_____ _ | __ \ | | | |__) |__ | | _ ___ _ __ ___ ___ ____ | ___/ _ \| |/ / _ \ '_ ` _ \ / _ \| '_ \ | | | (_) | < __/ | | | | | (_) | | | | |_| \___/|_|\_\___|_| |_| |_|\___/|_| |_| 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. +++ +++ +++ ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ________________ | ____________ | | | | | | | | | | |____________| |____________________________________________ | |____________| |_________________________ | | | | | | |\ /\ /| | | | | | | | \ / \ / | | | |____________| | | | (_) (_) | | |________________| |_| |_| ___ ___ ___ /'__`\ /'__`\ /'__`\ /\ \_\ \ /\ \_\ \ /\ \_\ \ \ \___, \ \ \___, \ \ \___, \ \/__,/\ \ \/__,/\ \ \/__,/\ \ \ \_\ \ \_\ \ \_\ \/_/ \/_/ \/_/ KeyBlade999