock and Ice. It will not be damaged by Sandstorm.

During the first ten floors of the dungeon, before the breather room, you will
rarely encounter a Sandstorm unless it is caused by Pupitar. That Sandstorm
will be around for about five to ten turns.

Past the breather floor, though, Tyranitar's and Hippopotas's ability Sand
Stream means there will be a Sandstorm on almost each and every floor, likely
damaging you and raising Sandslash's evasion.

After beating all twenty floors, you'll emerge in the Underground Lake's
vincinity. When you look to the lake, you'll see a glowing light: a Time Gear.
As you approach it, Mesprit, the guardian of this lake, attacks you!

=============
BOSS: Mesprit
=============

Mesprit is a Psychic type. She will therefore be weak to Bug, Dark, and Ghost
type moves. Dark types will be immune to her Psychic moves (which are Confusion
and Future Sight).

She isn't actually powerful, as she will usually use Future Sight, which will
set her damage to 30. If not, Confusion will pack a punch if you're a Poison
or Fighting type. If you have trouble, simply use a Sleep Seed or something.


After the battle, you finally convince Mesprit that you are not the one who
has been stealing the Time Gears. The real thief emerges soon: Grovyle! He
was strategically waiting for you three (to five) to wear each other out so he
could take the Time Gear without a problem. You try to fight him, but you
didn't stand a snowball's chance in blazing hell against him; he easily
overpowers all three of you.

He then takes the Time Gear. Remember, where a Time Gear is stolen, time will
stop. Better run!

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++                                                                         ++
++          Section XII- Chapter 12: The Only Option    **PMD412**         ++
++                                                                         ++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Back at Wigglytuff's guild, there is some more discussion about what to do
about Grovyle. Sure, we found him, but he isn't captured and we don't know the
location of the next Time Gear. But we do know this: Uxie and Mesprit are part
of a legendary trio, the third member of which is Azelf. Also, like in the
mainstream Diamond/Pearl/Platinum games, Uxie and Mesprit were found at lakes;
doesn't it make sense Azelf would be found at one, too?

But, then again, it would still be hard to find it. Look at what we went
through just to find the Fogbound Lake and the Underground Lake. For some
reason, Dusknoir will ask Bidoof for the crystal he got from Crystal Cave. He
reluctantly gives it, and then Dusknoir hands it to you, seeing if you will
get a Dimensional Scream from it. You do, and you see Grovyle taking a Time
Gear from a Pokemon that could only be Azelf. It could be a vision of a past
event (in which case, you may as well give up) or one of an event that has
yet to happen (in which case, where is this place?). We decide to ride on the
hope that it is a futuristic vision. Since each time you had a vision that
involved you touching something beforehand caused you to have a vision related
to the object. The crystal came from Crystal Cave, so I'm pretty sure that you
know where to go. Just gotta have Wigglytuff give the call to duty. You're
going to be waiting a bit...

Okay, get prepped and go to Crystal Cave.

O--------------------O-----------------------------------------------O
|  Crystal Cave      |  Length: 11 floors + entrance to C. Crossing  |
|  Crystal Crossing  |  Length: 13 floors + Crystal Lake             |
O--------------------O-----------------------------------------------O
|                     Dominant Type(s): Various                      |
O--------------------------------------------------------------------O

Glameow is a Normal type. It is weak against Fighting and has no strengths,
although it is immune to Ghost.

Cranidos is a Rock type. It is weak against Water, Grass, and Ice and is
resistant to Normal. It has an advantage over Flying and Fire.

Graveler and Golem are both Rock/Ground types. Therefore, they take 4x damage
from Grass and Water, 2x damage from Ice, Fighting, and Steel, and are
resistant to Normal. They have an advantage over Fire, Ice, Flying, Poison,
and Electric types. Beware of their Selfdestruct: it deals heavy damage to all
within one square, destroying all items/walls there.

Shieldon is a Rock/Steel type. It is weak against Ground and Fighting (4x);
Water, Fire (?) (2x); resistant to Normal (1/4); and immune to Poison. It has
the upper hand over Fire, Flying, Rock, and Ice.

Beldum is a Steel/Psychic type. It is weak against Fire (not Ground due to
its ability) and Dark moves (I'm not sure about Ghost). It has an advantage
over Rock, Ice, Poison, and Fighting.

Seviper is a Poison type. It is weak against Psychic and Ground, and cannot
damage Steel. It has the upper hand over Grass.

Wormadam's SAND form is a Bug/Ground type. It is weak against Flying, Ice, and
Fire while being immune to Electric. It has the upper hand on Grass, Psychic,
Rock, Fire, and Steel.

Wormadam's PLANT form is a Bug/Grass type. It is weak against Flying, Fire,
Poison, and Ice. It has the upper hand over Grass, Bug, Water, Rock, Ground,
and Psychic types.

Floatzel is a Water type. It is weak against Grass and Electric. It will have
the upper hand over Fire, Rock, and Ground.

Donphan is a Ground type. It is weak against Grass, Ice, and Water while being
immune to Electric. It will have the upper hand against Rock, Steel, and Fire.

Glalie is an Ice type. It is weak against Fire, Ground (?), Rock, and Steel (?)
moves. It has the upper hand against Ground, Grass, and Flying.

Froslass is an Ice/Ghost type. It is weak against Fire, Ground/Steel (?), Rock,
and Dark moves. It is immune to Normal moves. It has the upper hand against
Ground, Grass, Flying, and Psychic.

Absol is a Dark type. It is weak against Fighting and Ghost (?). It has the
upper hand against Psychic types.

Bagon is a Dragon type. It is weak against Ice and Dragon and has the
advantage over Dragon types.

Riolu is specific to Explorers of Time. It is of the Fighting type. It will be
weak against Psychic and Flying. It will have the upper hand against Rock, Ice,
Normal, and Steel.

*whew!* When you beat the 11th floor, you'll come across a puzzle. There are
three crystals in the area which change color upon touch. Switch them all to
blue to proceed. BTW, you can use the nearby Kangaskhan Rock to save and mess
with storage.

After beating floor 13 of the Crystal Crossing, you'll see another lake. You'll
also see Azelf and Grovyle! Azelf has just gotten beat but, unlike the others,
he realized he could be beaten, so he set up a failsafe. Crystals emerge from
everywhere, blocking the Time Gear. Grovyle gets furious but, before he can
harm Azelf, you intervene.

=============
BOSS: Grovyle
=============

NOTE: YOU DO NOT HAVE TO WIN!

Obviously, Grovyle is a Grass type, making it weak against Ice, Poison, Bug,
and Flying. He'll have an advantage over Water, Rock, and Ground.

He'll get a major amount of damage in with Leaf Blade (God forbid you brought
any type weak to Grass). Counter it with moves he is weak against, or, even
better, put him to Sleep with a seed or move or something. You get the idea.


Regardless of whether you technically won or lost, Grovyle will knock you
unconscious in a single hit, barely leaving your partner conscious. He realizes
he cannot speak (must've been a hit to the throat), but stands his ground.
Before your partner can be hurt, Dusknoir appears, exchanges words with Grovyle
(yes, Dusknoir knows Grovyle), and Grovyle teleports off, with Dusknoir
following suit. The guild then arrives, taking the three of you (you forgot
Azelf, didn't you) to heal back at the guild.

When you wake up at the guild, you find everyone to be overjoyed about it (your
partner's vocal cords (or whatever) have also healed). Azelf, too, is okay.
Before much talking can be done, though, Magnezone issues a call for everyone
to go to the town square -- Dusknoir has an announcement.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++                                                                         ++
++        Section XIII- Chapter 13: Dusknoir's Secret    **PMD413**        ++
++                                                                         ++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

In the town square, Uxie, Mesprit, and Azelf reunite with each other, then
Dusknoir gives his announcement...

To summarize it... Grovyle is an evil Pokemon (that we know) who has come from
the future. He wants to paralyze the planet; put it into an everlasting period
of darkness and despair for all. Dusknoir has also come from the future, but
for a different reason: to stop Grovyle. Dusknoir plans to lay a trap for
Grovyle by spreading rumors to lure him them, then capture him. He plans to do
the capture himself though; you are only to help by spreading the rumor during
the time you do whatever you do.

Okay, you will be eventually given today's duties: the job boards. For this
day and the next, you will do this. Two days after Dusknoir's announcement...

...you and the rest of the town are called to the square; Dusknoir has
another announcement. He has indeed captured Grovyle (who has been silenced to
a certain extent). He plans to take him back to the future, neither to ever be
seen again. He has opened a dimensional hole in the square for him, Grovyle,
and Dusknoir's Sableye to return to the future. He entrusts the Time Gears to
Uxie, Mesprit, and Azelf and then says farewell to all.

He then calls you and your partner up to him for some reason. Does he want to
say good-bye personally?

HAH! You wish!! Dusknoir grabs you and your partner, dragging both of you into
the dimension hole with him; the hole seals up, preventing everyone else from
potentially rescuing you.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++                                                                         ++
++          Section XIV- Chapter 14: Into the Future    **PMD414**         ++
++                                                                         ++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Yeah, you got some questions now; wait a few hours, okay?

For now, you have been locked in a prison cell. Your testing of the gate
confirms this and it seems to be impossible to destroy. Soon afterwards, some
Sableye come in, blindfold both of you, and take you somewhere...

When you finally regain your vision, you find that you, and soon, your partner,
are tied to stone pillars. It isn't just you; Grovyle, too, is here. And he has
some news: all three of you are up for execution. You can understand why
Grovyle would be, but you two? You didn't do any wrongs! Arguing won't make a
difference, though. Half a dozen Sableye soon come in, followed by Dusknoir.
Your execution is called to order...

So what to do? Well, you are being executed by Fury Swipes. As you should know,
it is a multi-hit move. Multi-hit moves are usually somewhat inaccurate; this
means the ropes may be slashed in the process. It will take too long to use a
move, and items probably are also going to take too long, so you will be using
a normal attack. So, that is what you three decide to do. The Sableye then
attack, weakening the ropes, just as you predicted. The three of you escape
your bonds and Grovyle uses a Luminous Orb to blind your ex-captors as you
escape... Or do you? After the seven Pokemon leave, the three of you rise up
from the ground: it seems Grovyle simply used Dig to hide you. It only gave you
some extra time, though: you are still being hunted. Time to dash!

Soon, you'll emerge from your prison, to bask in the darkness and despair of
the future (sound familiar?). Yes, the planet has been paralyzed in the future.
No time to think of WHY, as the Sableye are still hard on your heels (or
whatever).

You'll soon find yourself at the entrance of a cave. Your partner shows his
doubts about Grovyle at this point; Grovyle decides that there is no point in
proceeding with you if there isn't complete trust and leaves. And, yes, the
Sableye are still chasing you; hurry up and do the dungeon!

Well, wait up a second. Okay, as you can see, there is a Kangaskhan Rock close
by. For some reason, it can not just save, but access the storage you had in
the past (!).

Also, this will be like the expedition to Fogbound Lake. There are going to be
several dungeons. There are no forks in the road, but, to compensate, there are
almost forty floors total and a boss. You will not be healed fully until you
complete a dungeon (excepting the third dungeon). After that, in the next
chapter, there will be a couple more, and it will be like this until about
Chapter 17. So, yeah, you will not be getting a chance to shop for some time.
Save often and ration your storage if you must. It may help to fully explore
each floor you come across for enough items and EXP. Okay, let's get this
show on the road!

O--------------O--------------------O
|  Chasm Cave  |  Length: 8 floors  |
O--------------O--------------------O
|  Dominant Type(s): Steel, Ghost   |
O-----------------------------------O

Ditto is a Normal type. It is weak against Fighting and is immune to Ghost. It
has no strengths WHILE IT REMAINS UN-TRANSFORMED. When it does use Transform,
it will take on the moves and types of the target. Well... when it comes to the
moves after Transforming, it HAS the moves; they have ZERO PP, meaning that it
will use Struggle.

Grumpig is a Psychic type. It is weak against Bug, Dark, and Ghost. It will
have the upper hand against Fighting and Poison. It's ability will also halve
Fire/Ice damage.

Magnemite is a Steel/Electric type. It is weak against Ground, Fire, and
Fighting. It is immune to Poison. It has the upper hand against Rock, Ice,
Flying, and Water.

Skarmory is a Steel/Flying type. It is weak against Fire, Electric, and Ice.
It is immune to Poison and Ground. It has the upper hand against Rock, Ice,
Bug, Fighting, and Grass.

Onix is a Rock/Ground type. It is weak against Grass, Water, Fighting, and
Ice. It is immune to Electric. It has the upper hand against Flying, Fire, Ice,
and Steel.

Drifloon and Drifblim are both Ghost/Flying types. They are weak against Rock,
Electric, Ice, and Dark (?) moves. They are immune to Normal, Fighting, and
Ground moves. They have the upper hand against Psychic, Dark (?), Bug, Grass,
and Fighting types. Their ability will cause them to explode upon KO, making
everything within one tile get destroyed or damaged.

There are eight floors in this dungeon. The layout will make it pretty long to
go through, though. Also, beware that most of the Pokemon here can go across
the air tiles.


Once you beat the eighth floor, you emerge in a clearing. Nearby, you'll see a
waterfall, suspended in time. Your partner sees if you can get a vision by
touching the waterfall, but no luck. You two soon realize that you STILL
haven't lost the Sableye and continue on into the next dungeon.

O-------------O---------------------O
|  Dark Hill  |  Length: 15 floors  |
O-------------O---------------------O
|     Dominant Type(s): Ghost       |
O-----------------------------------O

Banette, Misdreavus, and Dusclops are all Ghost types. They are weak against
Dark (?) and Ghost (?) moves. They are immune to Fighting and Normal moves.
They all can go through walls and over air tiles. Dusclops's Pressure ability
will also make you use more PP. They all have the upper hand against Psychic
and Dark (?) types.

Ghastly, Haunter, and Gengar are Ghost/Poison types. They are weak against
Dark (?), Ghost (?), and Ground moves. They are immune to Fighting and Normal
moves. They, too, can go through walls and over air tiles. They have the upper
hand against Psychic, Dark (?), and Grass types.

Claydol is a Ground/Psychic type. It is weak against Ice, Water, Grass, Dark,
Bug, and Ghost moves. It is immune to Electric. It has the upper hand against
Fire, Rock, Steel, Fighting, and Poison types.

Gliscor is a Ground/Flying type. It is weak against Ice, Water, and Rock moves.
It has the upper hand against Fire, Rock, Steel, Grass, and Bug types.

As you'll soon notice in this dungeon, Ghost types can go through walls! This
means that if you are against a wall tile, and a Ghost type is in that wall
tile, it can hit you, but you cannot hit it. To hit it, you'll have to draw it
out of the wall by backing off a space or two so it'll follow you. The layout
is less lengthy, too.


After beating the 15th floor, you emerge on a cliff. From here, you can see the
lights of the stockade, probably the only light in this world of unrelenting
darkness. You and your partner wonder what to do next, but to no avail: you
have nowhere to go, after all.

Eventually, the two of you come to the conclusion that there is only one hope:
find Grovyle. Why? He and Dusknoir are the only two Pokemon you know in this
world, and Dusknoir has shown where his loyalties lie. Grovyle, too, seems to
be bad, but at least he isn't wanting to get rid of you.

So, you move on with a small glimmer of hope. You'll end up outside yet another
dungeon (the two-parter I mentioned earlier). This one is almost as long as the
previous dungeon, but with a breather room.

O---------------------O---------------------------------------O
|  Sealed Ruins       |  Length: 8 floors + breather room     |
|  Deep Sealed Ruins  |  Length: 6 floors + Sealed Ruins Pit  |
O---------------------O---------------------------------------O
|              Dominant Type(s): Quite various                |
O-------------------------------------------------------------O

Forretress is a Bug/Steel Pokemon. It is weak against Fire, Flying (?), Ground,
and Fighting moves. It is immune to Poison. It has the upper hand against Rock,
Ice, Grass, and Psychic types.

Metang is a Steel/Psychic type. It is weak against Fire, Ground, Dark, and
Ghost moves. It is immune to Poison. It has the upper hand against Rock, Ice,
Fighting, and Poison types.

Muk is a Poison type. It is weak against Psychic and Ground moves. It has the
upper hand against Grass.

Probopass is a Rock/Steel Pokemon. It is weak against Fighting, Ground, Water,
Grass (?), and Fire (?). It is immune to Poison. It has the upper hand against
Ice, Rock, Fire, and Flying types.

Tangrowth is a Grass type. It is weak against Fire, Flying, Bug, and Poison. It
has the upper hand against Ground, Rock, and Water.

Shelgon is a Dragon type. It is weak against Ice and Dragon. It has the upper
hand against Dragon types.

When you beat eight floors and reach the breather room, you'll see a scene of
Grovyle. He is ahead of you, but still in this dungeon. He has an encounter
with Spiritomb... not good. Nevertheless, your game-self is unaware of this
and continues into the Deep Sealed Ruins.

After beating the sixth floor of the Deep Sealed Ruins, you'll emerge in the
room in which you earlier saw Grovyle. He is surrounded by some weird force
field. He manages to warn of where the Spiritomb is before it can get you too.
Time to fight!

====================
BOSS: Spiritomb (x1)
====================

Spiritomb is a Ghost/Dark Pokemon. This makes it one of those rare Pokemon that
have no weaknesses. Even worse, it is immune to Normal, Fighting, and Psychic;
it additionally resists Poison.

The main idea here is to avoid its Hypnosis because it will probably use Dream
Eater on you soon afterwards to deal some serious damage if you don't wake up.
Dream Eater also restores Spiritomb's HP. It can also use Ominous Wind to hurt
you and your partner and possibly increase its own stats. If you have any
status-inducing seeds/moves, use them. Overall, it isn't very hard, just more
of an annoying battle.


Afterwards, Grovyle gets up. He explains that Spiritomb is more of a timid
Pokemon and was merely frightened of your trespassing. Pokemon like this are
more common in the future. It looks like Grovyle is going to tell some stuff.
Let's go outside.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++                                                                         ++
++ Section XV- Chapter 15: The Secret of the Planet's Paralysis **PMD415** ++
++                                                                         ++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Outside the Sealed Ruins, Grovyle gives his version of what's been going on.
The summarized version is....

The planet began to become paralyzed in Grovyle's past (your present). This was
set off by Temporal Tower, the residence of the Temporal Pokemon Dialga. When
the Tower collapsed, time went crazy and soon stopped. Dialga's fate is tied to
Temporal Tower; when it collapsed, he went crazy, feeling little other than the
need of self-preservation. In other words, he wants to keep history from
changing to want it is now (your future). This is why Grovyle and Dialga are
currently against each other because Grovyle wants to set time back into its
normal order. Dusknoir is an agent of Primal Dialga (the self-preserving
Dialga of the future) sent to the past. Why? Grovyle is collecting the Time
Gears to bring them to Temporal Tower. There, he can use them to prevent the
collapse of Temporal Tower. His main problem is Dusknoir, because he is an
agent of Primal Dialga. Grovyle plans to go to the past with the help of a
friend, Celebi.

Your partner finds it very hard to believe Grovyle; he can't believe Dusknoir
is actually an agent of evil. Again, Grovyle finds that it will not be
possible to continue with you without complete trust; you eventually bring your
partner around to your side (don't really have a choice...). The three of you
soon leave together.

Meanwhile, you see a cutscene of a conversation between Dusknoir and what is
likely to be Primal Dialga. It seems they have set a trap....

You eventually end up at the entrance of a forest. Save and store/retrieve
items. Enter.

O---------------O--------------------O
|  Dusk Forest  |  Length: 8 floors  |
O---------------O--------------------O
|    Dominant Type(s): "Various"     |
O------------------------------------O

For a while, Grovyle will join your party. He is a whopping Level 46 and is of
the Grass type. He has the moves Absorb (Grass; absorb HP), Leaf Blade (Grass),
Quick Attack (Normal), and Dig (Ground; wait one turn before attack). In
other words, unlike Bidoof and escorts, he can kick the crap out of Pokemon
without your help. However, do not rely entirely upon him.

Okay, dungeon Pokemon. Gabite is Dragon/Ground. It is weak against Dragon and
Ice moves. It has the upper hand against Dragon, Rock, Fire, and Steel.

Jumpluff is a Grass/Flying Pokemon. It is weak against Ice, Rock, and Poison.
It is immune to Ground. It has the advantage against Water, Rock, Ground, Bug,
Fighting, and Grass.

Mismagius is a Ghost Pokemon. It is weak against Dark (?) and Ghost (?). It is
immune to Fighting and Normal. It has the upper hand against Psychic and Dark.

Mothim is a Bug/Flying Pokemon. It is weak against Fire, Flying (?), Rock, Ice,
and Electric moves. It is immune to Ground. It has the upper hand against
Grass, Psychic, Fighting, and Bug.

Yes, there are only four varieties of Pokemon in this dungeon. To compensate,
you won't have this for long, just eight floors. There is no boss to contend
with.


After beating Dusk Forest, you will meet with Celebi (BTW, she is a shiny
Celebi). After scene, 'tis time to continue forward so Celebi can teleport you
back to your time (your present AKA the current past... *groans*). Save and
prepare. Oh, one thing: talk to Celebi before going into the dungeon.

O--------------------O---------------------O
|  Deep Dusk Forest  |  Length: 12 floors  |
O--------------------O---------------------O
|   Dominant Type(s): Weak against Grass   |
O------------------------------------------O

You have another ally: [shiny] Celebi. She is Level 45, which makes this
dungeon a complete breeze. She is of the Grass/Psychic type. Therefore, she is
weak against Flying, Ice, Bug, Dark, and Ghost while having a type advantage
over Water, Rock, Ground, Poison, and Fighting. Her moveset consists of Magical
Leaf (Grass, ranged), Ancientpower (Rock, may raise stats), Recover (heal HP),
and Heal Bell (cure statuses for whole team).

Okay, then, dungeon Pokemon. Vulpix is a Fire type. It is weak against Water,
Rock, and Ground. It has an advantage against Grass, Ice, and Steel.

Rhydon is a Rock/Ground Pokemon. It is weak against Water, Grass, Fighting,
and Ice. It is immune to Electric moves. It has an advantage against Fire,
Flying, Rock, Electric, and Steel.

Aggron is a Rock/Steel Pokemon. It is weak against Fighting, Water, Fire,
and Ground. It is immune to Poison moves. It has the upper hand against Fire,
Flying, Rock, and Ice.

Steelix is a Steel/Ground Pokemon. It is weak against Fighting, Fire, Ground,
Water, and Ice (?). It is immune to Poison and Electric moves. It has the
upper hand against Fire, Rock, Ice, and Electric.

Hippowdon is a Ground type. It is weak against Water, Grass, and Ice. It has
an advantage against Rock, Steel, and Electric moves. It is also immune to
Electric, and its ability will cause Sandstorms.

Leafeon is a Grass type. It is weak against Ice, Bug, Flying, and Fire. It has
an advantage against Water, Rock, and Ground.

If you were reading about Hippowdon, you'd know that its ability (Sand Stream)
will cause a Sandstorm. These will damage all Pokemon, excepting Rock, Ground,
and Steel, every few turns. Therefore, your Grovyle and Celebi, you and your
partner (in most cases), Vulpix, and Leafeon are the Pokemon that will
damaged by Sandstorm in this dungeon.


After beating the dungeon, you'll be able to see the Passage of Time, through
which, with the help of Celebi, you'll travel to the past. Dusknoir quickly
shows up, blocking your way. No problem, we can take him!

Oh, wait, Primal Dialga's here, too. ****, we're screwed. Or so we thought!
Grovyle tells a quick tale of his trip to the past. It seems that the first
time Grovyle went to the past, he was not alone. A human traveled with him.
However, the two of them were somehow separated. Since there is not a human
among us, this human must still be in the past, diligently gathering the Time
Gears so as to stop the planet's paralysis. Who is this human, Dusknoir asks.
Grovyle gives a name.... [your name here].


                          WTF?!? WAIT JUST A MOMENT!


But... but... aren't you right here, with Grovyle, Celebi, and your partner?
Dusknoir steps in, saying he knew that you were Grovyle's partner for some time
now. He doesn't know how you came to become in the form you are now, but there
were far too many coincidences for this to be a mere coincidence. It was your
amnesia that made it easy for you to be manipulated; for you to be brought to
your death here with your hopes trashed.

Your partner still isn't ready to give up. He encourages Celebi to teleport the
four of you to the Passage of Time. Forget that Dialga will likely interrupt
the teleportation; you still have a shot. That shot was enough. After being
teleported, you are past Dusknoir and able to get into the Passage of Time.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++                                                                         ++
++            Section XVI- Chapter 16: A New Dawn    **PMD416**            ++
++                                                                         ++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

After being teleported through time (for the third time), you, your partner,
and Grovyle wake on the same beach you yourself woke up on so long ago. At
least this trip wasn't screwed up. You need a place to rest and talk. You
can't go to the guild (Grovyle, remember?). Your partner suggests the place
where he lived before he joined the guild. It is just a bit west of Treasure
Town, on Sharpedo Bluff.

During the night, Grovyle will talk about you, your visions, et cetera. You
now know part of your and Grovyle's past, but some questions are still left
unanswered. Oh well... May as well get some rest. We still have to get the
Time Gears and they are probably in their proper places by now. Where to go
first? Although the Underground Lake is closest, it is guarded and an alert
could be sounded... Hm.... Grovyle suggests Treeshroud Forest. He got his
first one there and it is unguarded; no one would know the Time Gear is gone.
(Well, we would.) So, Treeshorud Forest it is!

You arrive at the entrance to the forest. No, you still cannot shop yet. That
is why you are allowed access to the Kangaskhan Rock. Grovyle says something
seems different; let's see if we can figure it out.

O---------------------O---------------------O
|  Treeshroud Forest  |  Length: 20 floors  |
O---------------------O---------------------O
|     Dominant Type(s): Psychic, Fire       |
O-------------------------------------------O

You still have Grovyle, although Celebi is no longer in your party. Oh well...

Kadabra, Alakazam, Ralts, and Kirlia are Psychic types. They are weak against
Dark, Bug, and Ghost moves. They have an advantage against Fighting and Poison
types.

Ninetales is a Fire type. It is weak against Water, Rock, and Ground while
having an advantage against Grass, Ice, Bug, and Steel.

Houndoom is a Dark/Fire type. It is weak against Water, Rock, Ground, and
Fighting. It is immune to Psychic. It has an advantage against Grass, Ice, Bug,
Steel, Psychic, and Ghost (?).

Vespiquen is a Bug/Flying type. It is weak against Fire, Rock, Ice, and
Electric moves. It is immune to Ground. It has an advantage against Grass, Bug,
Psychic, and Fighting types. It also has the ability Pressure, which makes you
use more PP while fighting it.

Cherrim is a Grass type. It is weak against Fire, Ice, Bug, and Flying. It has
the upper hand against Water, Rock, and Ground. Also, it has a move called
Sunny Day, which makes it sunny. When it is sunny, Water is weakened, Fire is
strengthened, and Solarbeam has no charge time. Also, Cherrim's ability, when
sunny, can increase the Special Attack for nearby enemy Pokemon. It also has
the powerful, multi-hit, somewhat-low-accuracy move Petal Dance.

This is dungeon is the longest one that you've gone through without having to
go into a breather room. Good luck.


After beating the 20th floor, you'll emerge in a clearing. It becomes quite
obvious now that time has still frozen, but the Time Gear is right in front of
you, in its proper spot! May as well take it...

Later, your partner has gathered some news from town (he hid low, of course).
The word is not good: although all of the Time Gears have been returned, time
has remained frozen in those areas, and the frozen-time areas are growing ever
larger. According to Grovyle, it means that the collapse of Temporal Tower has
already begun. This means we don't have long to take the Gears to the Tower.
Even so, it would probably take too long to get the Gears there. Why? The Tower
is in a place called the Hidden Land. It lives up to its name as no one knows
where it is and few even have a remote clue of how to get there.

So, it is decided: Grovyle will continue to collect the rest of the Time Gears
while we figure out to get to the Hidden Land and Temporal Tower. It becomes
obvious quite fast that, since we haven't even HEARD of the Hidden Land before
now, we will need contact with the outside world. That means that we have to
return to Wigglytuff's Guild.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++                                                                         ++
++         Section XVII- Chapter 17: The Guild's Crew    **PMD417**        ++
++                                                                         ++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Seems familiar, doesn't it? The weather is even the same! You step onto the
grille for your footprint identification. After Diglett ID's your footprint,
he literally digs up to meet you. He is soon followed by the rest of the guild.
You have been welcomed back.

Inside, you tell your story. It makes quite an impact, as can be expected. And,
also to be expected, after Chatot summarizes your story, it seems that most, if
not all, present doubt your story's credibility. However, the subject of
Dusknoir's odd behavior is brought up. This begins to bring all to your side...
except Chatot. He, too, is brought around eventually.

It becomes known soon that the guild will notify Uxie, Mesprit, Azelf, and
everyone else about Grovyle's actual intent, making his job a lot easier.

Nevertheless, we STILL have no leads to go on about the Hidden Land. Wigglytuff
gives the suggestion of going to visit Torkoal, the town elder. He is the
oldest and wisest Pokemon anyone knows, so he may have something we can go on.
He is usually around the Hot Spring (remember Waterfall Cave (Chapter 5)?).
It can wait until tomorrow; it is late and you're hungry. FOOD!

The next morning, you are once again deafened by Loudred. Ahhh... nothing like
a lack of eardrums to let you know you're back at the guild. After the assembly
you can use that 10,000+ Poke you have and buy yourself some items. You can do
some missions before going through Waterfall Cave again, or just go straight to
it (you cannot do any missions if you plan on continuing in the story). When
you're ready....

O--------------------O----------------------O
|   Waterfall Cave   |   Length: 8 floors   |
O--------------------O----------------------O
|   Dominant Type(s): Water, Water/Ground   |
O-------------------------------------------O

Wooper, Barboach, and Whiscash are all of the Water/Ground type. Grass will
do 4x damage to them, Ice will do normal damage, and Fire does half-damage. All
Electric moves do no damage to them. They have a huge advantage over Fire and
Rock, and a mild advantage over Electric.

Lotad is of the Water/Grass type, meaning only Bug should do double damage.
All others will do normal damage, excepting a few that you probably don't have.
It has the advantage over Fire, Rock, Ground, and Water.

Surskit is a Water/Bug. Electric does double damage; all others will do normal
or half damage. It'll have the advantage over a Fire, Rock, Ground, Grass, or
Psychic type.

Psyduck and Poliwag are pure Water types. They are weak against Electric and
Grass while being resistant to Fire, Rock, Ground (?), and Water. It has the
advantage over Fire, Rock, and Ground. Also, Poliwag will gain HP if a Water
type move is used on it.

Tangela is a Grass type. It is weak against Fire, Ice, and Bug while being
resistant to Electric, Water, and Grass. It'll have the advantage over Water,
Rock, and Ground.

Grimer is a Poison type. It is weak against Psychic and Ground while being
resistant to Grass, Bug (?), and Poison. It has the advantage over Grass types.
Also, it has the Stench ability, meaning you may cringe your Pokemon for some
turns.


After beating the eighth floor, as before, you will be shot to the Hot Spring.
Talk to Torkoal and it does seem that he has heard of the Hidden Land. He also
knows that to go there you need certain qualifications. They are.... Oh, yeah,
you need proof! Proof of.... he forgot. Oh well. May as well return to the
guild.

Back at the guild, there is no good news about the Hidden Land. So, it is some
food and sleep.

After awakening the next morning and the assembly, Torkoal arrives. It seems
that he has remembered what proof of the Hidden Land you need to go there!! It
is a unique pattern of something on it. Sound familiar? Your partner pulls out
his Relic Fragment and shows it to Torkoal. It seems to ring quite a few bells
in several heads. Torkoal confirms that this is the pattern, and Chatot says
that he and Wigglytuff once saw such a pattern in Brine Cave. However, their
foremost memory is of a vicious bandit in the cave; nevertheless, no one is
deterred by the thought of this. Wigglytuff and Chatot speak of their past
experience in the cave and the teams are made. CRAP! You got Chatot.

Before you leave the guild to prepare, Team Skull is going to have a talk with
Torkoal...

Okay, you are sent to prepare. You won't coming back for quite some time again,
so be sure to get what you need. Reviver Seeds and Max Elixirs are a must. And,
because of Chatot, you are not allowed to bring recruited team members and will
not be able to recruit members in Brine Cave.

Your partner also reminds you to check out Sharpedo Bluff to see if Grovyle is
back yet. He is not, but he left a letter. Things seem to be going okay; he
said he'll meet you here at the Bluff or at the beach. Even though you have a
view of the beach, you are to go check out the situation there.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++                                                                         ++
++             Section XVIII- Chapter 18: Lapras    **PMD418**             ++
++                                                                         ++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Grovyle isn't at the beach and neither are the bubble-blowing Krabby. There is
some reminiscing before leaving. Before you can, you and your partner see a
faint outline of a Pokemon on the horizon (if for some reason you don't know
who it is, it is Lapras). You leave then hear Team Skull plotting to take your
partner's Relic Fragment once again...

After going to sleep that night, you'll see a scene of Wigglytuff conversing
with the Lapras from earlier. Must have been a long conversation, because
Wigglytuff isn't there when you wake up. Chatot ends up having to take charge.
No one is real enthusiastic about the idea at first, but they don't have a
choice. Time to head out!

At the entrance to Brine Cave, Chatot briefs us on the cave. It is thorough
enough to tell us he came here is the past with Wigglytuff (wasn't that made
obvious earlier?). However, he can't tell us much about the bandit because he
was KO'ed so quick. From the rest of the Pokemon in the dungeon, it seems that
they must have been Water types. WHOA! "THEY"? Yes, it seems there were more
than one bandit. The guild is divided into groups (you're coupled with Chatot)
and then you enter the cave.

O------------------O-------------------------------------O
|  Brine Cave      |  Length: 9 floors + breather room   |
|  Brine Cave Pit  |  Length: 5 floors + end of dungeon  |
O------------------O-------------------------------------O
|                Dominant Type(s): Water                 |
O--------------------------------------------------------O

As I have said at least twice prior to now, Chatot will be on your team. He is
Level 36 and is a Normal/Flying type. Therefore, he is weak against Rock, Ice,
and Electric moves, and immune to Ghost and Ground. He has a type advantage
against Grass, Fighting, and Bug. His moveset consists of Peck (Flying), Fury
Attack (Normal, multi-hit), Roost (heal HP, vulnerable to Ground), and Mirror
Move.

Kingler, Seel, and Staryu are Water types. They are weak against Grass and
Electric moves. They have an advantage over Fire, Rock, and Ground types.

Walrein and Dewgong are Water/Ice types. They are weak against Grass, Electric,
Steel (?), and Fighting moves. They have an advantage against Fire, Rock,
Ground, Flying, and Grass types.

Pelipper is a Water/Flying type. It is weak against Electric and Rock moves
while being immune to Ground. They have an advantage over Fire, Rock, Ground,
Grass, Bug, and Fighting types.

Omanyte is a Water/Rock type. It is weak against Grass, Electric, Fighting,
Ground (?), and Steel (?). They have an advantage over Fire, Rock, Ground,
Flying, and Ice.

Gastrodon is a Water/Ground type. It is weak against Grass. It has an advantage
over Electric, Fire, Rock, Ground, and Steel. Also, if it is on the floor, all
Water moves will be nullified by its Storm Drain ability.

Tentacool is a Water/Poison type. This means it is weak against Electric and
Psychic. It has an advantage against Fire, Rock, Ground, and Grass.

Dragonair is the only non-Water type. It is Dragon-type. Therefore, it is weak
against Ice and Dragon and has the advantage against Dragon types.

When you reach the breather room after the ninth floor, Team Skull rushes your
partner, yet again taking the Relic Fragment. Chatot is surprised to see them,
but becomes pretty mad when he finds out that they are actually more of a
bad team. He rushes forward carelessly, leaving us behind. So, for the latter
half of the dungeon, you will not be able to use him.

When get to the bottom of the cave, you'll find Team Skull on the floor,
hanging on to consciousness -- barely. It wasn't Chatot who did this (he merely
gave a good lashing with his tongue), but the bandits. Team Skull will then
"accidentally" give you back the Relic Fragment, letting you continue onward.

You'll emerge in as much of a clearing as you can get in a cave. Chatot is
trying to figure where the bandits went to when he figures it out: the cave
ceiling! They try to get at you, but Chatot shields you. Get them!

=================================
BOSS: Kabutops (x1), Omastar (x2)
=================================

All three are Rock/Water type. They will be weak against Grass, Electric,
Fighting, and possible Steel and Ground. They have a type advantage over Fire,
Rock, Ground, Ice, and Flying types.

It isn't too hard. You should knock Kabutops out of the running first because
of his ranged moves. Chances are that you have a type advantage of some sort,
so it likely you won't have any trouble.


After the battle, Grovyle arrives, as do the rest of the guild, including
Wigglytuff. He is quite upset over how hurt Chatot got, mostly because Chatot
did the same for Wigglytuff when he was last here. The guild will take Chatot
back to the guild with them, leaving just you, your partner, and Grovyle to
continue onward.

At the end of the cave, you find it opens to the sea. You also see the pattern
Torkoal mentioned on the wall. Your partner brings out the Relic Fragment and
it reacts with the pattern, making a beam of light shoot across the sea. A
figure soon comes, revealing itself to be Lapras. Lapras is to be your guide
to the Hidden Land, having been notified of your arrival by Wigglytuff. Get on
Lapras's back - you are going!

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++                                                                         ++
++        Section XIX- Chapter 19: To the Hidden Land    **PMD419**        ++
++                                                                         ++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Lapras and Wigglytuff are going to be explaining about the Hidden Land to you
and the guild, respectively. The game will switch between the two, so you'll
get the whole picture. It is revealed that the two met in the past and they
kept the secret of the Hidden Land until now. It seems that the Relic Fragment
is the key to going. It chooses who holds it (like a Keyblade... sorry.); it is
a Pokemon of a pure heart. That Pokemon... is your partner.

Now, look at the sea. See where the waves are different? That means we're
almost there! As you continue forward, Lapras begins to fly (holy ****!!) and
soon you are flying above the Hidden Land, and you can see the levitating
Temporal Tower in the distance. How to get there? Well, you are to go through
the Hidden Land and access the Rainbow Stoneship in the Old Ruins.

Okay, get ready to prepare. You can ask Lapras to go back to Treasure Town,
letting you use the shop, put stuff in storage (there are a few Kangaskhan
Rocks here), and such. When you're ready, go back to the Hidden Land and
continue forward.

O-------------------O---------------------O
|  Hidden Land      |  Length: 15 floors  |
|  Hidden Highland  |  Length: 8 floors   |
O-------------------O---------------------O
|   Dominant Type(s): Somewhat various    |
O-----------------------------------------O

Grovyle be joining your party again. He is a still a Level 46. He has the same
moves as before: Absorb (Grass; absorb HP), Leaf Blade (Grass), Quick Attack
(Normal), and Dig (Ground; wait one turn before attack).

Now, then, for the Pokemon! Abomasnow is a Grass/Ice type. It is weak against
Fire, Flying, Poison, Bug, Fighting, Ground (?), Rock (?), and Steel (?). It
has the advantage over Water, Rock, Ground, and Flying types. Additionally, its
ability, Snow Warning, will make it Hail on the floor it's on, damaging all
Pokemon, excepting Ice types, every few turns.

Bastiodon is a Steel/Rock Pokemon. It is weak against Fire, Fighting, Ground,
and Water. It has an advantage over Ice, Rock, Fire, and Flying Pokemon.

Dragonite is a Dragon/Flying type. It is weak against Ice and Dragon. It has
an advantage over Dragon, Grass, and Bug types.

Garchomp is a Dragon/Ground Pokemon. It is weak against Ice, Water (?), and
Dragon. It has an advantage over Dragon, Rock, Fire, and Steel.

Magmotar is a Fire type. It is weak against Water, Rock, and Ground. It has an
advantage against Ice, Grass, Steel, and Bug types.

Manectric is an Electric type. It is weak against only Ground. It has an
advantage over Flying and Water. It has the ability Static, meaning a Pokemon
that uses a Physical Attack against this Pokemon may be paralyzed. Also, any
Electric moves used while on the same floor as this will draw to the Manectric
and nullified.

Purugly is a Normal type. It is weak against Fighting and is immune to Ghost.
It has no type advantages.

Rampardos is a Rock type. It is weak against Fighting, Grass, Water, Steel, and
Ground. It has the upper hand against Ice, Fire, and Flying.

Tropius is a Grass/Flying type. It is weak against Ice, Rock, and Fire. It is
immune to Ground. It has an advantage over Water, Rock, Ground, Grass, Bug,
and Fighting. Also, its abilities Solar Power and Chlorophyll will make it
faster and stronger in sunny weather, which occurs on several floors.


After beating the Hidden Highland, you'll see some murals on the walls,
depicting various legendary Pokemon. Obviously, you've reached the Old Ruins.
As you continue forward, you'll come to what seems to be a temple with steps
leading up to its peak. At said peak, you'll find a stone tablet inscribed with
Unown symbols and a weird pattern on the ground. Your partner reads it, which
reveals that THIS is the Rainbow Stoneship; all you have to do is put the Relic
Fragment into the identation on the ground.

It soon becomes obvious that it will not be that easy. Dusknoir comes to ambush
you. Time to kick some ghostly butt!

=================================
BOSS: Dusknoir (x1), Sableye (x6)
=================================

Dusknoir is a Ghost type. This means he is weak against Ghost and Dark, while
being immune to Normal and Fighting, and also being advantageous against
Psychic, Ghost, and Dark (?). He also has the ability known as Pressure, which
will increase your PP usage.

The Sableye are Dark/Ghost types. This means they have no weaknesses. They are
immune to Psychic, Fighting, and Normal moves. They will be advantageous when
fighting Psychic, Ghost, and Dark (?) types.

As for a strategy, most things will work. After all, it is very unlikely that
these seven Pokemon have a type advantage over you (although you possibly have
a move-type advantage over THEM). A great aid is a status seed; if you have
one, use it against Dusknoir. Multi-target moves (such as Thunderbolt) or
room-wide moves (such as Vacuum Cut and Discharge) work very well. Other than
that, you should be fine.


After the battle, Dusknoir recovers from all of your attacks and then knocks
you back. He then begins to charge up for a Shadow Ball. Your partner then gets
the crazy idea of hitting the Shadow Ball back at Dusknoir. It was just crazy
enough to work; the Shadow Ball successfully does super-effective damage on
Dusknoir (Ghost types (ie. Dusknoir) are weak against Ghost moves (ie. Shadow
Ball)), KO'ing Dusknoir. The Sableye flee while your partner starts up the
Rainbow Stoneship. You and Grovyle are left to keep an eye on Dusknoir. Soon,
Dusknoir speaks again.

Is this what you actually want? To change the future? If you do so, all the
Pokemon (and humans) of that future will cease to exist -- Dusknoir, Grovyle,
Celebi, even you. However, you, Grovyle, and Celebi started this campaign to
change the future, despite the fact that you would cease to exist afterwards,
did you not? Even though you have changed your form and lost your memory, your
sense of justice has yet to change!

But what about your partner? He'll be crushed......

Back at the Rainbow Stoneship, your partner is busy putting in the Relic
Fragment, unaware of the conversation happening below. The Stoneship begins to
shine brightly, signaling its imminent takeoff. Dusknoir, in a last ditch
effort to render your actions useless, gets up to sneak attack you. Grovyle
blocks the blow, however, and still has some fight left in him. Grovyle begins
to push Dusknoir into the dimensional hole, dropping the Time Gears for you as
he does so; he is leaving the rest of this up to you and your partner. Soon,
both Grovyle and Dusknoir are gone into the hole. There is no time to mourn,
however; the Rainbow Stoneship will soon leave. Your partner is ready to
complete this mission to complete a better future for all.

But, again, what about what Dusknoir said? You will disappear, as will Grovyle.
It seems that this next adventure... shall be your last adventure.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++                                                                         ++
++         Section XX- Chapter 20: The Last Adventure    **PMD420**        ++
++                                                                         ++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

The Rainbow Stoneship activates and takes off, heading to Temporal Tower. The
top of the Tower is glowing red, though, and the Tower is shaking. Could be
too late?

Time to prepare. Remember, you can indeed return to Treasure Town. However,
there is a drawback to this: you will have to do the Hidden Land and Hidden
Highland again without Grovyle and you still will be unable to bring any
recruits or recruit anyone in the Hidden Land or Temporal Tower. Once you are
ready, go into the Tower.

O------------------O-----------------------------------------O
|  Temporal Tower  |  Length: 13 floors + breather room      |
|  Temporal Spire  |  Length: 10 floors + Temporal Pinnacle  |
O------------------O-----------------------------------------O
|            Dominant Type(s): Slightly various              |
O------------------------------------------------------------O

Lunatone and Solrock are both Rock/Psychic types. They are therefore weak to
Water, Grass, Dark, and Ghost. They are not weak to Ground due to their ability
of Levitate. They are advantegeous over Fire, Ice, Fighting, and Poison types.

Porygon, Porygon2, and Porygon-Z are all Normal types. They are weak against
Fighting. They are immune to Ghost. They have no type advantages.

Bronzor, Bronzong, and Metagross are all Steel/Psychic types. They therefore
are to Fire, Ground, Dark, and Ghost. They are also immune to Poison and have
a type advantage against Rock, Ice, Fighting, and Poison types.

Salamence is a Dragon/Flying type. It is therefore weak to only Ice (x4) and
Dragon (x2). It is has an immunity to Ground. Its type advanteges are for
Dragon, Bug, Fighting, and Grass types.

In the breather room, check your items, save the game, ignore the tremors, and
continue to the harder upper floors.

At the top, you will reach a place like Spear Pillar from D/P/Pt -- Temporal
Pinnacle. You will see identations in a stone tablet nearby. There, you can
insert the Time Gears. However, Dialga intervenes. This one is not exactly
Primal Dialga, but he will be if we don't KO him and insert the Time Gears!!

>>>>>>>>>>>>>>>>>>>>>>>
FINAL BOSS: Dialga (x1)
>>>>>>>>>>>>>>>>>>>>>>>

Dialga is a Dragon/Steel type, leaving little room for weakness. I think
Fighting and Ice may be super-effective; Dragon is for sure. You'll have to try
to use moves with neutral effect. In other words, try to pick moves that Dragon
resists that Steel does not (or vica versa), or moves neutral to both.

Your main worry will be the Roar of Time, a two-sided sword. It will deal
immense damage to you while stalling Dialga for a few turns. Use the first to
restore yourself, the second to restore your partner, the third (if any) to
status Dialga with a seed, and any other turns to attack. You really to status
Dialga to have a good chance of winning (although the Pikachu/Treecko combo I
used did well without seeds). If you have a ranged move, use it. That way,
Dialga cannot stop your move with its Intimidator IQ Skill. Other than that, I
wish you luck!


Okay, Dialga is finally out of the way. Your partner manages to work his way up
the steps and puts in the Time Gears. The lightning gets continually stronger
and the Tower begins to shake more and more -- are we too late? You pass into
unconsciousness...

When you wake up, you find the Tower to be standing and Dialga is un-Primal.
Dialga uses his telepathy to show you the peace of the restored world; the
world you have saved. Time to go back home...

I shall not spoil the ending for you. Except one part. The credits.

Okay, two parts: you get to continue another story after the credits.

5. Walkthrough (Part 2; Post-credits)************************PMD5************

Okay, after the credits, you got to return to the Pokemon world. There are no
chapter divisions here; I will merely name the sections based on a major event
of thing of that section.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++                                                                         ++
++        Section I- Graduating from Wigglytuff's Guild    **PMD51**       ++
++                                                                         ++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


           "As a result of you and your partner's heroic actions...
                    the destruction of time was stopped...
                 and peace returned to the world of Pokemon.
           Of course, not everything returned to normal right away.
         Some places remained where time was still out of control...
             But overall, things were becoming better everywhere.
                        As for you and your partner...
                    you returned to Wigglytuff's Guild...
         and fell back into your daily routine of vigorous training.
                    One morning, several months later..."


You are at the usual morning assembly and the most amazing thing (short of
saving the world) happens: you and your partner are going to be given the
opprotunity to graduate from the guild before all of the Pokemon who were here
longer can do so!! Corphish asks why, and Chatot tells him why: who saved the
world? It seems that Loudred was allowed to take the test a year ago, and
failed. The exam is explained by Wigglytuff: you are to go to the Mystifying
Forest, find the Luminous Spring (where Pokemon once evolved), and find the
treasure located there. Easy? HARDLY! You also have to face the Grand Master
of All Things Bad! (Yay for Nintendo's creativity... or is it Wigglytuff's?)
You'll get no help from Loudred about the GMoATB, except that you are in for
a terrifyingly dreadful time. Wow, like we didn't already know that...

Okay, then, get prepared and prepared VERY WELL. I mean it: max out your
Treasure Bag. Although the floor is 13 floors long, the boss is much harder
than you'd expect. (And 13 is also an unlucky number, so...) Take into account
that only you and your partner can go to the Forest, so if you are using those
stat-boosters of Croagunk, store those you don't need. MAKE SURE TO GET ABOUT
TEN TO TWENTY REVIVER SEEDS!

O---------------------O---------------------------O
|  Mystifying Forest  |  Length: 13 floors + end  |
O---------------------O---------------------------O
|      Dominant Type(s): Grass, Poison, Bug       |
O-------------------------------------------------O

Yeesh... There are 33 different species of Pokemon here, and I am still
obligated to detail them to you. If you do not wish to read all the crap you
probably know, skip down quite a bit.

Okay, as you know, there are many more species than you wish. That is merely
one thing typical of post-credits dungeons. If such a situation arises, you are
only able to recruit 14 of those Pokemon species (at this time, because of the
situation, you can't recruit any). Also, post-credits-dungeon Pokemon tend to
have IQ Skills, typically those that raise evasion. The Pokemon levels will
also be diverse. The Pokemon in the first stage of evolution (eg. Torchic,
Pichu, Magikarp, etc.) are easily KO'ed with a normal attack; at most other
times, the Pokemon will have much better HP and stats.

Now, for the Pokemon. Bulbasaur, Ivysaur, Bellsprout, Weepinbell, and Roselia
are of the Grass/Poison type. They are weak against Flying, Fire, Ice, Bug,
and Psychic. They have an advantage over Water, Rock, Ground, and Grass.

Metapod, Wurmple, and Kricketot are all Bug types. They are weak against Fire
and Flying. They have an advantage against Grass and Psychic types.

Rattata, Raticate, Eevee, Aipom, Teediursa, Bidoof, and Munchlax are all Normal
types. They are weak against Fighting and immune to Ghost. They have no type
advantages whatsoever. 

Spearow is the only Normal/Flying type. It is weak against Rock, Ice, and
Electric. It is immune to Ground and Ghost. It has an advantage against Grass,
Bug, and Fighting.

Nidoran (male and female), Koffing, and Gulpin are all Poison. They are weak
against Psychic and Ground. They have an advantage against Grass.

Venonat is the only Bug/Poison type. It is weak against Fire, Flying, Psychic,
and Ground. It has an advantage against Grass and Psychic.

Exeggcute is a Grass/Psychic type. It is weak against Fire, Flying, Ice, Bug,
Dark, and Ghost. It has an advantage against Rock, Water, Ground, Fighting,
and Poison. Psychic moves do nothing to Dark types.

Scyther is a Bug/Flying type. It is weak against Fire, Flying, Rock, Ice, and
Electric. It has an advantage against Grass, Psychic, Bug, and Fighting.

Chikorita, Bayleef, Seedot, Turtwig, and Grotle are Grass types. They are weak
against Fire, Flying, Ice, and Bug. They have the upper hand against Rock,
Water, and Ground.

Nuzleaf is a Grass/Dark type. It is weak against Flying, Fire, Ice, Bug, and
Ghost. It is immune to Psychic. It has an advantage against Rock, Water, Ghost,
and Ground.

Flygon is a Ground/Dragon type. It is weak against Water (?), Grass (?), Ice,
and Dragon. It is immune to Electric moves. It has an advantage over Dragon,
Rock, Fire, and Steel types.

Torterra is a Grass/Ground type. It is weak against Ice, Flying, Bug, and Fire.
It is immune to Electric moves. It has an advantage over Rock, Water, Ground,
Rock, Ice (?), Electric, and Steel types.

Stunky and Skuntank are Poison/Dark types. They are weak against Ground, Ghost,
and Fighting (?). They are immune to Psychic moves. They have the upper hand
against Ghost and Grass. Their ability, Aftermath, will make them explode upon
KO, heavily damaging all Pokemon withing one square AND utterly destroying any
unclaimed item and wall space in that space.

*whew* After beating the 13th floor, you'll emerge in a clearing. There, you'll
meet up with Teddiursa and Ursaring. They go off to Luminous Spring, as do you
until you fall in a pit trap! The Grand Master of All Things Bad has set this
up... what the hell?

=========================================================================
BOSS: Wigglytuff, Chatot, Croagunk, Diglett, Dugtrio, Sunflora, Corphish,
      Loudred
=========================================================================

Seem familiar? This one is going to be a pain. I'd deal with Wigglytuff first,
by status or killer moves.

Okay. Wigglytuff and Loudred are Normal types. They are weak against Fighting
and immune to Ghost. There aren't any type advantages, but Wigglytuff has a
M-A-S-S-I-V-E amount of HP and power.

Chatot is a Normal/Flying type. He is weak against Rock, Electric, and Ice. He
is immune to Ground and Ghost. He has an advantage against Bug, Grass, and
Fighting types.

Croagunk is Poison. He is weak against Ground and Psychic and is advantageous
over Grass.

Diglett and Dugtrio are Ground types. They are weak against Water, Ice, and
Grass and advantageous against Rock, Fire, Steel, and Electric. They are immune
to Electric. Additionally, one of them has the powerful Earth Power (I may be a
bit biased; remember, my starter was Pikachu).

Sunflora is a Grass type. She is weak against Flying, Fire, Ice, and Bug. She
has the upper hand against Water, Rock, and Ground.

Corphish is a Water type. He is weak against Grass and Electric move. He has
the upper hand against Fire, Rock, and Ground.

Strategy? Leave Wigglytuff for last, keeping him in check with Sleep Seeds.
Use room-wide moves, such as Discharge, Earth Power, and Vacuum Cut (preferably
to latter two). You must have a fair deal of Reviver Seeds. Five is sufficient
for those who have types neutral to Ground moves. If one/both are weak against
Ground moves, bring 10 ~ 15.


YAY! You won! After the battle, you'll automatically continue to Luminous
Spring, where Teddiursa and Ursaring already are. A chest is nearby. You use
your dimensional scream to check it (remember, it could be a trap) and you find
that Wigglytuff put an item in there. Should be okay... Opening reveals a
Perfect Apple; it seems to suit him.

Suddenly, a beam of sunlight shines on the Luminous Spring. It seems that
Pokemon can now evolve there once again! Teddiursa is the first to volunteer
and successdully evolves into an Ursaring. Your partner is the next to try.
However, something is wrong. Neither you nor your partner are allowed to evolve
here, despite meeting the requirements (barring Pikachu if you do not have a
Thunderstone in your bag). Why? A "distortion in the fabric of space". We can't
do anything about that (what is that anyways?). Well, there is one positive:
all of your team members (excepting you and your partner) can now evolve here,
so long as they have the proper level and item, if the item is needed.

And, so, you return to the guild. Wigglytuff congratulates you on beating the
Grand Master of All Things Bad and congratulates you for bringing back the
treasure of a Perfect. Wait a minute... how did he know we beat the GMoATB
without us having said as such?

Wigglytuff: "...Um...We heard it somewhere?"

Speaking of which... wasn't the GMoATB Wigglytuff (sounds weird, huh?) and
the minions the various memebers of the guild? All deny what is likely to be
the truth.

Nevertheless, you are no longer bound by the guild's regulations and rules,
excepting one: 90% of your profit from jobs still goes to the guild (crap!).
WHY? Because you are still affiliated with the guild and are only able to do
your work because of it...

There are a few more positives to list. Your inventory for your Treasure Bag
goes up to 48 items. You also get a WHOPPING 10,000 Poke! Additionally, and
somewhat unrelated to graduation, the Final Maze in the Marowak Dojo is open.
This lets you go through about fifty floors, through which you can encounter
and possibly recruit around three legendaries and find HMs. Also, you can
choose to do sentry duty whenever you wish for the usual prizes. Just talk
to Loudred (FYI, the duty takes a whole game day). Finally, the Zero Isle
dungeons have opened. They are literally the absolute H-A-R-D-E-S-T dungeons
in this game (especially Zero Isle South).

Another thing to add is that you can choose who to take into the dungeon. You
were the leader until now; now it can be anyone on your team. You don't even
have to take your starter/partner. Finally, you will be residing in Sharpedo
Bluff like you were during Chapter 16. There is not a prompt to save every day,
so you'll need to save manually by walking onto your bed.

Okay, so you have graduated from the guild. Congrats. Now, do missions for a
few days and the storyline should continue, as shown by the next section.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++                                                                         ++
++           Section II- Scizor and Blizzard Island    **PMD52**           ++
++                                                                         ++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

After graduating from the guild, do missions or sentry duty for a few days.

After some time, you'll notice a Mr. Mime standing beside the Kecleon Shops (to
the right of the Purple/Orb-selling Kecleon, I believe). Talk to him and he'll
will tell of a great explorer called Scizor. He once went to Blizzard Island,
but never came back. Many a rescue team has tried to rescue him to only fail;
would you fail if you went to Blizzard Island? Let's find out. Go when you wish
to. That means stock up appropriately; it is filled with Ice and Water types.

O-------------------O------------------------------------------------O
|  Blizzard Island  |  Length: 20 floors + entrance to Crevice Cave  |
O-------------------O------------------------------------------------O
|                   Dominant Type(s): Water, Ice                     |
O--------------------------------------------------------------------O

The snowy weather you'll encounter on several floors will have no damaging
effects. However, it will speed up all Ice types.

Azumarill, Marill, Golduck, and Piplup are Water types. They are weak against
Grass and Electric moves while being advantageous against Rock, Fire, and
Ground types. Golduck's Cloud Nine ability will nullify any weather changes.
Their speed will not be raised by snowy weather.

Snorunt is an Ice type. It is weak against Fighting, Rock, Ground (?), and
Steel. It is advantageous against Flying, Grass, and Ground types. Its speed
is raised by snowy weather.

Sneasel is a Dark/Ice type. It is weak against Fighting, Ghost, Fire, Ground,
Rock, and Steel. It is immune to Psychic. It has an advantage against Psychic,
Ghost (?), Flying, Ground, and Grass. Its speed is raised by snowy weather.

Piloswine is a Ice/Ground type. It is weak against Fighting, Fire, Water, and
Grass. It is immune to Electric moves. It has a type advantage over Flying,
Grass, Ground, Fire, Rock, Electric, and Steel types. Its speed is raised by
snowy weather.

Delibird is an Ice/Flying type. It is weak against Fire, Rock, and Electric
moves. It is immune to Ground. It has an advantage against Flying, Grass, Bug,
Ground, and Fighting types. Its speed is raised by snowy weather.

Smoochum is an Ice/Psychic type. It is weak against Fire, Rock, Steel, Dark,
and Ghost moves. It has the upper hand against Flying, Grass, Ground, Fighting,
and Poison types. Its speed is raised by snowy weather.

Vigoroth, Azurill, and Castform are all Normal types. They are weak against
Fighting and immune to Ghost. They have no type advantage. Take note, though,
Castform will change types between Fire, Water, and Ice due to weather (Sunny,
Rainy, and Hailing (and Snowing?) respectively. This can change its Weather
Ball move's type, possibly doing insane damage to your Pokemon. Excepting
(possibly) Castform, they will not be sped up by snowy weather.

Swablu is a Normal/Flying type. This makes it weak to Rock, Electric, and Ice
moves. It will also be immune to Ground moves. It will have an advantage over
Grass, Bug, and Fighting types. It will not be sped up by snowy weather.

Nosepass is a Rock type. It is weak against Grass, Water, Steel, and Ground
moves. It has an advantage against Flying, Ice, and Fire types. It will not
be sped up by snowy weather.


After beating all twenty floors, you will not find Scizor. Instead, you will
find the entrance to another dungeon (it is shorter): Crevice Cave. You can go
through it immediately or leave to Treasure Town to restore your supplies. If
you do the latter, you can choose Crevice Cave as a dungeon from the dungeon
selection screen shown when leaving town.

O----------------------O---------------------------------------O
|  Crevice Cave        |  Length: 10 floors + breather room    |
|  Lower Crevice Cave  |  Length: 4 floors + Crevice Cave Pit  |
O----------------------O---------------------------------------O
|                Dominant Type(s): Ice, Water                  |
O--------------------------------------------------------------O

You may encounter Foggy weather on a few floors. I believe that this may weaken
Electric-type moves.

Golduck, Marill, Azumarill, Piplup, and Prinplup are Water types. They are weak
against Electric and Grass moves. They have an advantage against Fire, Ground,
and Rock types. Golduck's Cloud Nine will nullify any weather effects.

Empoleon is the only Water/Steel type in the game. It is weak against Electric,
Grass, and Fighting moves. It is immune to Poison. It has an advantage over
Fire, Rock, Ground, and Ice types.

Snorunt and Glaceon are Ice types. They are weak against Fighting, Rock, Ground,
and Steel. They are advantageous against Flying, Grass, and Ground types.
Glaceon's Snow Cloak ability will raise its evasion when it is hailing (hail is
easily provided by Snover's ability Snow Warning).

Smoochum and Jynx are the only Ice/Psychic types in this game. They are weak
against Fire, Rock, Steel, Dark, Ghost, and Bug types. They have the upper
hand against Ground, Flying, Grass, Fighting, and Poison types.

Sneasel and Weavile are Dark/Ice types. They are weak against Fighting, Ghost,
Ground, Rock, Fire, and Steel moves. They are immune to Psychic moves. They
are advantageous against Ghost, Psychic, Flying, Ground, and Grass types.

Swinub, Piloswine, and Mamoswine are Ice/Ground types. They are weak against
Fighting, Fire, Steel, Water, and Grass moves. They are immune to Electric.
They have an advantage against Flying, Grass, Ground, Rock, Fire, and Steel.

Delibird is an Ice/Flying type. It is weak against Fire, Rock, and Electric
moves. It is immune to Ground. It has an advantage against Flying, Grass, Bug,
Ground, and Fighting types. 

Slakoth, Vigoroth, Slaking, Azurill, and Zangoose are all Normal types. They
are weak against Fighting and are immune to Ghost. They have no type
advantages.

Nosepass is a Rock type. It is weak against Grass, Water, Steel, and Ground
moves. It has an advantage against Flying, Ice, and Fire types.

Swablu is a Normal/Flying type. This makes it weak to Rock, Electric, and Ice
moves. It will also be immune to Ground moves. It will have an advantage over
Grass, Bug, and Fighting types.

Altaria is a Dragon/Flying type. It will be weak against Ice and Dragon. It
will be immune to Ground. It is advantageous against Dragon, Grass, Bug, and
Fighting types.

Snover is a Grass/Ice type. It is weak against Fire, Flying, Bug, Fighting,
and Steel. It has an advantage against Water, Rock, Ground, Flying, and Grass.
Its ability, Snow Warning, will create hail, damaging all non-Ice types and
raising Glaceon's evasion due to its ability.

When you beat the fourth lower floor (nothing much occurs in the breather
room), you'll find Scizor, encased in a block of ice. Before you can rescue
him, Froslass appears, forbidding you to let Scizor go. *scoffs*

==============
BOSS: Froslass
==============

This is a Pokemon you fought occasionally in an earlier dungeon. Froslass is
an Ice/Ghost type. She is weak against Fire, Rock, Steel, Dark, and Ghost. She
is immune to Normal and Fighting moves. She'll have an advantage against Grass,
Flying, Ground, and Ghost types.

She also has Snow Cloak like Glaceon, raising her evasion in hailing weather.
But, nevertheless, that is the main thing she has going for her. Just Seed her
and use those weaknesses.


Once Froslass is defeated, Scizor will thaw out. You'll return to Treasure
Town. There, he will reward with what only seems to be useless. The Secret
Rank will let you go to seven special dungeons where you can get recruit-rate-
increasing item as well as recruit as the seven LEGENDARY POKEMON guarding
the aforementioned items. See section six, sub-section two for details.

To continue on in the storyline, play a few more filler days.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++                                                                         ++
++         Section III- The Surrounded Sea and Manaphy    **PMD53**        ++
++                                                                         ++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

After about three (-ish) filler days, you'll see Sunflora in the bottom floor
of the guild. Talk to her to learn about the Surrounded Sea, an aquatic mystery
dungeon far to the south, and also unlock it. You know what that means? Prep
yourself and go there - it is primarily Water type.

O------------------O-----------------------------------------------O
|  Surrounded Sea  |  Length: 20 floors (B20F is a treasure room)  |
O------------------O-----------------------------------------------O
|                     Dominant Type(s): Water                      |
O------------------------------------------------------------------O

Shellder, Horsea, Seadra, Remoraid, Octillery, Wailmer, Clamperl, and Finneon
are of the Water type. They are weak against Grass and Electric moves. They
will have an advantage over Rock, Ground, and Fire.

Tentacruel and Qwilfish are Water/Poison types. They are weak against Psychic
and Electric moves. They have an advantage over Rock, Ground, Fire, and Grass
types.

Slowbro, Slowking, and Starmie are of the Water/Psychic type. They are weak
against Grass, Electric, Dark, Bug, and Ghost moves. They have an advantage
over Rock, Ground, Fire, Fighting, and Poison types.

Lapras is a Water/Ice type. It is weak against Grass, Electric, Steel (?),
and Fighting type moves. It has the upper hand against Rock, Fire, Ground,
Flying, and Grass types.

Kingdra is a Water/Dragon type. It is weak against only Dragon moves. It will
have an advantage over Dragon, Rock, Ground, and Fire types.

Carvanha is a Water/Dark type. It is weak against Ghost, Electric, and Grass
type moves. It is immune to Psychic moves. It will have an advantage against
Psychic, Ghost, Rock, Fire, and Ground type Pokemon.

On the 20th floor, you'll find some Deluxe Chests and a blue egg. NO MATTER
WHAT YOU MUST TRASH, PICK UP THAT EGG! (If you did a certain Gen. IV event,
you know why...)


In Sharpedo Bluff the next morning, you and your partner are talking about the
egg you found yesterday when it hatches into (surprise!) the legendary Pokemon
Manaphy! Lucky you! Well, your game-self doesn't exactly feel lucky, just
confused. You and your partner take the Manaphy to Chatot to see if he knows
anything.

Chatot confirms that it is Manaphy, a rare, normally-seafaring Pokemon. Soon,
Manaphy begins to cry. It is assumed that he is hungry. A good idea for food
would be a Blue Gummi; it (should) be chewy and is the favorite of Water-type
Pokemon (ie. Manaphy).

If you are playing Darkness, odds are you just got screwed. I literally spent a
week trying to find a Blue Gummi. Time Version players have it somewhat better.
I have obtained four different Wonder Mails, two from my Items FAQ and two from
the Wonder Mail Generator. Should you have somehow already done these, go to
the Wonder Mail Generator (www.upokecenter.com) or find it by hand. Try to get
two; you'll need another Blue Gummi later.

O--------------------------------O------------------------------------O
|   Beach Cave Blue Gummi WMs:   |   Quicksand Cave Blue Gummi WMs:   |
O================================O====================================O
|                                |                                    |
|   0 F K C + 1 C C S + Q 8      |   W & + 7 4 4 T 8 N 2 & =          |
|   & Q # C C 3 C 4 = T T #      |   - M 2 # M S Q K 0 Q + H          |
|                                |                                    |
O--------------------------------O------------------------------------O
|                                |                                    |
|   Y J # 9 @ = F C M @ 4 &      |   P 2 C 6 Y R T X # 7 S 6          |
|   P 9 P W X 8 X N T 7 F 1      |   M M 1 1 W 7 N T S Q 7 -          |
|                                |                                    |
O--------------------------------O------------------------------------O

After getting a Blue Gummi, return to the guild and feed the Blue Gummi to
Manaphy. Your partner then proposes that you and him look after Manaphy for a
while. Chatot isn't too sure of the idea. Remember, Manaphy is supposed to
grow up in the sea, and we know little about him. Chatot eventually caves in,
so Manaphy will temporarily take residence in Sharpedo Bluff with you and your
partner.

When you arrive at Sharpedo Bluff, it seems Manaphy wants another Blue Gummi.
Do another one of the above missions if need be, then hand Manaphy the Gummi.
He, and soon you, will go to sleep.

The next day is nothing more than a cutscene. Obviously, just eating and lying
around is unhealthy, so you decide to take Manaphy to the beach. Manaphy gets
ecstatic at the sight of the sea. The three of you play all day on the beach...
A nocturnal cutscene, then....

When you and your partner wake up in the morning, you find Manaphy to be
missing!! Quickly, look in Treasure Town! Failing that, you begin to head to
the crossroads where you find Chatot, who gets less-than-happy when he finds
out Manaphy is missing. While he checks the guild, you check the beach. You
find Manaphy there, but something is wrong. He won't respond to you, and then
collapses to the sand. Chatot soon comes by, telling you Manaphy has a high
fever. You will need to go find a Phione Dew. Phione will give this to you, and
they are known to live in the Miracle Sea, your next aquatic dungeon. Go, now!

O--------------------O-------------------------------------O
|  Miracle Sea       |  Length: 18 floors + breather room  | 
|  Deep Miracle Sea  |  Length: 4 floors + Miracle Seabed  |
O--------------------O-------------------------------------O
|                 Dominant Type(s): Water                  |
O----------------------------------------------------------O

Shellder, Horsea, Seadra, Remoraid, Octillery, Wailmer, Clamperl, Finneon,
Lumineon, Huntail, Gorebyss, and Luvdisc are of the Water type. They are weak
against Grass and Electric moves. They will have an advantage over Rock,
Ground, and Fire.

Tentacruel and Qwilfish are Water/Poison types. They are weak against Psychic
and Electric moves. They have an advantage over Rock, Ground, Fire, and Grass
types.

Slowbro, Slowking, and Starmie are of the Water/Psychic type. They are weak
against Grass, Electric, Dark, Bug, and Ghost moves. They have an advantage
over Rock, Ground, Fire, Fighting, and Poison types.

Lapras and Cloyster are Water/Ice types. They are weak against Grass, Electric,
Steel (?), and Fighting type moves. They have the upper hand against Rock,
Fire, Ground, Flying, and Grass types.

Kingdra is a Water/Dragon type. It is weak against only Dragon moves. It will
have an advantage over Dragon, Rock, Ground, and Fire types.

Carvanha and Sharpedo are Water/Dark types. They are weak against Ghost,
Electric, and Grass type moves. They are immune to Psychic moves. It will have
an advantage against Psychic, Ghost, Rock, Fire, and Ground type Pokemon.

Mantine and Mantyke are Water/Flying types. They are weak against Electric
moves and are immune to Ground moves. They have a type advantage against Rock,
Fire, Ground, Grass, Bug, and Fighting types.

Chinchou and Lantern are Water/Electric types. They are weak against nothing
(except maybe Ground). They have an advantage over Rock, Ground, Fire, Water,
and Flying types.

Relicanth is a Water/Rock type. It is weak against Grass, Electric, Fighting,
Steel (?), and Ground (?) moves. It has an advantage over Rock, Ground, Fire,
Ice, and Flying types.

Cradily is the only non-Water type here, being a Rock/Ground type. It is weak
against Water, Grass, Fighting, and Ice moves. It is immune to Electric moves.
It is advantageous over Fire, Flying, Ice, Rock, and Steel types.

Nothing will happen at the breather room that I can recall. After finishing the
fourth floor of the Deep Miracle Sea, you'll find the Phione in as much of a
clearing you can get underwater. A Gyarados will come to spoil their fun,
declaring them as his workers. Not if we have something to say about it!

==============
BOSS: Gyarados
==============

Gyarados is a Water/Flying type. It is therefore weak to Electric moves and
immune to Ground moves. Electric moves will do 4x damage, so if you have such
a move, you need no strategy.

Basically, status him and wail on him with neutral/super-effective moves
(Grass, Normal, Ice, Poison, Flying, Psychic, Ghost, Dragon, Rock, Dark, and
Electric moves). Simple enough, right?


After the battle, the Phione are grateful to you and give you a Phione Dew as
a reward.

Back at Sharpedo Bluff, you give the Phione Dew to Manaphy and it quickly takes
effect. It seems he'll be okay. However, it is obvious what must happen. As it
is likely that Manaphy's lack of contact with the sea made him sick, he must be
returned to the sea. A friend of the guild, Walrein, shall take care of him. It
is a sad farewell (but not forever).

The storyline shall continue after about three more filler days.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++                                                                         ++
++                   Section IV- Team Charm    **PMD54**                   ++
++                                                                         ++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

After some time, head to the guild's bottom floor. You'll find all (or the
majority) of the guild surrounding three Pokemon. These Pokemon are a team
called Team Charm, one of the few teams to earn the coveted Master Rank. (So?
I have it, too, and don't get NEAR this much attention... *sigh*) It also turns
out that Wigglytuff was once a part of Team Charm. They aren't going to catch
up on old times; they want a key they once entrusted to Wigglytuff. After some
prodding, Wigglytuff gets the key.

As the team leaves, your partner speaks up, wanting to go explore with Team
Charm. Everyone else quickly offers their help. Team Charm accepts your offer,
thereby unlocking the new dungeon, Aegis Cave. You are no longer to do sentry
duty (it is only for a while), but go when you wish.

O--------------------O------------------------------------------O
|  Ice Aegis Cave    |  Length: 3 floors + back to tablet room  |
|  Rock Aegis Cave   |  Length: 3 floors + back to tablet room  |
|  Steel Aegis Cave  |  Length: 4 floors + back to tablet room  |
|  Aegis Cave Pits   |  Length: 5 floors + Regigigas Chamber    |
O--------------------O------------------------------------------O
|      Dominant Type(s): Fighting, Poison, Flying, Unown        |
O---------------------------------------------------------------O

To begin with, throughout this dungeon, you will be solving a puzzle. As you go
through the floors, you want to collect certain Unown Stones, which Unown drop.
By getting the ones you need for the specific cave, you can proceed to fight a
Regi and then go to the next cave. You will loop around until you get all of
the Unown Stones required for that cave. When have the stones, examine the
tablet to proceed. To see which stones are on which floor, see the recruitment
search. Here are the stones you need:

A  ----  x0		You will need the stones to spell out ICE for the Ice
B  ----  x0		Aegis Cave (one I, one C, one E). Then you'll need
C  ----  x2		the stones that spell out ROCK for the Rock Aegis
D  ----  x0		Cave (one R, one O, one C, one K). Finally, to go
E  ----  x3		past the Steel Aegis Cave, you'll spell STEEL (one S,
F  ----  x0		one T, two Es, one L). Get it?
G  ----  x0
H  ----  x0
I  ----  x1
J  ----  x0
K  ----  x1
L  ----  x1
M  ----  x0
N  ----  x0
O  ----  x1
P  ----  x0
Q  ----  x0
R  ----  x1
S  ----  x1
T  ----  x1
U  ----  x0
V  ----  x0
W  ----  x0
X  ----  x0
Y  ----  x0
Z  ----  x0
!  ----  x0
?  ----  x0

Okay, Pokemon stuff. Zubat, Golbat, and Crobat are of the Flying/Poison type.
They are weak against Ice, Rock, Electric, and Psychic. They are immune to
Ground. They have type advantages against Grass, Bug, and Fighting.

Machoke and Machamp are Fighting types. They are weak against Flying and
Psychic. They are advantageous against Rock, Ice, Normal, and Steel.

All 28 Unown varieties are Psychic types. They are weak against Dark, Bug, and
Ghost. They are advantageous against Fighting and Poison.

After finishing the Ice Aegis Cave, you'll fight Regice.

============
BOSS: Regice
============
Regice is an Ice type (duh). It is weak against Fighting, Rock, Steel, and
Fire. It has advantages over Flying, Grass, and Ground. Easy enough; use a
status if you somehow get in trouble.


Okay, when you finish the Rock Aegis Cave, you'll fight Regirock.

==============
BOSS: Regirock
==============

Regirock is a Rock type (duh). It is weak against Fighting, Ground, Grass, and
Water. It has advantages over Flying, Ice, and Fire. It is an easy battle. You
know what to do if you get in trouble: status.


When you finish the Steel Aegis Cave, you'll obviously fight Registeel.

===============
BOSS: Registeel
===============

Registeel is a Steel type (mega-duh). It is weak against Fire, Fighting, and
Ground. It has advantages over Rock and Ice. Easy. Status when in trouble.


After all of the Regi battles, you'll emerge in the Aegis Cave Pits. They are
easy enough. At the end, you come into Regigigas Chamber. You are going to
fight nine Pokemon, but will be allied by Team Charm.

=============================================
BOSS: Regigigas, Hitmonlee (x4), Bronzor (x4)
=============================================

Regigigas is, amazingly enough, a Normal type. It is weak against Fighting,
immune to Ghost, and has no type advantages.

Hitmonlee is a Fighting type. It is weak against Psychic and Flying; immune to
Ghost; and has an advantage over Rock, Ice, Steel, and Normal.

Bronzor is a Steel/Psychic type. It is weak against Fire, Dark, and Ghost and
has advantages over Ice, Rock, Fighting, and Poison.

So, strategy? Not much of one needed. Just try to use multi-target moves. If
you have Agility, what else must I say?


After the battle, Regigigas goes down and a red stone tablet appears. It tells
you to close your eyes and let your aura flow into the ground. Choose to do so.
When you do, Regigigas gets up and causes an earthquake; in other words, get
the hell outta there! So, was this all in vain? Mostly. The one gain was the
new entirely-optional dungeon, Concealed Ruins.

Play some more filler days to continue forward in the storyline.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++                                                                         ++
++                      Section V- Darkrai    **PMD55**                    ++
++                                                                         ++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

After a few days, at Sharpedo Bluff, you and your partner will experience a
thunderstorm. Somehow, rather than the day you met, your partner is reminded of
the fact you cannot evolve and the space distortion.

Meanwhile, you see a scene involving Darkrai and Cresselia. Cresselia is vowing
to catch Darkrai, no matter what, because Darkrai is bent on destroying space
because... he failed to destroy time!!!!

The next day is a filler day. That night, in your dreams, Cresselia informs you
that YOU are causing the world to end because YOU are the cause of the space
distortion.

The next morning, your partner is quite peppy, so be peppy alongside him! After
all, a dream is a dream.... right...? That night, you have another dream of
Cresselia. She (I think) explains that you are causing the space distortion
because you are a Pokemon from a non-existant future; that you are not of this
world; that you are presence not meant to do so, thereby interfering with the
fabric of space (Wha... you know what I going to say, don't you?).

When you wake up the next morning, your partner is still peppy. Time to do some
missions.

Hold it a sec! As you leave, Bidoof tells of trouble with Azurill. The three of
you go to see what is going on. For some odd reason, it seems that Azurill is
asleep, but won't wake up, as if he is LOCKED in the dream. He won't eat or
anything, so status-healing items won't do a thing. Bidoof speaks up, saying
we should enter the dream. But how!? Chatot is the next to pipe up, suggesting
the possibility of Drowzee, as he has such powers. Yes, that Drowzee, the very
first criminal you arrested to protect Azurill. Drowzee is not in jail, but at
Mt. Travail.

So, there it is. You will go through Mt. Travail to reach Drowzee. You are not
able to do any sentry duty for now, and only you and your partner can go.

O---------------O--------------------------------------O
|  Mt. Travail  |  Length: 19 floors + end of dungeon  |
O---------------O--------------------------------------O
|       Dominant Type(s): Normal, Fighting, Bug        |
O------------------------------------------------------O

Kangaskhan, Sentret, Furret, and Ursaring are of the Normal type. They are
weak against Fighting and are immune to Ghost. They have no type advantages.

Bibarel is a Normal/Water type. It is weak against Fighting, Grass, and
Electric moves. It is immune to Ghost. It has an advantage against Rock, Fire,
and Ground.

Fearow is a Normal/Flying type. This means it is weak against Electric, Ice,
and Rock. It is immune to Ground and Ghost. It has advantages over Grass, Bug,
and Fighting.

Mankey, Primeape, and Hitmonchan are Fighting types. They are weak against
Flying and Psychic. They have advantages over Ice, Rock, Normal, and Steel.

Medicham and Meditite are Fighting/Psychic types. They are weak against Flying,
Dark, Bug, and Ghost. They have an advantage over Ice, Rock, Steel, Normal,
Fighting, and Poison.

Mr. Mime is a Psychic type. It is weak against Dark, Bug, and Ghost moves. It
has type advantages against Fighting and Poison.

Onix is a Rock/Ground type. It is weak against Water, Grass, Fighting, and
Ice. It is immune to Electric. It has an advantage over Ice, Rock, Flying,
Fire, Steel, and Bug.

Marowak is a Ground type. It is weak against Water, Grass, and Ice. It is
immune to Electric. It has an advantage against Rock, Steel, and Fire.

Ledyba and Ledian are Bug/Flying types. They are weak against Rock, Fire,
Flying, Ice, and Electric moves. They are immune to Ground. They have a type
advantage against Grass, Psychic, Bug, and Fighting types.

Scizor is a Bug/Steel type. It is weak against Fire, Fighting, and Flying (?)
moves. It is immune to Poison. It has an advantage over Grass, Psychic, Rock,
and Ice.

Heracross is a Bug/Fighting type. It is weak against Fire, Rock, Psychic, and
Flying. It has an advantage against Grass, Psychic, Rock, Ice, Normal, and
Steel.

Tyrogue is a Fighting type. It is weak against Flying and Psychic moves. It has
an advantage against Rock, Ice, Steel, and Normal.

Shedinja is unique. It is Bug/Ghost type. However, because of its Wonder Guard
ability, that matters little. It will ONLY BE DAMAGED by Fire, Rock, Dark, and
Ghost. You can alternately use pebbles and such if you don't have the ability
called Normalize.


At the mountain peak, you will find Drowzee. It seems that he has changed and
is more than ready to make up for the trouble he caused Azurill.

Back at the guild, Drowzee tells you it is possible to go into Azurill's
nightmare. Get prepared. Why? Believe it or not, Azurill has complex
nightmares; this one is of a 17-floor mystery dungeon. Even crazier, the items
you pick up there can be kept (beginning to sound like a Freddy Krueger movie,
eh?). The Pokemon also can hurt you for real. Remember, sentry duty is still
off-limits.

Talk to Drowzee when you're ready.

O-----------------O--------------------------------------O
|  The Nightmare  |  Length: 17 floors + end of dungeon  |
O-----------------O--------------------------------------O
|           Dominant Type(s): Normal, Psychic            |
O--------------------------------------------------------O

Cleffa, Clefairy, Clefable, Igglybuff, Jigglypuff, Wigglytuff, Meowth,
Persian, Lickitung, Lickilicky, Happiny, Chansey, Blissey, Miltank, Whismur,
Skitty, and Spinda (yeesh) are all of the Normal type. They ALL are weak
against Fighting moves and are immune to Ghost. None of them have a type-based
advantage against anyone.

Espeon, Wynaut, Wobbuffet, Spoink, Grumpig, and Mime Jr. are of the Psychic
type. They are weak against Bug, Dark, and Ghost moves. They have an advantage
over Fighting and Poison types.

Swalot is a Poison type. It is weak against Psychic and Ground moves. It has an
advantage over Grass types.

Croagunk is a Poison/Fighting type. It is weak against Psychic, Ground, and
Flying moves. It is advantageous against Rock, Ice, Steel, Normal, and Grass.


At the end of the dungeon, the screen turns dark and you hear a voice. When the
lights come back on, the speaker is revealed to be Cresselia! She is surprised
to find you here, but is going to take advantage of this time to speak with
you. She begins to explain about the space distortion, saying that it is
related to Pokemon, such as Azurill, entering un-exitable nightmares; and
remember, you are the one causing the distortion. Unless the distortion is
removed, more and more Pokemon will enter these nightmares. To stop the spread,
there is only one solution...


                             YOU MUST DISAPPEAR!


Cresselia decides to take upon herself to make you disappear (in other words,
kill you), right here, right now. You and your partner submit yourselves to the
barrage, which is soon interrupted by Drowzee calling out to you. Cresselia
retreats, telling you to disappear. It is time to report to the guild.

And you do. You report your findings as well as what Cresselia told you, except
for the you-must-commit-suicide-or-die-somehow-or-more-nightmares-will-occur
part. Chatot tells you of Cresselia; it is quite obvious that it doesn't match
up with your Cresselia.

And, thus, you return to Sharpedo Bluff to go to sleep. You cannot, however.
After all, it is always a tough choice to decide whether to die or not. After
thinking about what your partner is going through, because he, too, knew of
Cresselia, and this gives you the resolve to keep your spirit strong (it also
lets you get some shut-eye). You sleep for only a short time, and wake up to
find your partner's bed empty. You go outside to see him. A conversation ensues
about your situation. Your partner thinks that you and he should have the
resolve to save the world, as you did in Temporal Tower. You think differently.
Back then, you knew for sure that the world would be saved; you only have the
word of Cresselia to go on for this and the resulting future is not proven.
Your partner resolves to stay strong: there must be a different way!!

So, how do we figure out this way? Well, time was at risk before; now, it is
space. Since Lapras knew so much of time, why wouldn't he know about space? You
decide to visit him; he is at the beach. Unfortunately, Lapras knows little.
You do learn this: just as Dialga governs time, Palkia governs space. Palkia
resides in the Spacial Rift. However, it is in an unknown location and Lapras
is unable to take you there. You decide to investigate some more on this matter
tomorrow....

In the night, while you sleep, Palkia comes and barges (coolly, I may add) into
your room. He yells at you for messing with space and whisks you off to the
Spacial Rift in a first-class seat. There, he prepares to attack you. The only
solution you can think of is to jump off the ledge you're on. You hit the
ground in front of the entrance to another dungeon. Take advantage of the
Kangaskhan Rock (remember, no recruiting in this dungeon) and go into the
dungeon.

O---------------------O-------------------------------------O
|  Spacial Rift       |  Length: 15 floors + breather room  |
|  Deep Spacial Rift  |  Length: 9 floors + end of dungeon  |
O---------------------O-------------------------------------O
|                Dominant Type(s): Psychic                  |
O-----------------------------------------------------------O

Porygon is a Normal type. It is weak against Fighting and is immune to Ghost.
It has no type advantages whatsoever.

Bronzor is a Steel/Psychic type. It'll be weak against Fire, Dark, and Ghost.
It has advantages over Rock, Ice, Fighting, and Poison.

Charizard is of the Fire/Flying type. It is weak against Water, Rock, and
Electric moves. It is immune to Ground. It has advantages over Bug, Grass,
Steel, Ice, and Fighting.

Chatot is a Normal/Flying type. It is weak against Ice, Rock, and Electric.
It is immune to Ghost and Ground. It has an advantage over Bug, Grass, and
Fighting.

Chimecho, Kadabra, Drowzee, and Hypno are of the Psychic type. They are weak
against Bug, Ghost, and Dark. They are advantageous against Fighting and
Poison.

Dusknoir is a Ghost type. It is weak against Dark and Ghost, immune to Normal
and Fighting, and advantageous over Psychic and Ghost.

Electivire and Jolteon are Electric types. They are weak against Ground, and
are advantageous over Flying and Water.

Gallade is a Psychic/Fighting type. It is weak against Flying and Ghost, and
has an advantage over Fighting, Poison, Rock, Ice, Steel, and Normal.

Gligar is a Ground/Flying type. It is weak against Water, Ice, and Rock. It
is immune to Electric moves. It has an advantage over Fire, Rock, Steel, Bug,
Fighting, and Grass.

Honchkrow is a Dark/Flying type. It is weak against Ghost, Rock, Ice, and
Electric moves. It is immune to Psychic and Ground. It has an advantage over
Ghost, Psychic, Grass, Bug, and Fighting.

Lunatone and Solrock are of the Rock/Psychic type. They are weak against Water,
Grass, Dark, and Ghost moves. They are immune to Ground via ability. They
have an advantage over Bug, Flying, Fire, Fighting, and Poison.

Magnezone is a Steel/Electric Pokemon. It is weak against Fighting, Ground,
and Fire. It is immune to Poison. It has advantages over Rock, Ice, Water, and
Flying Pokemon.

Sableye and Spiritomb are of the Dark/Ghost type, making them lack any
weaknesses. They are immune to Psychic, Normal, and Fighting. They have an
advantage over Psychic, Dark, and Ghost.

Toxicroak is a Poison/Fighting type. It is weak against Psychic, Ground, and
Flying moves. It is advantageous against Rock, Ice, Steel, Normal, and Grass.

Tropius is a Grass/Flying type. It is weak against Ice, Rock, and Fire. It is
immune to Ground. It has an advantage over Water, Rock, Ground, Grass, Bug,
and Fighting. Also, its abilities Solar Power and Chlorophyll will make it
faster and stronger in sunny weather, which occurs on several floors.

Xatu is a Psychic/Flying type. It is weak against Dark, Ghost, Ice, Rock, and
Electric moves. It is immune to Ground. It'll be advantageous over Fighting,
Poison, Bug, and Grass.


At the end, Palkia has caught up to you, and prepares to take you down.

============
BOSS: Palkia
============

Palkia is a Dragon/Water type. Its absolute only weakness is to Dragon, a move
type you likely do not have. It takes 1/2 damage from Steel and 1/4 from
Water and Fire. Everything else will do neutral damage. Additionally, it has
the Pressure ability, so you'll use more PP per attack. Palkia also has the
Intimidator IQ Skill, letting it possibly block foe-in-front moves.

The main attack to beware of is Spacial Rend, a slightly less powerful version
of Roar of Time which lacks the recharge time, making it all the more dangerous
to you. So, strategy? Abuse any status seeds and moves you have. Try, if
possible, to hit from long range, preferably with Dragon/neutral damaging
moves.


After the battle, Palkia lets out a pained roar, and suddenly freezes! A voice
tells you that Palkia, too, has entered the nightmare. You soon follow,
somehow. Unlike Azurill, Palkia did not dream up a dungeon, just a room. You
find Palkia clueless about why he fell into the nightmare, and, as soon he
realizes it is THE nightmare, he is furious and strikes out at you. You ask
Palkia why it is doing this, and the response goes along the lines of "You are
causing the space distortion that made me get in here!! Duh!". You ask Palkia
if he can just fix it; he governs space, after all. For some reason, he cannot
and believes you to be the cause. It seems you'll have to give youselves up.
Cresselia has come to watch... or, rather, do the act herself. Before she does,
your partner asks if this will truly save the world; you get her assurances.
Palkia pipes up, saying that the two of you certainly don't seem to be the evil
Pokemon Cresselia mentioned (took him long enough).

Hmm... Something isn't quite right. Haven't you noticed that all of this is
based off of Cresselia's claims? On cue, another Cresselia shows up, emitting
a light that shows the first Cresselia for what "she" is: a fake in disguise!
The faker: none other than Cresselia's rival/enemy, Darkrai! Cresselia -- the
real one -- explains the truth. It is not you and your partner causing the
space distortion, but Darkrai! He has been going around as Cresselia to isolate
and eliminate you. Before escaping, Darkrai challenges you to beat him in Dark
Crater.

Back in Treasure Town, Cresselia has cured Azurill. She explains that Darkrai
only meets people -- *ahem* POKEMON in dreams. There, he set up the disguise of
Cresselia to fool you. She also explains that you do cause a space distortion;
however, it is very small and unlikely to affect anything (excepting your
evolution...).

The subject of Darkrai's motive soon comes up. After all, WHAT is his motive?
His method is usually just to stay in the shadows, do his business, then flee;
yet, he is challenging you in the open. It is likely to be a trap; a trap that
must be sprung. Thankfully, Cresselia will accompany you to Dark Crater.

Okay, so let's get very serious in our preparations. If you have any Proteins
and such in storage, take them to a dungeon, use them, and return. If you have
a Croagunk-Shop item that'll work for someone, bring it. Any Gummies? Do the
same as with Proteins. Next, bring a good amount of Reviver Seeds; about ten
is sufficient, unless you are weak in some way against Fire types. Sentry duty
is open if you need more Reviver Seeds and such. Finally, teach someone in
your party a room-wide move; you'll thank me later. Oh, two more things: bring
a few Sleep Seeds (found commonly in Beach Cave to me) and take into account
that the dungeon is Fire-themed. Talk to Cresselia when you're ready to go to
Dark Crater!

O--------------------O--------------------------------------O
|  Dark Crater       |  Length: 15 floors + breather room   |
|  Deep Dark Crater  |  Length: 14 floors + end of dungeon  |
O--------------------O--------------------------------------O
|                  Dominant Type(s): Fire                   |
O-----------------------------------------------------------O

Cresselia has joined you for this dungeon. She is Level 47 and of the Psychic
type. Dark, Bug, and Ghost moves will do double damage to her. Her moveset is
Confusion (Psychic, may confuse), Aurora Beam (Ice?), Slash (normal), and
Double Team (raises evasion).

Charmander, Charmeleon, Cyndaquil, Quilava, Typhlosion, Torchic, Chimchar,
Slugma, Magmortar, Flareon, Ponyta, Rapidash, Growlithe, Arcanine, and Torkoal
are of the Fire type. They are weak against Rock, Water, and Ground. They are
advantageous against Bug, Grass, and Ice.

Charizard is a Fire/Flying type. It is weak against Water, Rock, and
Electric moves. It is immune to Ground. It has advantages over Bug, Grass,
Steel, Ice, and Fighting.

Monferno, Infernape, Combusken, and Blaziken are of the Fire/Fighting type.
They are weak against Water, Rock, Ground, Flying, and Psychic. They have
advantages over Bug, Grass, Steel, Ice, Rock, Normal, and Steel.

Magcargo is a Fire/Rock type. It is weak against Fire, Ground, Steel, and
Fighting. It is advantageous over Grass, Bug, Steel, Ice, and Flying.

Rhyperior is a Ground/Rock type. It'll be weak against Water, Grass, Ice,
Steel, and Fighting. It'll be immune to Electric (I believe it has Lightningrod
to draw all Electric moves to it and nullify damage). It'll be advantageous
against Fire, Rock, Steel, Electric, Bug, and Flying.

Numel and Camerupt are of the Fire/Ground type. They are weak against Water,
Rock, and Ground. They are immune to Electric. They have advantages over Ice,
Steel, Bug, Grass, Rock, Electric, and Fire.

Mismagius is a Ghost type. It is weak against Ghost and Dark; immune to Normal
and Fighting; and is advantageous over Psychic, Ghost, and Dark (?).

In the final floor of the dungeon, right after the 14th floor in the Deep Dark
Crater, Darkrai appears (at least he has *some* honor). He will tell that it
was he who caused the crisis of time. He also caused you and Grovyle to be
separated in your first time-travel trip, causing your amnesia and change of
form. He wanted to do it for the same reason as Primal Dialga and Dusknoir: to
prevent the changing of the future. You foiled these plans easily enough. For
this reason, he'll commit to his plans after ridding himself of you.

Then, out of the blue, he asks you to join him in his rule of darkness. Your
partner, unimaginably, actually tells you that it is obviously useless to
resist and joins Darkrai. All that is left... is you. Will you join your
partner and Darkrai to rule darkness and the world... or will you reject them?
Think about it carefully......

Regardless of what decision you made, you will end up exiting the dream -- yes,
it was another of Darkrai's illusions! Nothing left to do but fight.
Unfortunately, Darkrai decides to fight dirty and brings in some allies...

The final boss is at hand!

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
FINAL BOSS: Darkrai, Arbok, Magmortar, Rhyperior, Aggron, Magcargo, Mismagius
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Let's go over types. Darkrai is a Dark type. He is weak against Dark (?) and
Ghost; immune to Psychic; advantageous over Psychic and Ghost.

Arbok is a Poison type. It is weak against Psychic and Ground. It has the upper
hand over Grass.

Magmortar, is of the Fire type. It weak against Rock, Water, and Ground. It is
advantageous against Bug, Grass, and Ice.

Rhyperior is a Ground/Rock type. It'll be weak against Water, Grass, Ice,
Steel, and Fighting. It'll be immune to Electric (I believe it has Lightningrod
to draw all Electric moves to it and nullify damage). It'll be advantageous
against Fire, Rock, Steel, Electric, Bug, and Flying.

Aggron is a Rock/Steel Pokemon. It is weak against Fighting, Water, Fire,
and Ground. It is immune to Poison moves. It has the upper hand against Fire,
Flying, Rock, and Ice.

Magcargo is a Fire/Rock type. It is weak against Fire, Ground, Steel, and
Fighting. It is advantageous over Grass, Bug, Steel, Ice, and Flying.

Mismagius is a Ghost type. It is weak against Ghost and Dark; immune to Normal
and Fighting; and is advantageous over Psychic, Ghost, and Dark (?).

So, strategy? If you plan on using Electric moves, eliminate Rhyperior first
and foremost. While you do so (or do this first), put Darkrai in check with a
status. Remember, his Bad Dream ability will damage you while you sleep -- and
he can make you go to sleep. Get rid of the minions first, as usual, then go
onto Darkrai. Easier said than done, though. If you brought enough Reviver
Seeds and some room-wide/multi-target moves, you'll be okay. Good luck!


After the battle, it is revealed Darkrai was smart enough to realize you may
win. He opens a dimensional hole so he can continue his work in another time.
As he enters the hole, Palkia arrives, blasting the hole, literally shattering
it WITH DARKRAI STILL INSIDE. What is going to happen to Darkrai? Well, the
same, in essence, occurred to you. You lost your memory (and changed into a
Pokemon, but Darkrai clearly isn't human). That is the best-case/most-likely
scenario: Darkrai shall wander the earth without any memory of his past or his
planned dastardly deeds. Enjoy the ending.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++                                                                         ++
++                     Section VI- Wrap-Up    **PMD56**                    ++
++                                                                         ++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

After the ending, the day after the battle, you'll find Cresselia outside your
residence. She doesn't know what to do now; she suggests joining your team. It
is good to accept, as this is the O-N-L-Y time Cresselia is available. It'll be
boring filler days for some time before your next event.

One day, Chatot will run into you as you leave Sharpedo Bluff. It seems that
someone is on the beach -- it is Manaphy!! Head there now. Manaphy is all grown
up now and overjoyed to see the two of you. After the happy reunion, Manaphy
asks to join your team. As with Cresselia, accept or you'll never have Manaphy.

Some time later, Manaphy will come to you similarly to Chatot, mentioning a new
place filled with Gummies. This place is Marine Resort. And, thus, the
storyline is complete! Congratulations on completing the storyline of Pokemon
Mystery Dungeon 2!!

So, what is left?

- Getting Master Rank.
- Completing Adventure Log.
- Recruiting all of the legends.
- Evolving (Recruit Palkia now and go to Luminous Spring!!).
- Completing the Zero Isles.
- Lots of other stuff you can see.

I wish you good luck on these tasks!

6. Extra Dungeons************************PMD6********************************

)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
                   Section I- Mission Dungeons   **PMD61**
)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))

To unlock these dungeons for your own use, input the Wonder Mail code at the
main menu. After that, start the game and accept the job. Do the job if you so
wish; if you do not wish to do so, accept then delete the job. And, thus, you
have unlocked the dungeon.


O-----------------O--------------------------------------O
|  Happy Outlook  |  Length: 19 floors + end of dungeon  |
O-----------------O--------------------------------------O
|            Dominant Type(s): Normal, Grass             |
O--------------------------------------------------------O
|  Unlocking Wonder Mail:                                |
|					        	 |
|  9 2 M K Q F 2 X M # H Q                               |
|  9 T # 1 & K J # W 1 K 9                               |
|							 |
O--------------------------------------------------------O
|  You also must have graduated from the guild.          |
O--------------------------------------------------------O

Metapod is of the Bug type. It is weak against Fire, Flying, and Rock.
It has advantages over Psychic and Grass.

Oddish and Budew are of the Grass/Poison type. They are weak against Fire,
Flying, Ice, and Psychic. They are advantageous over Water, Rock, Ground, and
Grass.

Persian, Meowth, Togepi, Skitty, Happiny, Chansey, and Blissey are of the
Normal type. They are weak against Fighting, immune to Ghost, and have no
type-based advantages.

Exeggcutor is of the Grass/Psychic type. It is weak against Fire, Flying,
Dark, Ghost, and Bug. It is advantageous against Rock, Ground, Water, Poison,
and Fighting types.

Chikorita, Sunkern, Sunflora, Seedot, and Turtwig are of the Grass type. They
are weak against Ice, Fire, Bug, Poison, and Flying. They are advantageous
against Water, Rock, and Ground.

Gulpin is a Poison type. It is weak against Psychic and Ground. It has an
advantage over Grass.

Cacturne is a Grass/Dark type. It is weak against Fire, Ice, Flying, Bug,
Poison, Ghost, and Fighting. It is immune to Psychic. It has the upper hand
against Rock, Ground, Water, Psychic, and Ghost.

Mime Jr. is a Psychic type. It is weak against Bug, Dark, and Ghost. It has the
upper hand over Fighting and Poison.

Additionally, when you come here AFTER GETTING THE MARINE RESORT and when
you have a Mystery Part/Secret Slab, the Psychic/Dragon type Latias will
possibly appear on floor 19. She is weak against Dark, Ghost, Ice, and Dragon.
She is advantageous against Poison, Fighting, and Dragon.


O------------------O-------------------------------------O
|  Labyrinth Cave  |  Length: 9 floors + end of dungeon  |
O------------------O-------------------------------------O
|               Dominant Type(s): Poison                 |
O--------------------------------------------------------O
|  Unlocking Wonder Mail:                                |
|                                                        |
|  7 8 S R - H 2 M P 0 + 4                               |
|  Y 6 F Y 1 & Y + # R 9 S                               |
|                                                        |
O--------------------------------------------------------O
|  You must be in Chapter 10 or after with Bronze Rank.  |
O--------------------------------------------------------O

Machop is of the Fighting type. It is weak against Flying and Psychic. It
is advantageous over Dark, Rock, Ice, Normal, and Steel.

Golbat is a Poison/Flying type. It is weak against Psychic, Ice, Rock, and
Electric. It is immune to Ground. It has an advantage over Grass, Fighting,
Bug, and Grass.

Nidorina and Nidorino are of the Poison type. They are weak against Ground and
Psychic. They have a type advantage over Grass.

On the 10th floor, you'll encounter Gabite (Ground/Dragon). It is weak against
Ice, Water, and Dragon. It is immune to Electric. It'll be advantageous over
Rock, Ice, Steel, and Dragon.


O-------------O--------------------------------------O
|  Lake Afar  |  Length: 24 floors + end of dungeon  |
O-------------O--------------------------------------O
|              Dominant Type(s): Water               |
O----------------------------------------------------O
|  Unlocking Wonder Mail:                            |
|                                                    |
|  J 0 % W = P M & 0 Y + M                           |
|  @ J R 5 2 9 2 # + = 1 T                           |
|                                                    |
O----------------------------------------------------O
|  You must have graduated from the guild.           |
O----------------------------------------------------O

Squirtle, Wartortle, Blastoise, Poliwhirl, Politoed, Goldeen, Seaking,
Magikarp, Totodile, Croconaw, Feraligatr, Mudkip, Corphish, Feebas, Milotic,
and Vaporeon are all Water types. They are weak against Electric and Grass
moves while being advantageous over Rock, Fire, and Ground.

Quagsire, Marshtomp, and Swampert are of the Water/Ground type. They are weak
against Grass. They are immune to Electric. They have advantages over Rock,
Fire, Ground, Steel, and Electric.

Lombre and Ludicolo are Water/Grass types. They are weak against Bug, Flying,
Electric (?), and Poison. They are advantageous over Rock, Fire, Ground, and
Water.

Poliwrath is a Water/Fighting type. It is weak against Electric, Grass, Flying,
and Psychic. It is immune to Ghost. It has the upper hand against Dark, Rock,
Ice, Steel, Fire, and Ground.

Crawdaunt is a Water/Dark type. It is weak against Electric, Grass, Fighting,
and Ghost. It is immune to Psychic. It has advantages over Rock, Ground, Fire,
Ghost, and Psychic.


O------------------O--------------------------------------O
|  Landslide Cave  |  Length: 12 floors + end of dungeon  |
O------------------O--------------------------------------O
|           Dominant Type(s): Somewhat various            |
O---------------------------------------------------------O
|  Unlocking Wonder Mail:                                 |
|                      		 		          |
|  W # Q Y = 7 W & - 9 9 6                                |
|  R W + - 4 N W # 8 4 F R                                |
|                                                         |
O---------------------------------------------------------O
|  You must be in Chapter 10 or after with Bronze Rank.   |
O---------------------------------------------------------O

Gible is a Dragon/Ground type. It is weak against Ice, Dragon, and Water. It is
advantageous over Rock, Steel, Fire, and Dragon.

Venomoth and Dustox are Bug/Poison types. They are weak against Fire, Rock,
Psychic, and Ground. They have an advantage over Grass and Psychic types.

Shuckle is a Bug/Rock type. It is weak against Fire, Flying, Ground, Steel,
and Fighting. It has advantages over Grass, Psychic, Fire, Bug, and Flying.

Wormadam appears here as a Bug/Steel type. It is weak against Fire, Flying,
Fighting, and Ground. It is immune to Poison. It has an advantage over Grass,
Psychic, Rock, and Ice.

Granbull is a Normal type. It is weak against Fighting, is immune to Ghost,
and lacks any type advantages.

Ampharos is an Electric type. It is weak against Ground. It is advantageous
over Water and Flying.


O-------------------O--------------------------------------O
|  Lost Wilderness  |  Length: 17 floors + end of dungeon  |
O-------------------O--------------------------------------O
|           Dominant Type(s): Psychic, Fighting            |
O----------------------------------------------------------O
|  Unlocking Wonder Mail:                                  |
|                                                          |
|  Y N P 5 Q & % 9 H P 5 +                                 |
|  S W K 5 6 0 P 0 W 1 % W                                 |
|                                                          |
O----------------------------------------------------------O
|  You must have graduated from Wigglytuff's Guild.        |
O----------------------------------------------------------O

Abra, Kadabra, and Mr. Mime are Psychic types. They are weak against Ghost,
Dark, and Bug. The trio has advantages over Fighting and Poison.

Lickitung and Spinda are of the Normal type. They are weak against Fighting,
are immune to Ghost, and have no type-based advantages.

Magmar is of the Fire type. It is weak against Rock, Water, and Ground. It is
advantageous over Ice, Grass, Bug, and Steel.

Tyrogue, Hitmontop, Makuhita, and Hariyama are of the Fighting type. They are
advantageous over Rock, Ice, Steel, Dark, and Normal. They are immune to Ghost.
They are weak against Psychic and Flying.

Shiftry is a Grass/Dark type. It is weak against Ice, Fire, Flying, Poison,
Bug, Ghost, and Fighting. It is immune to Psychic. It has an advantage over
Water, Rock, Ground, Psychic, and Ghost.

Meditite and Medicham are Fighting/Psychic types. They are weak against Flying
and Bug. They are advantageous over Rock, Ice, Steel, Dark, Normal, Poison, and
Fighting.

Croagunk is a Fighting/Poison type. It is weak against Psychic, Flying, and
Ground. It is immune to Ghost. It has the upper hand against Rock, Ice, Steel,
Dark, Normal, and Grass types.

Lucario is a Fighting/Steel type. It is weak against Psychic, Flying, Ground,
and Fire. It is immune to Ghost and Poison. It has the upper hand against Rock,
Ice, Steel, Dark, and Normal types.


O----------------O-------------------------------------O
|  Lush Prairie  |  Length: 5 floors + end of dungeon  |
O----------------O-------------------------------------O
|            Dominant Type(s): Bug, Grass              |
O------------------------------------------------------O
|  Unlocking Wonder Mail:                              |
|                                                      |
|  1 H K = 0 Q @ 9 & N & 3                             |
|  H 0 8 2 @ H S 0 X Q 1 W                             |
|                                                      |
O------------------------------------------------------O
|  You must be in/after Chapter 10 with Bronze Rank.   |
O------------------------------------------------------O

Silcoon, Cascoon, and Burmy (Darkness only) are of the Bug type. They are weak
against Fire, Flying, and Rock. They are advantageous over Psychic and Grass.

Exeggcute is a Grass/Psychic type. It is weak against Fire, Ice, Flying, Dark,
Bug, and Ghost. It has the advantage over Rock, Water, Ground, Fighting, and
Poison.

Skiploom is a Grass/Flying type. It is weak against Fire, Ice, Flying, Poison,
Rock, and Electric moves. It is immune to Ground. It has the upper hand over
Rock, Water, Ground, Bug, Grass, and Fighting.

Yanma and Beautifly are of the Bug/Flying type. They are weak against Fire,
Rock, Flying, Electric, and Ice. They are immune to Ground. They have the upper
hand against Grass, Psychic, Fighting, and Bug.


O-------------------O--------------------------------------O
|  Midnight Forest  |  Length: 24 floors + end of dungeon  |
O-------------------O--------------------------------------O
|              Dominant Type(s): Bug, Grass                |
O----------------------------------------------------------O
|  Unlocking Wonder Mail:                                  |
|                                                          |
|  X 7 = C J 8 + 3 F R W K                                 |
|  + 9 1 9 H % 0 9 Y + F +                                 |
|                                                          |
O----------------------------------------------------------O
|  You must have graduated from Wigglytuff's Guild.        |
O----------------------------------------------------------O

Beedrill, Venonat, and Venomoth are of the Bug/Poison type. They are weak
against Fire, Flying, Rock, and Ground. They have the advantage over Grass and
Psychic.

Raticate is a Normal type. It is weak against Fighting; immune to Ghost; and
has no type-based advantages whatsoever.

Bellsprout and Roselia are of the Grass/Poison type. They are weak against
Flying, Fire, Ice, Bug, Psychic, and Ground. They have the upper hand against
Rock, Water, Ground, and Grass.

Scyther, Ledyba, Ledian, and Beautifly are Bug/Flying types. They are weak
against Fire, Rock, Flying, Ice, and Electric; immune to Ground; and have teh
advantage over Grass, Psychic, Bug, and Fighting.

Wurmple is a Bug type. It is weak against Fire, Rock, and Flying. It has the
advantage over Grass and Psychic.

Nuzleaf is a Grass/Dark type. It is weak against Ice, Fire, Flying, Poison,
Bug, Ghost, and Fighting. It is immune to Psychic. It has an advantage over
Water, Rock, Ground, Psychic, and Ghost.

Nincada is a Bug/Ground type. It is weak against Fire, Rock, Flying, Water,
and Ice. It is immune to Electric. It has the advantage over Grass, Psychic,
Rock, Fire, and Steel.

Rotom (floors 10 - 20) is an Electric/Ghost type. It is weak against Ground,
Dark, and Ghost; immune to Normal and Fighting; and has the advantage over
Flying, Water, Psychic, and Ghost.

Additionally, when you come here AFTER GETTING THE MARINE RESORT and when
you have a Mystery Part/Secret Slab, the Psychic/Dragon type Latios will
possibly appear on floor 24. He is weak against Dark, Ghost, Ice, and Dragon.
He is advantageous against Poison, Fighting, and Dragon.


O---------------O--------------------------------------O
|  Mt. Mistral  |  Length: 19 floors + end of dungeon  |
O---------------O--------------------------------------O
|          Dominant Type(s): Fairly various            |
O------------------------------------------------------O
|  Unlocking Wonder Mail:                              |
|                                                      |
|  X @ S % # W F 5 H 3 2 6                             |
|  Q Y K J 8 9 # T F 7 F Y                             |
|                                                      |
O------------------------------------------------------O
|  You must have graduated from Wigglytuff's Guild.    |
O------------------------------------------------------O

Pidgeot, Fearow, and Staraptor are Normal/Flying types. They are weak against
Ice, Rock, and Electric moves. They are immune to Ghost and Ground. They are
advantageous over Fighting, Bug, and Grass.

Venomoth is a Bug/Poison type. This makes it weak against Rock, Flying, Fire,
Ground, and Psychic. It will have the upper hand against Grass and Psychic.

Aerodactyl is of the Rock/Flying type. It is weak against Steel, Ice, and
Electric moves. It is immune to Ground. It has the advantage over Bug, Fire,
Ice, Grass, and Fighting.

Jumpluff is a Grass/Flying type. This means it is weak against Ice, Fire,
Poison, Rock, and Electric moves. It is immune to Ground. It has the upper hand
against Rock, Water, Ground, Bug, Fighting, and Grass.

Flygon is a Ground/Dragon type. It is weak against Ice, Water, and Dragon. It
is immune to Electric. It has the upper hand against Rock, Steel, Fire, and
Dragon.

Mothim is a Bug/Flying type. It is weak against Fire, Rock, Flying, Ice, and
Electric. It is immune to Ground. It is advantageous over Psychic, Grass, Bug,
and Fighting.

Mismagius is a Ghost type. It is weak against Dark and Ghost; immune to Normal
and Fighting; and advantageous over Ghost, Dark (?), and Psychic.

Drifblim is a Ghost/Flying type. It is weak against Dark, Ghost, Ice, Rock, and
Electric; immune to Normal, Fighting, and Ground; and advantageous over Ghost,
Dark (?), Psychic, Bug, Fighting, and Grass.

Gliscor is a Ground/Flying type. It is weak against Rock, Water, and Ice. It is
immune to Electric and Ground. It has the advantage over Rock, Fire, Steel,
Bug, Grass, and Fighting.

If you go to floor 19 after finding Marine Resort and coming with a Secret Slab
or Mystery Part, you'll possibly find Ho-oh, a Fire/Flying type. It is weak
against Water, Rock, and Electric. It is immune to Ground. It has the advantage
over Bug, Ice, Grass, Steel, and Fighting.


O---------------O-------------------------------------O
|  Oran Forest  |  Length: 4 floors + end of dungeon  |
O---------------O-------------------------------------O
|            Dominant Type(s): Bug, Grass             |
O-----------------------------------------------------O
|  Unlocking Wonder Mail:                             |
|                                                     |
|  R # F & = 7 R 3 R 3 7 X                            |
|  + Q + & 6 F W K Y J N 5                            |
|                                                     |
O-----------------------------------------------------O
|  You must be in/after Chapter 10 with Bronze Rank.  |
O-----------------------------------------------------O

Caterpie, Wurmple, and Burmy (Darkness Version only) are of the Bug type. They
are weak against Rock, Fire, and Flying. They are advantageous over Grass and
Psychic.

Oddish and Budew are of the Grass/Poison type. They are weak against Ice, Fire,
Bug, Flying, and Psychic moves. They have the upper hand against Rock, Water,
Ground, and Grass.

Hoppip is of the Grass/Flying type. It is weak against Ice, Fire, Poison, and
Rock moves. It is immune to Ground and has the upper hand over Rock, Water,
Ground, Grass, Fighting, and Bug.

Starly is a Normal/Flying type. It is weak against Rock, Ice, and Electric. It
is immune to Ghost and Ground. It has the advantage against Grass, Bug, and
Fighting.


O------------------O-------------------------------------O
|  Serenity River  |  Length: 7 floors + end of dungeon  |
O------------------O-------------------------------------O
|                Dominant Type(s): Water                 |
O--------------------------------------------------------O
|  Unlocking Wonder Mail:                                |
|                                                        |
|  @ % T = 0 = @ - - & R 1                               |
|  S Y 4 T Q 8 3 F C H F P                               |
|                                                        |
O--------------------------------------------------------O
|  You must be in/after Chapter 10 with the Bronze Rank. |
O--------------------------------------------------------O

Poliwag is a Water type. It is weak against Electric and Grass. It has the
upper hand against Rock, Fire, and Ground.

Wooper and Barboach are Water/Ground types. They are weak against Grass. They
are immune to Electric. They have the advantage over Fire, Rock, Ground, and
Steel.

Lotad is a Water/Grass type. It is weak against Bug, Flying, and Poison. It has
the advantage over Rock, Water, Ground, and Fire.

Masquerain is of the Bug/Flying type. It is weak against Fire, Rock, Ice, and
Electric. It is immune to Ground. It has the advantage over Psychic, Grass,
Bug, and Fighting.


O----------------O--------------------------------------O
|  Shimmer Hill  |  Length: 17 floors + end of dungeon  |
O----------------O--------------------------------------O
|        Dominant Type(s): Normal, rest varying         |
O-------------------------------------------------------O
|  Unlocking Wonder Mail:                               |
|                                                       |
|  M P 5 5 1 0 F 4 2 6 H T                              |
|  T P 1 S 4 F M F & K S J                              |
|                                                       |
O-------------------------------------------------------O
|  You must first graduate from Wigglytuff's Guild.     |
O-------------------------------------------------------O

Tauros, Sentret, Ursaring, Stantler, Miltank, Linoone, and Castform are of the
Normal type (Castform will change depending on whether; it is Normal in all
other cases). They are weak against Fighting; immune to Ghost; and lack any
type advantages.

Primeape is a Fighting type. It is weak against Flying and Psychic; immune to
Ghost; and advantageous over Normal, Ice, Rock, Dark, and Steel.

Arcanine is a Fire type. It is weak against Rock, Water, and Ground. It has the
upper hand over Grass, Bug, Ice, and Steel.

Rhyhorn is a Rock/Ground type. It is weak against Water, Grass, Ground (?),
Steel, Fighting, and Ice; is immune to Electric; and has the advantage against
Flying, Bug, Fire, Rock, Electric, Poison, and Steel.

Mareep is an Electric type. This means it is weak against Ground and has the
advantage over Water and Flying.

Espeon is a Psychic type. It is weak against Dark, Bug, and Ghost. It has the
upper hand over Fighting and Poison.

Girafarig is a Normal/Psychic type. It is weak against Dark and Bug; immune to
Ghost; and has the upper hand against Fighting and Poison.

Houndour is a Dark/Fire type. It is weak against Fighting, Ghost, Water, Rock,
and Ground. It is immune to Psychic. It has the advantage over Psychic, Ghost,
Ice, Bug, Grass, and Steel.

Camerupt is a Fire/Ground type. It is weak against Water, Rock, and Ground. It
is immune to Electric. It has the advantage over Bug, Ice, Grass, Steel, Rock,
and Fire.

Skuntank is a Dark/Poison type. It is weak against Fighting, Ghost, and Ground.
It is immune to Psychic. It has the advantage over Ghost, Psychic, and Grass.

Additionally, if you come with a Mystery Part or Secert Slab AFTER finding the
Marine Resort, you may encounter the Psychic-type Deoxys. It is weak against
Dark, Ghost, and Bug. It has the advantage over Fighting and Poison.


O---------------O-------------------------------------O
|  Tiny Meadow  |  Length: 4 floors + end of dungeon  |
O---------------O-------------------------------------O
|          Dominant Type(s): Grass, Flying            |
O-----------------------------------------------------O
|  Unlocking Wonder Mail:                             |
|                                                     |
|  3 J S H N T 1 W C 9 H W                            |
|  3 2 @ 4 T 6 + 8 C R M 2                            |
|                                                     |
O-----------------------------------------------------O
|  You must be in/after Chapter 10 with Bronze Rank.  |
O-----------------------------------------------------O

Breloom is a Grass/Fighting type. It is weak against Flying, Bug, Poison, Fire,
Ice, and Psychic. It is immune to Ghost. It has the advantage over Rock, Water,
Ground, Ice, Normal, and Steel.

Skiploom is a Grass/Flying type. This means it is weak against Ice, Fire,
Poison, Rock, and Electric moves. It is immune to Ground. It has the upper hand
against Rock, Water, Ground, Bug, Fighting, and Grass.

Staravia is a Normal/Flying type. It is weak against Ice, Rock, and Electric;
immune to Ground and Ghost; and advantageous over Bug, Grass, and Fighting.


)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
                   Section II- Special Dungeons   **PMD62**
)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))

At one point in time, Nintendo had an event in which seven Wonder Mails were
issued. These were very special Wonder Mails (hence the event). They allowed
you to go to special (sometimes lengthy) dungeons at the end of which you
fought a legendary Pokemon to get at an item that increased the recruitment
rate for a certain type. If you were lucky (or kept playing the dungeon), you
could even recruit the legendary.

Sadly, the events passed long ago. However, the Wonder Mails, despite being far
past the event date, will still work; it has been proven many times over. And,
thus, I give you the Wonder Mails!

However, you must have the Special Rank (see the walkthrough, part two,
sub-section two for details). When you accept the job in-game, the mail will
disintegrate. The dungeon will be unlocked. Aside from the dungeon, legendary,
and recruitment-rate item, there are no rewards, not even the points to up
your rank. Jobs can go there, I believe, though. Finally, I must thank Drayano
for my initial discovery of these, as well as the Wonder Mails.


O------------------O---------------------------------------------O
|  Bottomless Sea  |  Length: 49 floors + Bottomless Sea Depths  |
O------------------O---------------------------------------------O
|                    Dominant Type(s): Water                     |
O----------------------------------------------------------------O
|  Unlocking Wonder Mail:                                        |
|                                                                |
|  F N 0 1 H W N - 0 0 % F                                       |
|  8 6 7 8 + X Y @ & % # 3                                       |
|                                                                |
O----------------------------------------------------------------O

Horsea, Seadra, Remoraid, Octillery, Wailmer, Wailord, Clamperl, and Finneon
are of the Water type. They are weak against Electric and Grass and have the
upper hand over Rock, Fire, and Ground.

Tentacruel and Qwilfish are of the Water/Poison type. They are weak against
Electric and Psychic. They are advantageous over Fire, Rock, Ground, and Grass.

Slowbro, Slowking, and Starmie are Water/Psychic type. They are weak against
Electric, Grass, Dark, Bug, and Ghost. They are advantageous over Fire, Ground,
Rock, Poison, and Fighting.

Gyarados is a Water/Flying type. It is weak against Electric and Rock (?). It
is immune to Ground. It has the advantage over Fire, Ground, Rock, Grass, Bug,
and Fighting.

Kingdra is a Water/Dragon type. It is weak against Electric (?), Grass (?), and
Dragon. It is advantageous over Fire, Rock, Ground, and Dragon.

Lapras is a Water/Ice type. It is weak against Electric, Grass, Rock (?),
Steel (?), and Fighting. It has the upper hand over Rock, Fire, Ground, Grass,
and Flying.

At the end of the dungeon, you'll encounter Kyogre.

============
BOSS: Kyogre
============

Kyogre is a Water type. It is weak against Electric and Grass; advantageous
over Fire, Rock, and Ground. It also will make Raining weather start, so Fire
is weakened and Water is strengthened. It is a simple battle; just don't use
the not-very-effective moves and abuse weaknesses, creating a status when you
need to.

After winning, you'll recieve the Aqua-monica, which raises the recruitment
rate for Water types. You may also recruit Kyogre.


O-----------------O------------------------------------------O
|  Giant Volcano  |  Length: 19 floors + Giant Volcano Peak  |
O-----------------O------------------------------------------O
|                  Dominant Type(s): Fire                    |
O------------------------------------------------------------O
|  Unlocking Wonder Mail:                                    |
|                                                            |
|  F H 0 T H Y N H R 0 Q F                                   |
|  8 6 N 8 + S Y @ & % Y N                                   |
|                                                            |
O------------------------------------------------------------O

Charmander, Charmeleon, Cyndaquil, Quilava, Typhlosion, Torchic, Chimchar,
Slugma, Flareon, and Rapidash are of the Fire type. They are weak against
Rock, Water, and Ground. They are advantageous against Bug, Grass, and Ice.

Charizard is a Fire/Flying type. It is weak against Water, Rock, and
Electric moves. It is immune to Ground. It has advantages over Bug, Grass,
Steel, Ice, and Fighting.

Monferno, Infernape, Combusken, and Blaziken are of the Fire/Fighting type.
They are weak against Water, Rock, Ground, Flying, and Psychic. They have
advantages over Bug, Grass, Steel, Ice, Rock, Normal, and Steel.

Magcargo is a Fire/Rock type. It is weak against Fire, Ground, Steel, and
Fighting. It is advantageous over Grass, Bug, Steel, Ice, and Flying.

Camerupt is of the Fire/Ground type. It is weak against Water, Rock, and
Ground. It is immune to Electric. It has advantages over Ice, Steel, Bug,
Grass, Rock, Electric, and Fire.

At the end of the dungeon, you'll fight Heatran.

=============
BOSS: Heatran
=============

Heatran is a Fire/Steel type. It is weak against Water, Ground, and Fighting.
It has the advantage over Bug, Grass, Ice, Steel, and Rock. It also has the
ability Flash Fire, which will power its moves up if Heatran is hit with a
Fire-type move.

Again, a fairly simple battle. Simply abuse weaknesses, use status items, and
AVOID USING FIRE IF AT ALL POSSIBLE, and you'll be fine.

After the battle, you are rewarded with the Fiery Drum (increases the
recruitment rate of Fire-types) and possibly could recruit Heatran.


O-----------------O------------------------------------------O
|  Mt. Avalanche  |  Length: 19 floors + Mt. Avalanche Peak  |
O-----------------O------------------------------------------O
|               Dominant Type(s): Ice, Water                 |
O------------------------------------------------------------O
|  Unlocking Wonder Mail:                                    |
|                                                            |
|  4 M P = K 9 8 # C T % Y                                   |
|  R @ - - & P 7 % % K 8 6                                   |
|                                                            |
O------------------------------------------------------------O

The snowy weather you'll encounter on several floors will have no damaging
effects. However, it will speed up all Ice types.

Azumarill, Marill, Golduck, Piplup, and Prinplup are Water types. They are weak
against Grass and Electric moves while being advantageous against Rock, Fire,
and Ground types. Golduck's Cloud Nine ability will nullify any weather
changes. Their speed will not be raised by snowy weather.

Empoleon is the only Water/Steel type in the game. It is weak against Electric,
Grass, and Fighting moves. It is immune to Poison. It has an advantage over
Fire, Rock, Ground, and Ice types.

Altaria is a Dragon/Flying type. It will be weak against Ice and Dragon. It
will be immune to Ground. It is advantageous against Dragon, Grass, Bug, and
Fighting types.

Snorunt is an Ice type. It is weak against Fighting, Rock, Ground (?), and
Steel. It is advantageous against Flying, Grass, and Ground types. Its speed
is raised by snowy weather.

Sneasel and Weavile are Dark/Ice types. They are weak against Fighting, Ghost,
Fire, Ground, Rock, and Steel. They're immune to Psychic. They have an
advantage against Psychic, Ghost (?), Flying, Ground, and Grass. Their speed is
raised by snowy weather.

Swinub, Piloswine, and Mamoswine are Ice/Ground types. They are weak against
Fighting, Fire, Water, and Grass. They're immune to Electric moves. They has a
type advantage over Flying, Grass, Ground, Fire, Rock, Electric, and Steel
types. Their speed is raised by snowy weather.

Delibird is an Ice/Flying type. It is weak against Fire, Rock, and Electric
moves. It is immune to Ground. It has an advantage against Flying, Grass, Bug,
Ground, and Fighting types. Its speed is raised by snowy weather.

Smoochum is an Ice/Psychic type. It is weak against Fire, Rock, Steel, Dark,
and Ghost moves. It has the upper hand against Flying, Grass, Ground, Fighting,
and Poison types. Its speed is raised by snowy weather.

Slakoth, Vigoroth, Slaking, Zangoose, and Azurill are of the Normal type. They
are weak against Fighting and are immune to Ghost. They have no type
advantages.

Swablu is a Normal/Flying type. This makes it weak to Rock, Electric, and Ice
moves. It will also be immune to Ground moves. It will have an advantage over
Grass, Bug, and Fighting types. It will not be sped up by snowy weather.

Nosepass is a Rock type. It is weak against Grass, Water, Steel, and Ground
moves. It has an advantage against Flying, Ice, and Fire types. It will not
be sped up by snowy weather.

Jynx is an Ice/Psychic type. It is weak against Fire, Rock, Steel, Dark, Ghost,
and Bug types. It has the upper hand against Ground, Flying, Grass, Fighting,
and Poison types.

At the end of the dungeon, you will battle Articuno.

==============
BOSS: Articuno
==============

Articuno is an Ice/Flying type. It is weak against Fire, Rock, and Electric
moves. It is immune to Ground. It has an advantage against Flying, Grass, Bug,
Dragon, Ground, and Fighting types.

Your main problem is the room-wide STAB-boosted Powdered Snow. Status Articuno
quickly if you have a type weak against Ice (Flying, Grass, Ground, Dragon).
Other than that, you'll have no trouble.

After winning, you'll get the Icy Flute, which boosts the recruitment rate for
Ice-type Pokemon. In addition, Articuno may ask to join your team.


O------------------O-------------------------------------------O
|  Mystery Jungle  |  Length: 29 floors + Deep Mystery Jungle  |
O------------------O-------------------------------------------O
|           Dominant Type(s): Grass, Normal, Poison            |
O--------------------------------------------------------------O
|  Unlocking Wonder Mail:                                      |
|                                                              |
|  X % 8 S W Y Y + S - J F                                     |
|  P F H @ @ # # K 5 W 8 K                                     |
|                                                              |
O--------------------------------------------------------------O

Bulbasaur, Ivysaur, Venasaur, Vileplume, Bellsprout, Weepinbell, Victreebel,
Roselia, and Roserade are of the Grass/Poison type. They are weak against
Flying, Fire, Ice, Bug, and Psychic. They have an advantage over Water, Rock,
Ground, and Grass.

Metapod, Wurmple, Silcoon, and Cascoon are all Bug types. They are weak
against Fire and Flying. They have an advantage against Grass and Psychic
types.

Rattata, Raticate, Eevee, Aipom, Teddiursa, Bidoof, Lopunny, Snorlax, and
Munchlax are all Normal types. They are weak against Fighting and immune to
Ghost. They have no type advantages whatsoever. 

Spearow is the only Normal/Flying type. It is weak against Rock, Ice, and
Electric. It is immune to Ground and Ghost. It has an advantage against Grass,
Bug, and Fighting.

Nidoran (male and female), Koffing, and Gulpin are all Poison. They are weak
against Psychic and Ground. They have an advantage against Grass.

Venonat is the only Bug/Poison type. It is weak against Fire, Flying, Psychic,
and Ground. It has an advantage against Grass and Psychic.

Exeggcute is a Grass/Psychic type. It is weak against Fire, Flying, Ice, Bug,
Dark, and Ghost. It has an advantage against Rock, Water, Ground, Fighting,
and Poison. Psychic moves do nothing to Dark types.

Scyther is a Bug/Flying type. It is weak against Fire, Flying, Rock, Ice, and
Electric. It has an advantage against Grass, Psychic, Bug, and Fighting.

Chikorita, Bayleef, Meganium, Sunkern, Treecko, Grovyle, Sceptile, Seedot,
Turtwig, and Grotle are Grass types. They are weak against Fire, Flying, Ice,
and Bug. They have the upper hand against Rock, Water, and Ground.

Nuzleaf is a Grass/Dark type. It is weak against Flying, Fire, Ice, Bug, and
Ghost. It is immune to Psychic. It has an advantage against Rock, Water, Ghost,
and Ground.

Flygon is a Ground/Dragon type. It is weak against Water (?), Grass (?), Ice,
and Dragon. It is immune to Electric moves. It has an advantage over Dragon,
Rock, Fire, and Steel types.

Torterra is a Grass/Ground type. It is weak against Ice, Flying, Bug, and Fire.
It is immune to Electric moves. It has an advantage over Rock, Water, Ground,
Rock, Ice (?), Electric, and Steel types.

Stunky and Skuntank are Poison/Dark types. They are weak against Ground, Ghost,
and Fighting (?). They are immune to Psychic moves. They have the upper hand
against Ghost and Grass. Their ability, Aftermath, will make them explode upon
KO, heavily damaging all Pokemon withing one square AND utterly destroying any
unclaimed item and wall space in that space.

At the end of the dungeon, you'll encounter Mew.

=========
BOSS: Mew
=========

Mew is a Psychic type. This means it is weak against Ghost, Dark, and Bug and
has the upper hand against Poison and Fighting.

Not too hard. Most moves will do neutral/super-effective damage to Mew, and Mew
doesn't have any too threatening moves, so I'll you take this one over.

After the battle, you'll earn the Grass Coronet, which raises the recruitment
rate for the Grass-type Pokemon. Mew may also join your team.


O---------------------O--------------------------------------------O
|  Shimmering Desert  |  Length: 9 floors + Shimmering Desert Pit  |
O---------------------O--------------------------------------------O
|                    Dominant Type(s): Ground                      |
O------------------------------------------------------------------O
|  Unlocking Wonder Mail:                                          |
|                                                                  |
|  # & S 6 N Y 2 & Y J N =                                         |
|  1 P 5 7 F 0 M N M H 7 Y                                         |
|                                                                  |
O------------------------------------------------------------------O

Sandshrew, Sandslash, Diglett, and Dugtrio are of the Ground type. They are
weak against Ice, Water, and Grass; immune to Electric; and advantageous over
Fire, Steel, Electric, and Rock.

Nidoking is a Poison/Ground type. It is weak against Psychic, Ice, and Water.
It is immune to Electric. It has the advantage over Grass, Rock, Fire, and
Steel.

Garchomp is a Dragon/Ground Pokemon. It is weak against Ice, Water (?), and
Dragon. It has an advantage over Dragon, Rock, Fire, and Steel.

Ekans and Arbok are Poison types. They are weak against Psychic and Ground.
They have the upper hand over Grass.

Rhyperior is a Ground/Rock type. It'll be weak against Water, Grass, Ice,
Steel, and Fighting. It'll be immune to Electric (I believe it has Lightningrod
to draw all Electric moves to it and nullify damage). It'll be advantageous
against Fire, Rock, Steel, Electric, Bug, and Flying.

Sudowoodo is a Rock type. It is weak against Fighting, Ground, Grass, Water,
and Steel. It is advantageous over Fire, Flying, and Bug. Also, it will not do
ANYTHING to you unless provoked (like by attacking it).

At the end of this short dungeon, you'll fight the REAL Groudon (I'm sure you
can remember Fogbound Lake?).

=============
BOSS: Groudon
=============

As you may know, Groudon has the ability of Drought. This makes it sunny, which
will weaken Water moves and strengthen Fire as well as allowing for the instant
use of Solarbeam.

Okay, Groudon is a Ground-type Pokemon. This means it is weak against Water,
Grass, and Ice. It is immune to Electric. It is advantageous over Rock, Fire,
and Steel.

If you have Solarbeam, abuse the hell out of it. Try to avoid the Fire Blasts,
use super-effective moves, and status as needed; it is fairly similar to the
last time you fought Groudon (except you have one/two more partners!).

After beating Groudon, you'll be rewarded with the Terra Cymbal, which raises
the recruitment rate for Ground types. You may also get Groudon on your team.


O----------------O-----------------------------------------O
|  Sky Stairway  |  Length: 49 floors + Sky Stairway Apex  |
O----------------O-----------------------------------------O
|             Dominant Type(s): Very various               |
O----------------------------------------------------------O
|  Unlocking Wonder Mail:                                  |
|                                                          |
|  H W + 8 6 6 % T 5 S 5 1                                 |
|  + J 5 Y 4 - K # H @ P -                                 |
|                                                          |
O----------------------------------------------------------O

Residents - 
   
  Muk, Probopass, Raichu, Rhydon, SHelgon, Skarmory, Steelix, 
  Togekiss, Vulpix

Ditto is a Normal type. It is weak against Fighting and is immune to Ghost. It
has no strengths WHILE IT REMAINS UN-TRANSFORMED. When it does use Transform,
it will take on the moves and types of the target. Well... when it comes to the
moves after Transforming, it HAS the moves; they have ZERO PP, meaning that it
will use Struggle.

Banette and Duskull are Ghpst types. They are weak against Dark and Ghost;
immune to Fighting and Normal; and advantageous over Psychic and Ghost.

Ghastly, Haunter, and Gengar are Ghost/Poison types. They are weak against
Dark, Ghost, and Ground moves. They are immune to Fighting- and Normal-type
moves. They, too, can go through walls and over air tiles. They have the upper
hand against Psychic, Ghost, and Grass types.

Claydol is a Ground/Psychic type. It is weak against Ice, Water, Grass, Dark,
Bug, and Ghost moves. It is immune to Electric. It has the upper hand against
Fire, Rock, Steel, Fighting, and Poison types.

Gliscor is a Ground/Flying type. It is weak against Ice, Water, and Rock moves.
It has the upper hand against Fire, Rock, Steel, Grass, and Bug types.

Forretress is a Bug/Steel Pokemon. It is weak against Fire, Flying (?), Ground,
and Fighting moves. It is immune to Poison. It has the upper hand against Rock,
Ice, Grass, and Psychic types.

Muk is a Poison type. It is weak against Psychic and Ground moves. It has the
upper hand against Grass.

Rhydon is a Rock/Ground Pokemon. It is weak against Water, Grass, Fighting,
and Ice. It is immune to Electric moves. It has an advantage against Fire,
Flying, Rock, Electric, and Steel.

Gabite is Dragon/Ground. It is weak against Dragon and Ice moves. It has the
upper hand against Dragon, Rock, Fire, and Steel.

Jumpluff is a Grass/Flying Pokemon. It is weak against Ice, Rock, and Poison.
It is immune to Ground. It has the advantage against Water, Rock, Ground, Bug,
Fighting, and Grass.

Leafeon and Tangrowth are Grass types. They're weak against Ice, Bug, Flying,
Posion, and Fire. They have an advantage against Water, Rock, and Ground.

Magnemite and Magneton are Steel/Electric types. They are weak against Ground,
Fire, and Fighting. They're immune to Poison. They have the upper hand against
Rock, Ice, Flying, and Water.

Metang is a Steel/Psychic type. It is weak against Fire, Ground, Dark, and
Ghost moves. It is immune to Poison. It has the upper hand against Rock, Ice,
Fighting, and Poison types.

Mothim is a Bug/Flying type. It is weak against Fire, Rock, Flying, Ice, and
Electric. It is immune to Ground. It is advantageous over Psychic, Grass, Bug,
and Fighting.

Skarmory is a Steel/Flying type. It is weak against Fire, Electric, and Ice.
It is immune to Poison and Ground. It has the upper hand against Rock, Ice,
Bug, Fighting, and Grass.

Probopass is a Rock/Steel Pokemon. It is weak against Fighting, Ground, Water,
Grass (?), and Fire (?). It is immune to Poison. It has the upper hand against
Ice, Rock, Fire, and Flying types.

Shelgon is a Dragon type. It is weak against Ice and Dragon. It has the upper
hand against Dragon types.

Steelix is a Steel/Ground Pokemon. It is weak against Fighting, Fire, Ground,
Water, and Ice (?). It is immune to Poison and Electric moves. It has the
upper hand against Fire, Rock, Steel, Ice, and Electric.

Vulpix is a Fire type. It is weak against Water, Rock, and Ground. It has an
advantage against Grass, Bug, Ice, and Steel.

Raichu is an Electric type. It is weak against Ground. It is advantageous
over Water and Flying.

Togekiss is of the Normal/Flying type. It is weak against Rock, Ice, and
Electric; immune against Ghost and Ground; and advantageous over Bug, Grass,
and Fighting.

At the end of this lengthy dungeon, you'll battle against Rayquaza!

==============
BOSS: Rayquaza
==============

Rayquaza is a Dragon/Flying type. It is weak against Ice, Rock, and Dragon;
immune to Ground; and advantageous against Dragon, Bug, Grass, and Fighting.

The only problem Rayquaza presents is the move Fly; using Thunder on the tile
where Rayquaza was will still damage it. Other than that, simply status and
wail on him as usual.

As a reward for winning, you get the Sky Melodica, which will increase the
recruitment rate for Flying types. Rayquaza may also join your party.


O---------------O---------------------------------------O
|  World Abyss  |  Length: 29 floors + World Abyss Pit  |
O---------------O---------------------------------------O
|          Dominant Type(s): Somewhat various           |
O-------------------------------------------------------O
|  Unlocking Wonder Mail:                               |
|                                                       |
|  W N W Y J X T K & 5 C 1                              |
|  4 N 3 - P 4 N M 8 K & C                              |
|                                                       |
O-------------------------------------------------------O

Delcatty, Exploud, and Loudred are of the Normal type. They are weak against
Fighting, immune to Ghost, and lack a type advantage.

Voltorb and Electrode are Electric types. They are weak against Ground. They
are advantageous over Flying and Water.

Mightyena, Poochyena, and Umbreon are of the Dark type. They are weak against
Ghost and Fighting; immune to Psychic; and advantageous over Ghost and Psychic.

Murkrow is a Dark/Flying type. It is weak against Ghost, Rock, Ice, and
Electric; immune to Ground and Psychic; and advantageous over Ghost, Psychic,
Grass, Bug, and Fighting.

Nidoqueen is a Poison/Ground type. It is weak against Psychic, Ice, and Water.
It is immune to Electric. It has the advantage over Grass, Rock, Fire, and
Steel.

Pidgeot, Pidgeotto, Pidgey, Swellow, and Taillow are of the Normal/Flying type.
They are weak against Rock, Ice, and Electric; immune against Ghost and Ground;
and advantageous over Bug, Grass, and Fighting.

Weezing is a Poison type. It is weak against Psychic and Ground. It has an
advantage over Grass.

At the end of this dungeon, you'll engage in battle with Giratina!

==============
BOSS: Giratina
==============

Giratina is a Ghost/Dragon type. It is weak against Ghost, Dark, Ice, and
Dragon. It is immune to Normal and Fighting. It has the advantage over Ghost,
Dark (?), Psychic, and Dragon.

I am not sure of its attacks; remember, I have a powerful Lv. 100 team? It is
quite reasonable to believe it has Shadow Force. If it charges for it, run!!
Other than that, pretty simple. Just try to abuse weaknesses and statuses, as
you would with any other boss battle.

After defeating Giratina, you'll be rewarded with the Rock Horn, which raises
the recruitment rate for Rock-type Pokemon. Giratina may also join your team.


)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
           Section III- The Rest of the Extra Dungeons   **PMD63**
)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))

These are the extra dungeons that didn't really fit anywhere else. These are
basically unlocked via storyline, except Marine Resort, because that is based
on a decision, albeit an EASY decision, earlier in the game.


O-------------------O--------------------------------------O
|  Concealed Ruins  |  Length: 29 floors + end of dungeon  |
O-------------------O--------------------------------------O
|           Dominant Type(s): Somewhat various             |
O----------------------------------------------------------O
|  How to unlock this dungeon:	  			   |
|							   |
|  Beat Aegis Cave. It is part of the post-credits story-  |
|  line. See walkthrough for details.			   |
|							   |
O----------------------------------------------------------O

Delcatty, Exploud, and Loudred are of the Normal type. They are weak against
Fighting, immune to Ghost, and lack a type advantage.

Voltorb and Electrode are Electric types. They are weak against Ground. They
are advantageous over Flying and Water.

Mightyena, Poochyena, and Umbreon are of the Dark type. They are weak against
Ghost and Fighting; immune to Psychic; and advantageous over Ghost and Psychic.

Murkrow is a Dark/Flying type. It is weak against Ghost, Rock, Ice, and
Electric; immune to Ground and Psychic; and advantageous over Ghost, Psychic,
Grass, Bug, and Fighting.

Nidoqueen is a Poison/Ground type. It is weak against Psychic, Ice, and Water.
It is immune to Electric. It has the advantage over Grass, Rock, Fire, and
Steel.

Pidgeot, Pidgeotto, Pidgey, Swellow, and Taillow are of the Normal/Flying type.
They are weak against Rock, Ice, and Electric; immune against Ghost and Ground;
and advantageous over Bug, Grass, and Fighting.

Weezing is a Poison type. It is weak against Psychic and Ground. It has an
advantage over Grass.


O-----------------O--------------------------------------O
|  Marine Resort  |  Length: 19 floors + end of dungeon  |
O-----------------O--------------------------------------O
|            Dominant Type(s): Normal, Water             |
O--------------------------------------------------------O
|  How to unlock this dungeon:				 |
| 							 |
|  After beating the full storyline (including post-     |
|  credits) and recruiting Manaphy, he'll visit you a    |
|  few days later, with info about the dungeon.          |
|                                                        |
O--------------------------------------------------------O

Cleffa, Clefairy, Clefable, Igglybuff, Jigglypuff, Wigglytuff, Lickitung,
Lickilicky, Miltank, Snubull, Whismur, Skitty, Ambipom, and Spinda are all of
the Normal type. They ALL are weak against Fighting moves and are immune to
Ghost. None of them have a type-based advantage against anyone.

Espeon, Wynaut, Wobbuffet, and Spoink are of the Psychic type. They are weak
against Bug, Dark, and Ghost moves. They have an advantage over Fighting and
Poison types.

Slowbro is of the Water/Psychic type. It is weak against Grass, Electric, Dark,
Bug, and Ghost moves. It has an advantage over Rock, Ground, Fire, Fighting,
and Poison types.

Swalot is a Poison type. It is weak against Psychic and Ground moves. It has an
advantage over Grass types.

Phanpy is a Ground-type Pokemon. It is weak against Ice, Water, and Grass moves
while being immune to Electric. It will have the upper hand on Electric, Fire,
Rock, and Steel.

Krabby, Kabuto, and Kabutops are Water types. They are weak against Electric
and Water, and will have the higher hand over Fire, Rock, and Ground types.

Croagunk is a Poison/Fighting type. It is weak against Psychic, Ground, and
Flying moves. It is advantageous against Rock, Ice, Steel, Normal, and Grass.

Dratini is Dragon/Water (I think). It's only weakness is Dragon moves, while it
will have the advantage over Dragon, Fire, Rock, and Ground types.

Wingull and Pelipper are Water/Flying types. They'll take quadruple damage from
Electric moves, double damage from Rock, and are immune to Ground. They'll have
the upper hand over Fire, Rock, Ground, Grass, Bug, and Fighting types.

Corsola is a Water/Rock type. It is weak against Electric, Grass, Steel, and
Fighting. It has advantages over Fire, Rock, Ground, Flying, and Ice.


O-------------------O--------------------------------------O
|  Zero Isle North  |  Length: 74 floors + end of dungeon  |
O-------------------O--------------------------------------O
|         Dominant Type(s): Too many to determine          |
O----------------------------------------------------------O
|  How to unlock this dungeon:                             |
|							   |
|  Graduate from Wigglytuff's Guild. It is part of the     |
|  post-credits story. See walkthrough for details.        |
|							   |
O----------------------------------------------------------O
|  RESTRICTIONS!					   |
|							   |
|  You will not earn EXP. in this dungeon.		   |
|							   |
O----------------------------------------------------------O

This dungeon, like all Zero Isles, has too many Pokemon to list. Most of the
weaknesses should be obvious, if you made it this far.

Throughout this dungeon, you will not collect any EXP. whatsoever. According
to the Dungeon FAQ (by OgreGunner), I believe I recall late-floor Pokemon
being around levels 80 ~ 90. Therefore, if you are not even at 80, forget it.
The optimal team is made of four different types and Pokemon, at Level 100,
with high IQ, and a few multi-target moves.

Also, like any Zero Isle, there are many good items here.


O------------------O--------------------------------------O
|  Zero Isle West  |  Length: 39 floors + end of dungeon  |
O------------------O--------------------------------------O
|        Dominant Type(s): Too many to determine          |
O---------------------------------------------------------O
|  How to unlock this dungeon:                            |
|							  |
|  Graduate from Wigglytuff's Guild. It is part of the    |
|  post-credits story. See walkthrough for details.       |
|							  |
O---------------------------------------------------------O
|  RESTRICTIONS!                                          |
|							  |
|  You cannot have any items; all members' levels are     |
|  reduced to one (restored upon exiting dungeon).        |
|							  |
O---------------------------------------------------------O

This dungeon, like all Zero Isles, has too many Pokemon to list. Most of the
weaknesses should be obvious, if you made it this far.

Throughout this dungeon, you will begin at Level 1, as will your partners.
Therefore, you should have a Pokemone like Mew, who can learn from any TM. You
should also have some Pokemon with varying types. Remember, if the level is
reduced to one, your IQ is, too, and your stats go to those of a level one
of that species.

Also, like any Zero Isle, there are many good items here.


O------------------O--------------------------------------O
|  Zero Isle East  |  Length: 39 floors + end of dungeon  |
O------------------O--------------------------------------O
|        Dominant Type(s): Too many to determine          |
O---------------------------------------------------------O
|  How to unlock this dungeon:                            |
|						          |
|  Graduate from Wigglytuff's Guild. It is part of the    |
|  post-credits story. See walkthrough for details.       |
|						          |
O---------------------------------------------------------O
|  RESTRICTIONS!					  |
|							  |
|  Only 16 items are allowed and your members' levels are |
|  reduced to one (restored upon exiting dungeon).        |
|							  |
O---------------------------------------------------------O

This dungeon, like all Zero Isles, has too many Pokemon to list. Most of the
weaknesses should be obvious, if you made it this far.

Throughout this dungeon, you will have all start out at Level 1. Therefore, it
is good to bring the any-move Mew. Since you can bring items, bring a few good
TMs -- suggestions include Discharge, Flamethrower, and Brick Break. The other
three Pokemon should vary in type from Mew (or whoever you wish to use), so you
have cover as many weaknesses as possible. Bring as many Reviver Seeds as you
can possibly allow.

Also, like any Zero Isle, there are many good items here.


O-------------------O--------------------------------------O
|  Zero Isle South  |  Length: 98 floors + end of dungeon  |
O-------------------O--------------------------------------O
|         Dominant Type(s): Too many to determine          |
O----------------------------------------------------------O
|  How to unlock this dungeon:                             |
|							   |
|  Graduate from Wigglytuff's Guild. It is part of the     |
|  post-credits story. See walkthrough for details.        |
|							   |
O----------------------------------------------------------O
|  RESTRICTIONS!					   |
|							   |
|  Only the leader can enter, with no money or items, and  |
|  the leader will start at Level 1 (stats restored after  |
|  exiting dungeon).					   |
|							   |
O----------------------------------------------------------O

This dungeon, like all Zero Isles, has too many Pokemon to list. Most of the
weaknesses should be obvious, if you made it this far.

Throughout this dungeon, you will enter alone, with no money or items, at
Level 1. There are quite a few TMs spread throughout the first floors and the
dungeon in general. As such, Mew is a great choice, as Mew learns any move.
During the first floors, level as much as possible or use the run away
technique (it is just one Pokemon, after all). In essence, as long as Mew is
brought, you have a good chance of success.

Also, like any Zero Isle, there are many good items here.


7. Rescue System************************PMD7*********************************
Okay, as you may know, there is a Friend Rescue option on the main menu. There,
you can recieve SOS Mail. SOS Mail is mail created when someone is KO'ed in a
dungeon and wishes to continue without losing anything. The reciever of the
SOS Mail can do the rescuing.

When that person has the mail, select Go Rescue from the main menu and talk to
Pelipper to go rescue that person. They'll be on the floor they lost on, and
the rescuer will encounter a monster house in the room where the rescue is
done.

When the rescue has succeeded, the rescuer can send an A-OK Mail to the sender
of the SOS Mail. This will let that person continue. An item can be sent, or
even a Pokemon in some cases.

The rescuer may recieve a Thank-You Mail from the SOS Mail sender. This may
include an item, and essentially thanks that person for rescuing them.

So, then, how to GET rescued? Well, you can go over Nintendo WFC, give someone
a password, or send the mail via Wi-Fi. The same goes with all three mail
types.

Okay, then, I will let you know this. There are rescue teams on GameFAQs's
message boards awaiting someone to need to be rescued. The Time/Darkness
boards are essentially dead there, so you should go for the Sky boards. The
rescue team by the name of Team Ancient Legends is a quite good team, so if you
need rescuing, just send a SOS Mail to them.

Alternately, I myself can rescue you. Just send the SOS Mail in an e-mail to
[email protected]  and you will eventually be rescued. I am not actually on
the Internet too often, once to thrice a week, so if you send me the mail, you
may have to wait up to a week to be rescued. I apologize for this, but I can
compensate by giving you good, rare items. If you choose this method, I
emphasize that there is no need to give me a Thank-You Mail; I have enormous
stocks of items so good and I have a super Lv. 100 four-Pokemon team that I
will be fine with what I have. I wish you good luck on getting rescued.

One final thing. Since the release of Sky, which succeeded Time/Darkness, I
often see the question of whether Sky can interact with the T/D rescues. To
put it simply, Sky can rescue anyone anywhere in T/D, so long as the Sky
player has unlocked the dungeon T/D lost in. T/D can also rescue Sky, except
for the Sky-exclusive dungeons, and T/D must have proceeded to the dungeon the
Sky player is in.

8. Other Helpful Stuff******************PMD8*********************************
Below, I have listed various documents that I find to be helpful to other
people playing this game. I will list the main idea of the document, its
author, add a description, and put the web address of the document. Simply
copy-and-paste the web address if you wish to see it.

-----------------------------------------------------------------------------
Dungeon FAQ (by OgreGunner)

This lists a lot of helpful stats about each dungeon, such as the Pokemon that
live there, item find rates, etc.


http://www.gamefaqs.com/ds/938930-pokemon-mystery-dungeon-explorers-of-
darkness/faqs/57222

-----------------------------------------------------------------------------
Evolution FAQ (by FatRatKnight)

This FAQ will list the evolution of each Pokemon and how the Pokemon evolve.


http://www.gamefaqs.com/ds/938930-pokemon-mystery-dungeon-explorers-of-
darkness/faqs/59252

-----------------------------------------------------------------------------
IQ Skill FAQ (by FatRatKnight)

This FAQ lists every IQ skill, who gets what and when, and lots of other
goodies.


http://www.gamefaqs.com/ds/938930-pokemon-mystery-dungeon-explorers-of-
darkness/faqs/55728

-----------------------------------------------------------------------------
Item FAQ (by KeyBlade999)

This is more of a reference guide listing each item's effects. There are also
some Wonder Mails leading to some good items (like Wonder Gummies...).


http://www.gamefaqs.com/ds/938930-pokemon-mystery-dungeon-explorers-of-
darkness/faqs/59872

-----------------------------------------------------------------------------
Legendary Pokemon Recuitment FAQ (by Drayano)

This shows you how to find and recruit each of the legendary Pokemon in this
game, as well as some other goodies.

Big thing to note: you will need a Secret Slab or Mystery Part for some of the
legendaries. Here is a Wonder Mail that will provide you with a Mystery Part:

7 = 6 M 7 2 T X 8 7 C 9
@ Q F % X Y Q 4 F 3 = H


http://www.gamefaqs.com/ds/938930-pokemon-mystery-dungeon-explorers-of-
darkness/faqs/52663

-----------------------------------------------------------------------------
Starter Pokemon FAQ (by weirdguy8888)

This will show you how to proceed through the beginning quiz so you can get
whichever starter/partner Pokemon you want.


http://www.gamefaqs.com/ds/938930-pokemon-mystery-dungeon-explorers-of-
darkness/faqs/52501

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






++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++                                                                        +++
+++                    This is the end of KeyBlade999's                    +++
+++            Pokemon Mystery Dungeon 2: Explorers of Darkness            +++
+++            and Pokemon Mystery Dungeon 2: Explorers of Time            +++
+++                            FAQ/Walkthrough.                            +++
+++                                                                        +++
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


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       | |____________| |_________________________                   |
       | |            | |                         | |\     /\     /| |
       | |            | |                         | | \   /  \   / | |
       | |____________| |                         | |  (_)    (_)  | |
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                               \ \_\     \ \_\     \ \_\
                                \/_/      \/_/      \/_/         KeyBlade999