FAQ/Walkthrough by KeyBlade999

Version v2.20, Last Updated 2013-05-13

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Table of Contents

  1. Donations
  2. Introduction
  3. Pre-Credits Walkthrough
    1. Format (READ!)
    2. Welcome to Paradise!
    3. Expanding Paradise!
    4. New Allies, New Dreams!
    5. The Great Expedition
    6. Can Fate Be Changed?
    7. Kyurem and the Bittercold
  4. Post-Credits Walkthrough
    1. A Minor Note To Read
    2. Resurrection?
    3. The Plot Ends
  5. Dungeon Detours
  6. Dungeon Index
  7. Drilbur Dungeons
    1. Introduction
    2. Treasure Trove: Cool Creekside
    3. Treasure Trove: Fertile Forest
    4. Treasure Trove: Pleasant Plain
    5. Treasure Trove: Rough Rockery
  8. Magnagate Dungeons
    1. Introduction
    2. Why Not All of Them?
    3. Alluring Hill
    4. Alluring Shore
    5. Aspiring Volcano
    6. Challenging Cavern
    7. Challenging Maze
    8. Challenging Summit
    9. Devotion Crevasse
    10. Glinting Cavern
    11. Gloomy Drifts
    12. Gloomy Woods
    13. Healing Maze
    14. Joyous Cavern
    15. Marvel Cavern
    16. Marvel Volcano
    17. Mystical Cliffs
    18. Mystical Maze
    19. Mystical Shrine
    20. Peculiar Cavern
    21. Primitive Maze
    22. Sacred Outcrop
    23. Shining Maze
    24. Treasure Barrens
    25. Treasure Cavern
    26. Treasure Crevasse
    27. Unique Barrens
    28. Unity Dunes
    29. Unseen Woods
  9. DLC Dungeons
    1. Release Data
    2. Axe Rock
    3. Ivy Park
    4. Kecleon's Bazaar
    5. Mt. Travail
    6. Pika Land
    7. PokéForest
    8. Scalchop Beach
    9. Skill Treasury
    10. Strongest Trail
    11. Treat Road
    12. Ultimate Wilds
  10. Companion Mode
  11. Paradise Minigames
    1. Introduction
    2. Beartic Slide
    3. Sunken Treasure
  12. Hunting the Legends!
    1. Introduction
    2. Automatic Recruits
    3. Random Finds
    4. Royal-Rank Missions
    5. Special Cameos
  13. Taking Down Kecleon
    1. Introduction
    2. Stealing From Kecleon
    3. Fighting Kecleon
  14. Team Attacks
  15. Team Skills
  16. Items Listings
    1. Berries
    2. Seeds
    3. Other Food Items
    4. Hold Items
    5. Devices
    6. Flags
    7. Wonder Orbs
    8. Throwable Weaponry
    9. Vitamins
    10. Evolution Items
    11. TMs/HMs
    12. Pokémon Gifts
    13. Miscellaneous Items
  17. Item Shops
    1. Kecleon's/Quagsire's Shops
    2. Cinccino's Gift Shop
    3. Cofagrigus's Glorious Gold
    4. Oodles of Orbs Shop
    5. Berries and Seeds Shop
    6. Detour Guide Shop
    7. Swap Shop's Shop
  18. Pokémon Paradise Facilities
    1. Introduction
    2. Types of Land
    3. Facility Painting
    4. Field Painting
    5. General Stores
    6. Seed/Berry Fields
    7. Type Dojos
    8. Miscellaneous Areas
  19. Pokémon Details
    1. Section Format (READ!)
    2. Quick-Jump
    3. The Whole List
  20. Pokémon Paradise Ranks
  21. Passwords
    1. Introduction
    2. North America Version
    3. Japanese Version
  22. Credits
  23. Version History
  24. Legalities

Pre-Credits Walkthrough (Continued)

There's No "I" In Team!




The next morning, your partner awakens in a good mood, noting that you can now register as a team, since you have five Pokémon (technically needing just four). Of course, you finally pop out the question of "A team?" A team is a group facilitated by HAPPI (the Helping Adventurous Pokemon Prosper Institute) to help rescue Pokémon and make your adventures safer. Imagine it like the omniscient other corporations in previous Mystery Dungeon games if you've played them. They tend to support you with various items and upgrades and such.

Once you regain control, exit your house to meet up with Virizion, Emolga, and Dunsparce, plus a random Pelipper. As per the Pokémon games' usual, the latter has some mail for you - a letter from HAPPI requesting you to put a team name on the letter and return it to them, and then you'll be recognized as a team. After Emolga's overly-egomaniacal option for a name, you get to choose one as you wish. Do as you will - and, no, there is no default name. (For the record, the general name context is "You are the ____s".) As I recall, one of the old default names was "PokéPals", so, if you're stuck, go with "PokéPal", because you need to remember that the game pluralizes the name at points.

Suddenly, Quagsire comes up with a gift offer... Of course, you follow him and find that Scraggy - yes, the scammer! - has set up shop next to Quagsire. His purpose is more benign, though - because Quagsire claimed, and I quote him, "I punished him thoroughly." O_o Anyways, like Gulpin and Electivire of previous Pokémon Mystery Dungeon games, he is here to delete moves you don't want and relearn most non-TM/HM moves you have already learned! 'Course, it is also revealed that Quagsire is effectively a world-known Pokémon cop.

Quagsire will also mention that you can select which four members go off on adventures. (Or less than four, but no more than four.) You basically get to choose right now which Pokémon stays behind. Personally, I'd pick Dunsparce - even in the mainstream games, until you grab some TMs and HMs, Dunsparce is nigh useless strategically. That's later, though. You'll also learn that Pokémon can join your team now when you beat them in dungeons - yes, beat the crap of me and I'll join your team! -_- This includes the dungeons insofar and most others ahead of here. You will increase your recruitment rate by generally just powering up the lead Pokémon (in this case, you), as well as holding certain items or using gifts Cinccino makes.

A treasure chest then drops, coming from HAPPI. (Geez, UPS could make a fortune off of Pelippers.) Inside, you'll find a Team Bag and Team Badges symbolizing that you are a team. The Badges go for each team member (yeah, HAPPI gave you hundreds O_o) you have now and those you recruit later. This permits the growth of moves.


See, as each move gets some use a bar will fill up next to the move, like in the attached screenshot. (The little green thing in Japanese is the move.) As it gets used more and more, you become more skilled at it. Eventually, a move will gain a new level - that is when the bar next to the move name as per the nearby screenshot fills thrice. (It does power up and gain 1 PP with each filling of the bar, but it only gains an official level with every three fillings.) For example, take Thundershock on Pikachu. It starts as Thundershock, then later becomes Thundershock II, then Thundershock III, then Thundershock IV, then Thundershock V, then Thundershock VI, and so on. Each time, the move becomes more powerful and more accurate, and it'll even increase in PP!! Additionally, it's also like the Pokémon you're allied with learn from you. Basically, then, if one of your team's Pokémon gets, say, Hydro Cannon III or whatever, then everyone else with the move Hydro Cannon gets Hydro Cannon III, even if they've never used it before! The growth for any given move is actually shared throughout the team!

There are two more benefits to the Team Badges. Firstly, EXP. is shared throughout the entire team - basically, that means you could leave a Pokémon back in Pokémon Paradise for the whole game, not use him at all from Level 1, and later come back and find him to be Level 100. (However, the level ups will not take place until you bring them to a dungeon and take a step, so their in-Paradise stats can be off.) Additionally, you gain the ability to use Team Skills. You can see the linked section for more info, but they're basically team-wide abilities that you can find by having Rampardos open the treasure chests of some dungeons. For example, you can throw items further, or know if there are Monster Houses or shops nearby, or recover PP in-between floors!


Another unmentioned benefit is "Team Attack". "Team Attack" will occur the party gets in sync. This basically means that, as you battle Pokémon, you'll become more likely to achieve this ability. It also tends to happen more when you are in low HP or have many enemy Pokémon nearby or have more Pokémon (two or more, but even more than two is better) in the party. When it does occur, a badge will shine in the top-left corner of the screen, and one will also blatantly appear on the Touch Screen when you hold down the L Button. If you tap the Touch Screen's emblem, everyone will attack at once, dealing massive damage all of the Pokémon in the room. The status will not go away until you either use it or leave the dungeon - you can go from floor to floor and keep it for when you really need it, which you should! After usage, it'll need the usual building-up, as before, to regain the status. You can see further details in the Team Attacks section.

So, phew! Go to Quagsire to manage your party details, then prepare as you will. You will then play for several "filler" days. I will also note you can go to the Forest Grotto and Mountain Pass dungeons, which we shall cover. Also, in the Post Town, Rampardos's Box Busting shop is open - basically, bring him treasure boxes, pay 150 Poké, and get items. Treasure Boxes are found in dungeons, usually.

THE FILLER DAY

In this FAQ and this game, a "filler day" refers to a time when there is nothing plot-based to do whatsoever. You can do what you want, I suppose, so long as you eventually go to the next day. Do rescues from the Request Board, primarily - there's nothing specific you have to do. When it comes to filler days, it's mostly up to you on what to do. So do stuff. Enjoy yourself. Whatever.

After one filler day... Well, we get to the Gurdurr Sets Up Shop! section for that. The two new dungeons - the Forest Grotto and the Mountain Pass are below.




Forest Grotto



  • Dungeon Length: 7 floors
  • Dominant Types: Grass (marginal difference)
  • Pokémon Recruits?: Yes

RESIDENT POKÉMON DATA
Pokémon SpeciesPokémon #Pokémon TypeWhich Floors?
Archen#566Rock/Flying1F ~ 7F
Bagon#371Dragon1F ~ 7F
Croagunk#453Poison/Fighting1F ~ 7F
Foongus#590Grass/Poison1F ~ 7F
Litwick#607Ghost/Fire1F ~ 7F
Petilil#548Grass1F ~ 7F
Sewaddle#540Grass/Bug1F ~ 7F
Tympole#535Water1F ~ 7F
Vullaby#629Dark/Flying1F ~ 7F

  • Archen is weak to Water, Steel, Electric, and Ice, and takes little damage from Ground. It is advantageous over Fire, Bug, Flying, Ice, Grass, and Fighting.

  • Bagon is weak to Dragon and Ice, and advantageous over Dragon.

  • Croagunk is weak to Flying, Psychic (4x), and Ground. It has an advantage over Grass, Normal, Ice, Rock, Steel, and Dark.

  • Foongus is weak to Fire, Ice, Bug, Flying, and Psychic, and has advantages over Rock, Water, Ground, and Grass.

  • Litwick is weak to Dark, Ghost, Rock, Water, and Ground, and takes little damage from Fighting and Normal. It is advantageous over Ghost, Psychic, Steel, Ice, Grass, and Bug.

  • Petilil is weak to Fire, Ice, Bug, Flying, and Poison, and are advantageous over Water, Rock, and Ground.

  • Sewaddle is weak to Fire (4x), Flying (4x), Ice, Poison, and Rock. It has type-based advantages over Water, Rock, Ground, Dark, Grass, and Psychic.

  • Tympole is weak to Grass and Electric, and has an advantage over Rock, Fire, and Ground.

  • Vullaby is weak to Rock, Ice, and Electric, and takes little damage from Psychic and Ground. It has advantages over Ghost, Psychic, Fighting, Bug, and Grass.



Mountain Pass



  • Dungeon Length: 7 floors
  • Dominant Types: Grass
  • Pokémon Recruits?: Yes

RESIDENT POKÉMON DATA
Pokémon SpeciesPokémon #Pokémon TypeWhich Floors?
Archen#566Rock/Flying1F ~ 7F
Blitzle#522Electric1F ~ 7F
Braviary#628Normal/Flying1F ~ 7F
Cottonee#546Grass1F ~ 7F
Foongus#590Grass/Poison1F ~ 7F
Litwick#607Ghost/Fire1F ~ 7F
Petilil#548Grass1F ~ 7F
Sewaddle#540Bug/Grass1F ~ 7F
Swinub#220Ground/Ice1F ~ 7F
Tympole#535Water1F ~ 7F
Vullaby#629Dark/Flying1F ~ 7F

  • Archen is weak to Water, Steel, Electric, and Ice, and takes little damage from Ground. It is advantageous over Fire, Bug, Flying, Ice, Grass, and Fighting.

  • Blitzle is weak to Ground and advantageous over Flying and Water. This Pokémon may have the Lightningrod ability, which will allow it to nullify any Electric-type move in the room and raise Blitzle's Special Attack, so take note of that. Alternatively, it may have the Motor Drive ability, which will instead raise its movement speed by one turn (up to four) instead of Special Attack.

  • Braviary is weak to Ice, Rock, and Electric and takes little damage from Ground or Ghost. It is also one of those Pokémon that appear rarely and randomly, and is quite powerful at this point in the game, so I would not recommend bothering with it at all.

  • Cottonee and Petilil are weak to Fire, Ice, Bug, Flying, and Poison, and are advantageous over Water, Rock, and Ground.

  • Foongus is weak to Fire, Ice, Bug, Flying, and Psychic, and has advantages over Rock, Water, Ground, and Grass.

  • Litwick is weak to Dark, Ghost, Rock, Water, and Ground, and takes little damage from Fighting and Normal. It is advantageous over Ghost, Psychic, Steel, Ice, Grass, and Bug.

  • Sewaddle is weak to Fire (4x), Flying (4x), Ice, Poison, and Rock. It has type-based advantages over Water, Rock, Ground, Dark, Grass, and Psychic.

  • Swinub is weak to Fire, Fighting, Steel, Water, and Grass, and takes little damage from Electric; it is also advantageous over Flying, Ground, Grass, Rock, Steel, Fire, and Electric.

  • Tympole is weak to Grass and Electric, and has an advantage over Rock, Fire, and Ground.

  • Vullaby is weak to Rock, Ice, and Electric, and takes little damage from Psychic and Ground. It has advantages over Ghost, Psychic, Fighting, Bug, and Grass.



Gurdurr Sets Up Shop!



After a single filler day in the game, as you exit your house to the Paradise Center, you'll meet up with Gurdurr, who decides to set up shop to get back in the swing of things, I suppose. He also wants to thank you for your help in setting him straight, so he decides to help you expand your Paradise! (Or just stay close to Virizion. Whatever gets Gurdurr to slave for us, I suppose.) Of course, it wouldn't be for free - you'll gather materials and some money and he'll build the place. Right now, he wants some Sturdy Vines. Sturdy Vines are found primarily as rewards from Request Board stuff.

Yeah, and they're not uncommon. I found five full pages allowing for such rewards - that's 20. So, yeah, take your pick - there's nothing particular that you have to deal with. After completing a mission rewarding you with a Sturdy Vine(s) - most of those I saw actually yielded three - you'll go to Gurdurr the next day. He is tearful with joy at this... Odd. Well, whatever - he promises to give you the best he's got.

That's it for now. Play through another filler day. Once you do, the day after, go to the Paradise Center. There, Gurdurr will scream from afar and approach you, alongside his Timburr apprentices. Now, today, Gurdurr is open for business! (Well, his shop anyways. Not Gurdurr himself. That'd be weird.) Now, all you have to do is speak with Gurdurr to add various facilities to your Paradise. First, he has to prepare the land - clear it, survey it, etc. - before he can get to building facilitaties. Both require some materials - like those vines and stuff - and both require money. See the Pokémon Paradise Facilities section for more details.

For now, we want to develop land. For a while, you will be focused on expanding the Paradise and building shops and such. You have only one type of land for now - the Pleasant Plain. You'll need Rich Soils and Fresh Herbs for that, so go for missions that have those as the rewards. Beyond that, you'll need to decide what type of store or whatever to put there. For now, also, Gurdurr will only let you set up the center square of the Paradise as anything. See, the paradise is a 3x3 grid of nine squares. The bottom-center square is the Paradise Center, your place, and stuff, I suppose - the rest, open land.

Once you get one Pleasant Plain arranged, Gurdurr, out of the sheer goodness of his heart (or some random, questionable Berries) decides to give you the materials for an Oran Field - which mass-grows (sort of) Oran Berries! Woo! All you need to do is go to the prepared land and request one be made. For the sake of constancy, go there now (basically keep going north) and build that Oran Field. We now need to get two other facilities built, so do as you will with that. You can see the materials needed in the Pokémon Paradise Facilities section or just by using the "Materials" thing in the X Button menu. So, more missions!

Or not. I think it loses plot relevance at this point what you do or don't. Well, still, do what you wish with it.


Victini and the V-Wave!



Sometime after the whole thing with Gurdurr and the Oran Field, you'll wake up one morning and, before the camera actually reaches "you", you'll see a meteor streak by in the sky. 'Course, the in-game you takes no notice of this whatsoever upon awakening, nor does your partner. Eh. Save and walk outside. There, you'll find a nice, beautiful day, with Dunsparce and Virizion nearby. Emolga, however, seems to have gotten lost on the trip over here. Additionally, the wind is sparkling rather oddly. Did a glitter factory blow up or something?

According to Herdier back in Post Town (and Virizion later) it seems to be something called the "V-Wave". It's basically a type-based wind that occurs around this time of year (in-game plot; sorry, you can't mess with your 3DS clock). Whatever type it "picks" and the Pokémon associated with that type basically get bonuses - moves will likely level up quicker, be more powerful, use less PP, and the user's Pokémon will also probably gain more EXP. Sometimes, you even get a 25%-off discount at shops! The type of the V-Wave changes with each in-game day.

Eventually, Emolga finally shows up, with the announcement that Quagsire has an announcement to make in the Paradise Center. To the left of the Gurdurr construction shop, you'll find a bulletin board forecasting the V-Wave for several days in the future. (I doubt it's 100% accurate, like real weather forecasting, but whatever.) As Emolga further elaborates on the V-Wave's potential for a team, the very air begins to vibrate. Obviously, everyone looks up to see a meteor speeding right for them! They begin to run as the meteorite lands right next to the V-Wavecast board.

...

And the meteor turns out to be Victini. Wow. How ... melodramatic, I guess is the term. It quickly becomes apparent that Victini comes here as the V-Wave does, though usually not this flashily. For you, his main purpose in being here (other than scaring the crap outta you like that) is to let you change the V-Wave of the day with his V-Wheel. (I swear to God, all of those sudden flashes of color are giving me a migraine. x_x) The V-Wheel and its use is like playing roulette - you pay Victini money, and you might be able to choose the V-Wave type. Not always will you win, but you do sometimes. You also can only use it once daily (based on in-game time).

SPINNING THE V-WHEEL

If you're able to stomach Victini, and want to put yourself at an advantage in dungeons or various other things (see the V-Wavecast for more), you can spin the V-Wheel once daily. You'll need some money, though, if you want a good chance. You can use the Circle Pad or D-Pad and the A Button to get more of Victini on the V-Wheel on the Touch Screen, if you have enough money. Press the Start Button to give the wheel a spin and see if you win! You can press the A Button after Victini flies around like a mad-Pokémon to stop the spinning.


Poké UsedChances of Winning
Chance:Odds:Percentage:
0 Poké1 in 54 to 120%
1,000 Poké2 in 53 to 240%
2,500 Poké3 in 52 to 360%
5,000 Poké4 in 51 to 480%
7,777 Poké5 in 50 to 5100%

Lessee... Also, new Traveling Sales-mon shops are now open in the western portion of Post Town. These Pokémon basically help you level up moves of a given type - however, note that the "true" Type Dojos you can build in Pokémon Paradise are much more effective. On rare occasions, they'll also emulate certain Paradise facilities, such as Swap Shops or general shops, but that's pretty rare. But that's about it for "new" stuff. Sift through the missions and pick out something else for another filler day.




A Strange Dream and the Great Glacier




After that filler day...


SPOILER! Highlight to View

Later that night, you have a rather particular dream. It begins once more in the rainbow-hued haze you saw so long ago. Suddenly, abruptly, it all becomes silent in the dream - barring one scream for "HELP!". You are suddenly awakened, startled by this. You realize it was merely a dream, but this is the second time you've heard that voice - the first being just before your arrival in the Pokémon world, with a request for help for the Pokémon world as a whole. You've been here for a while, though, and nothing's led you anywhere as to your purpose in coming. All you've got to go on is a fleeting image of the Pokémon crying for help (Munna) who was being chased by a Hydreigon. Heck, she might not even be alive right now.

Knowing there's little you can do about this, however, you simply try to keep yourself sane and do more rescues.

After another filler day, as you exit your home, you'll end up meeting with Dunsparce outside. There seems to be a mirage visible from the hills in Post Town - you follow him and check it out. If you look carefully in the distance, you can see it - a bunch of mountains floating in the sky, completely detached from the ground. According to Virizion, this is the Great Glacier, found further in the north. (Obviously, it's a mirage. Global-warming has not progressed that much in either world right now.) There are many rumors as to what the Glacier may contain - jewels, the Great Crystal... - but mere rumors, no proof, because no one has successfully gone to and from the Great Glacier's depths. The crevasses change at random, too, making the place unmappable. Of course, you could always just use a Flying Pokémon, but the winds there just push them back.

Your partner then vows that he will become stronger so he can head to the Great Glacier. Other than this, though, it's another filler day. I will note that, back in town, Cinccino and Cofagrigus have their shops opened. Cinccino mostly will make various Pokémon Gifts for you - items that greatly boost recruitment rates if you give them to specific Pokémon, usually unevolved. Cofagrigus will take any Gold Bar you find in a dungeon and trade it for items or 555 Poké. Take your pick, I suppose. (I would save up the Gold Bars - 15 of them can buy a Joy Seed, a rare item that will level you up!)

Soon, you'll unlock Companion Mode and Local Wireless Play from the X Button menu - I'm not sure if this coincided with my Silver Rank promotion or just filling in the filler day. Companion Mode will basically allow you to play as someone not on an adventure, whereas the Wireless option allows you to connect to another player's 3DS (also needs Gates to Infinity) to complete jobs together. Beyond this announcement from HAPPI, though, it's another filler day.

SPOILER! Highlight to View

That night, you watch as a Pokémon runs panting through the woods, obviously either pursuing or fleeing from something. It breaks through the forestry to see your Pokémon Paradise nearby. Of course, you are sound asleep in your bed, having another dream.

Someone is reaching out to you through the dream, asking desperately for you, but the connection is still weak, and you slip off into a dreamless sleep.

You awaken the next morning, obviously in a tired daze. Your concerned partner asks what is going on. Eventually, you decide to the spill the beans - how you came here and the dreams. Your partner thinks that this Pokémon is trying to communicate with you via telepathy. But isn't telepathy usually crystal clear, being right in your head and all? Your partner has a solution to this paradox as well - something's getting the way, either a lack of telepathic skill on one of your parts, or perhaps the Pokémon's getting closer to you.

Still, as your partner admits, we still can't do much.

So, exit the house and you'll see a Pelipper flying by with some notices from HAPPI, concerning a suspicious Pokémon nearby Post Town, stay inside, etc., etc. But isn't that typical for Post Town - I mean, Gurdurr and Scraggy, back in the day... HAPPI must be really concerned, then. Head on down to Post Town. As you do, Quagsire hands over money to give to Swanna. Well, whatever. Continue on into town.

There, you find no one - no shopkeeps, no Pokémon, not even the diligent Kecleon. Well, okay - head into the inn (it's due west of the Kecleon shop).

SPOILER! Highlight to View

Inside, Swanna thanks you for the money, and takes note that Pokémon are getting really tense in their interrelations and fighting all of the time. Herdier blames it on the loss of the Rainbows of Hope, but Rufflet notes that this is not merely a localized occurence - 'round the world, Pokémon are losing hope, drifting into despair, becoming more isolated and less trusting. This can only lead to something bad, something dreadful...

Outside, your partner remains fairly unfazed by this whole "doom and gloom" attitude around here. You think different, that your partner is simply bottling up his emotions. Then again, your partner HAS always been positive and open-minded - maybe you're just overthinking this.

Well, for now, today's another filler day. Just note that Post Town is pretty much unusable for the time being, so shopping is stuck at Quagsire's. Additionally, note that the Challenge Board should now be open. It is to the left of the Request Board. There, you and you alone will go, although you can bring more by connecting with another person's Gates to Infinity cartridge. These jobs are, as I recall, simply in one-floor dungeons and contain strong Pokémon to defeat. You can even fight legendary Pokémon later on! So, anyways, fill out the filler day.

The next morning, you awaken, realizing you didn't have any dreams the previous evening. Your partner remains upbeat, saying they'll come in due time. Meanwhile, outside, you meet up with the enthusiastic Dunsparce and Emolga. Meanwhile, Leavanny and Lillipup come up, requesting your help in finding Leavanny's son, Swadloon. Lillipup thinks Swadloon may have gone to Breezy Meadow or Inflora Forest. Your partner decides that, since Inflora Forest is more dangerous, we'll check there first while Leavanny and Lillipup deal with the other.

So, prepare for your trip, then head via the crossroads into Inflora Forest.




Inflora Forest



  • Dungeon Length: 8 floors + end (9F)
  • Dominant Types: Grass, Poison, and Flying are tied, winning by a very slight margin each
  • Pokémon Recruits?: Yes

RESIDENT POKÉMON DATA
Pokémon SpeciesPokémon #Pokémon TypeWhich Floors?
Archen#566Rock/Flying2F ~ 8F
Blitzle#522Electric2F ~ 8F
Braviary#628Normal/Flying2F ~ 8F
Cottonee#546Grass2F ~ 8F
Croagunk#453Poison/Fighting2F ~ 8F
Foongus#590Grass/Poison2F ~ 8F
Litwick#607Ghost/Fire2F ~ 8F
Swinub#220Ground/Ice2F ~ 8F

  • Archen is weak to Steel, Ice, and Electric, and takes little damage from Ground. It is advantageous over Bug, Flying, Fire, Ice, Fighting, and Grass.

  • Blitzle is weak to Ground, and is advantageous over Flying and Water. This Pokémon may have the Lightningrod ability, which will allow it to nullify any Electric-type move in the room and raise Blitzle's Special Attack, so take note of that. Alternatively, it may have the Motor Drive ability, which will instead raise its movement speed by one turn (up to four) instead of Special Attack.

  • Braviary is weak to Rock, Ice, and Electric, and takes little damage from Ghost or Ground. It technically has a type-based advantage over Fighting, Grass, and Bug. However, when you find it sleeping, you'll also notice that it doesn't awaken when you approach. Moves are fairly uneffective on this beast, too - I only got it to awaken with a Blast Seed. I'd avoid it entirely, advantage or not.

  • Cottonee is weak to Ice, Fire, Flying, Poison, and Bug, and has advantages over Ground, Water, and Rock.

  • Croagunk is weak to Psychic (4x), Ground, and Flying, and is advantageous over Grass, Normal, Ice, Rock, Steel, and Dark.

  • Foongus is weak to Fire, Ice, Flying, Bug, and Psychic, and is advantageous over Grass, Water, Rock, and Ground.

  • Litwick is weak to Ghost, Dark, Rock, Water, and Ground, and takes little damage from Fighting and Normal. It is advantageous over Ghost, Psychic, Ice, Steel, Grass, and Bug.

  • Swinub is weak to Fire, Fighting, Steel, Water, and Grass, and takes little damage from Electric; it is also advantageous over Flying, Ground, Grass, Rock, Steel, Fire, and Electric.

In case that the bushes are random...

When I was writing this portion of the walkthrough, I encountered a yellow-flowered bush upon my entrance to the dungeon, on 1F - the game will directly point it out to you. In the open/gridless area on 3F, you'll want to find the exit matching that bush. I personally found the yellow-flowered bush and used it, but, if it's random, just match it up with your own.


The first floor is just one of those open, gridless areas. It has no real purpose, either, so just head north to 2F, where the traditional dungeon floors begin.

Once you reach 3F, you'll find a fairly open, gridless floor again. There are three paths exiting this area - two in the southwest corner, and one in the northwest. Use this northwestern one. Why? Well, I'm pretty sure that the initial entrance on 1F had a bush just like that - yellow flowers - so that has to be significant, especially the way it was pointed out. 4F will be another traditional floor.

Once you reach 5F, you'll see that Swadloon is in a different, darker area. You'll also notice the panting Pokémon running through the woods again. Meanwhile, Swadloon is looking for "something good". The Pokémon in the forest slows down as it approaches the clearing... Swadloon notices the pile of dirt nearby and examines it... The unknown Pokémon approaches... Swadloon finds a ruby... The unknown Pokémon gets closer... Well, anyways, 5F is another traditional dungeon floor.

6F is another one of those open, gridless floors. I will note that Pokémon do exist on this floor, like on 3F. You'll probably also find a shiny tile somewhere nearby (I found one due west of the entrance, which contained a Blast Seed and one south of the entrance with an Oran Berry). Like before, you'll probably want to find the exit with the yellow-flowered bush. That should be the northwesternmost exit, west of the entrance. Anyways, 7F and 8F are traditional dungeon floors as well.

Once you hit 9F, you'll find the clearing where Swadloon is. He is greatly scared by your presence and admits that this is far from the first time he's been here. Eventually, Swadloon realizes his wrong in coming here while a suspicious Pokémon is about, and they all leave safely.




A Suspicious Pokémon...



Back in town, Leavanny and Lillipup and Swadloon have a tearful reunion as Swadloon gives his mother the ruby as a birthday present. You are thanked for your effort with a Power Manual, a Blue Key, and 500 Poké. Well, that's better than what our other rescues insofar have given us! As the scene fades, you wonder about the nature of family and friends, and why your partner's family isn't around. (I must note that this is also the first time anything like that has been asked in the Pokémon Mystery Dungeon series, although it's a prevalent element.) Anywho, save.

SPOILER! Highlight to View

Later that night, your partner is unable to sleep for whatever reason. He decides to get all chatty with you. Seeing Leavanny and Swadloon that afternoon made him wonder about your own family - in your world, the human world, you probably have friends and family. He asks you how they're probably feeling, even though you're gone.

Your partner doesn't have anyone like that - parents, siblings, obviously children, friends... He's been alone for pretty much all of his life. Pokémon just don't trust each other; always pick fights; always backstab... He thinks himself almost like Virizion was before she joined the team, but with one key difference - he didn't lose the ability to trust. He kept looking for true, trustworthy friends - Virizion was happy to be just off by herself.

He thanks you for being that one friend he could really trust with him and his dream of a paradise for all. That's why he's been so positive ever since you met him - he's enjoyed every single day since the two of you met that fateful day when you fell from the sky...

Meanwhile, the scene ends with a vision of a Pokémon lurching into, then collapsing in the Post Town square...

The morning after, head on outside and you'll be met by Emolga. He has some news for you - the suspicious Pokémon HAPPI warned about is in the town! However, he collapsed on the way in, and is being cared for in the inn (after all, we don't know if he's the suspicious Pokémon or not). ... Well, if anything, he's new to town. Well, Emolga's gonna get the team together - you should head to the inn in Post Town.

There, you'll push your way through the crowd and to the inn's top floor. There, you'll find Gurdurr steaming over the "suspicious Pokémon" - a black fox-like Pokémon we all know as Umbreon. Gurdurr is eventually restrained verbally by Swanna in benefit of the doubt. Emolga, Virizion, and Dunsparce come up as you get caught up on the situation. It seems that Virizion knows Umbreon, though, and is quite worried. There's nothing to worry about, though - his injuries are minor, and he's just very exhausted.

Virizion elaborates on Umbreon. Umbreon (well, this one) researches the Mystery Dungeons, primarily, among other arcane things. His pride was centered around the Great Glacier, though. Umbreon was not alone, however, in his research - there was his partner, Espeon. This leaves more questions than answers, however, but we will have to wait until Umbreon recovers. So, for now, filler day.


NEW DUNGEONS!

While at the crossroads earlier, you'll have learned that two new dungeons have opened up - the Breezy Meadow and Tempting Path. I linked to these sections, so feel free to visit them when you wish. (You couldn't visit them before going to Post Town, which is why I waited on this.)


WEATHER?

Around this time - I first found it in Breezy Meadow - the weather can change in a dungeon. Insofar, the dungeons have always been of "Clear" weather, and your HP healed whilst walking, correct? It's not that simple anymore.

Now, weather can change. This can give benefits to certain types and, if the weather is not Clear, then no Pokémon - NONE - will be able to heal HP while walking. These changes in weather can be brought about at random, by moves (e.g. Sunny Day, Rain Dance, Sandstorm, Hail), or Orbs (e.g. Sunny Orb, Rainy Orb, Sandy Orb, Hail Orb). As well as triggering the effects of certain abilities and items, these remain constant:


  • When it is Sunny, the power of Fire moves increases and the power of Water moves decreases. SolarBeam also can be used instantly.

  • When it is Rainy, the power of Water moves increases and the power of Fire moves decreases. The move Thunder is also 100% accurate.

  • When it is Sandstorming, all but Ground-, Rock-, and Steel-type Pokémon receive damage every few turns.

  • When it is Hailing, all but Ice-type Pokémon receive damage every few turns. The move Blizzard is also 100% accurate.



Breezy Meadow



  • Dungeon Length: 8 floors
  • Dominant Types: Grass and Poison
  • Pokémon Recruits?: Yes

RESIDENT POKÉMON DATA
Pokémon SpeciesPokémon #Pokémon TypeWhich Floors?
Archen#566Rock/Flying1F ~ 8F
Blitzle#522Electric1F ~ 8F
Chandelure#609Ghost/Fire1F ~ 8F
Cottonee#546Grass1F ~ 8F
Croagunk#453Poison/Fighting1F ~ 8F
Foongus#590Grass/Poison1F ~ 8F
Landorus#645Ground/Flying8F (post-credits!)
Litwick#607Ghost/Fire1F ~ 8F
Swinub#220Ground/Ice1F ~ 8F
Swoobat#528Psychic/Flying1F ~ 8F
Venipede#543Bug/Poison1F ~ 8F
Whimsicott#547Grass1F ~ 8F

JUST TO MAKE IT CLEAR...

... Landorus is not going to be available in this dungeon until after you beat the game. If you're one of those that were just following the walkthrough when you got to see this, sorry, you're screwed for now. You can see the section Random Finds (within the Hunting the Legends! section) for more details. Anyways, I doubt you'd want to fight him this early - he's Level 70. =P


  • Archen is weak to Steel, Ice, and Electric, and takes little damage from Ground. It is advantageous over Bug, Flying, Fire, Ice, Fighting, and Grass.

  • Blitzle is weak to Ground, and is advantageous over Flying and Water. This Pokémon may have the Lightningrod ability, which will allow it to nullify any Electric-type move in the room and raise Blitzle's Special Attack, so take note of that. Alternatively, it may have the Motor Drive ability, which will instead raise its movement speed by one turn (up to four) instead of Special Attack.

  • Cottonee and Whimsicott are weak to Ice, Fire, Flying, Poison, and Bug, and have advantages over Ground, Water, and Rock.

  • Croagunk is weak to Psychic (4x), Ground, and Flying, and is advantageous over Grass, Normal, Ice, Rock, Steel, and Dark.

  • Foongus is weak to Fire, Ice, Flying, Bug, and Psychic, and is advantageous over Grass, Water, Rock, and Ground.

  • Litwick and Chandelure are weak to Ghost, Dark, Rock, Water, and Ground, and take little damage from Fighting and Normal. They are advantageous over Ghost, Psychic, Ice, Steel, Grass, and Bug.

  • Swinub is weak to Fire, Fighting, Steel, Water, and Grass, and takes little damage from Electric; it is also advantageous over Flying, Ground, Grass, Rock, Steel, Fire, and Electric.

  • Swoobat is weak to Dark, Ghost, Rock, Ice, and Electric, and takes little damage from Ground. It is advantageous over Fighting, Poison, Bug, and Grass.

  • Venipede is weak to Fire, Flying, Ice, Rock, and Psychic. It has advantages over Dark, Psychic, and Grass.



Tempting Path



  • Dungeon Length: 9 floors
  • Dominant Types: Grass, Poison, and Flying are tied, winning by a very slight margin each
  • Pokémon Recruits?: Yes

RESIDENT POKÉMON DATA
Pokémon SpeciesPokémon #Pokémon TypeWhich Floors?
Foongus#590Grass/Poison1F ~ 9F
Mienfoo#619Fighting1F ~ 9F
Panpour#515Water1F ~ 9F
Sandile#551Ground/Dark1F ~ 9F
Swinub#220Ground/Ice1F ~ 9F
Swoobat#528Psychic/Flying1F ~ 9F
Venipede#543Bug/Poison1F ~ 9F
Whimsicott#547Grass1F ~ 9F

  • Foongus is weak to Fire, Ice, Flying, Bug, and Psychic, and is advantageous over Grass, Water, Rock, and Ground.

  • Mienfoo is weak to Flying and Psychic, and is advantageous over Normal, Ice, Rock, Steel, and Dark.

  • Panpour is weak to Grass and Electric, and advantageous over Fire, Rock, and Ground. I will note that, like in the mainstream Pokémon Black/White Versions, it is a nice idea to recruit this if you don't have Oshawott in your party, to help provide an even better balance of Pokémon coverage.

  • Sandile is weak to Water, Grass, Ice, Fighting, and Bug, and takes little damage from Psychic and Electric. It is advantageous over Poison, Rock, Steel, Electric, Fire, Ghost, and Psychic.

  • Swinub is weak to Fire, Fighting, Steel, Water, and Grass, and takes little damage from Electric; it is also advantageous over Flying, Ground, Grass, Rock, Steel, Fire, and Electric.

  • Swoobat is weak to Dark, Ghost, Rock, Ice, and Electric, and takes little damage from Ground. It is advantageous over Fighting, Poison, Bug, and Grass.

  • Venipede is weak to Fire, Flying, Ice, Rock, and Psychic. It has advantages over Dark, Psychic, and Grass.

  • Whimsicott is weak to Ice, Fire, Flying, Poison, and Bug, and has advantages over Ground, Water, and Rock.



Some Info You Might Want

Just scroll above the header for Breezy Meadow for it. It is fairly important.


One filler day after seeing Umbreon, when you exit the house, one of the Timburr will run up to you, notifying you that Umbreon's back in (relatively) good health, although he says he needs to leave Post Town immediately. He refuses to listen to anyone, too, so Timburr was told to get you.

At the inn, we see Umbreon trying to walk out of the inn in obvious pain. It must be an important reason, too - but what that reason is is the main question. As Umbreon claims, he is being pursued and attacked by some strange Pokémon - not just him, but Espeon as well. Of course, there had to be a reason for this, and this reason would be the Entercards. See, Mystery Dungeons, despite all of their randomness and virtually infinite permutations, will have patterns, for they are only virtually infinite. To use this eventual regularity to one's advantage, that's what Entercards are for. Before we can figure out how this is so, everyone falls asleep. >_<

Anyways, Umbreon decides it is better to show by example. He does this and makes a Magnagate appear - a link to a dungeon. It takes four Entercards to make the link to a dungeon complete, and that's why Umbreon and Espeon were attacked - because each Pokémon has two of the Entercards to a particularly special dungeon no one has likely ever entered. That quickly leads to a consensus - you will go save Espeon!

Prepare for your dungeon excursion, then head to the crossroads and to the Crags of Lament.




Crags of Lament



  • Dungeon Length: 9 floors + end (10F)
  • Dominant Types: Ground, winning by a very slight margin
  • Pokémon Recruits?: Yes

RESIDENT POKÉMON DATA
Pokémon SpeciesPokémon #Pokémon TypeWhich Floors?
Excadrill#530Ground/Steel1F ~ 9F
Purugly#432Normal10F (boss)
Swinub#220Ground/Ice1F ~ 9F
Swoobat#528Psychic/Flying1F ~ 9F
Toxicroak#454Poison/Fighting10F (boss)
Venipede#543Bug/Poison1F ~ 9F
Whimsicott#547Grass1F ~ 9F

  • Excadrill is weak to Water, Fire, Fighting, and Ground, and takes little damage from Poison and Electric. It is advantageous over Fire, Rock, Poison, Electric, Steel, and Ice.

  • Swinub is weak to Fire, Fighting, Steel, Water, and Grass, and takes little damage from Electric; it is also advantageous over Flying, Ground, Grass, Rock, Steel, Fire, and Electric.

  • Swoobat is weak to Dark, Ghost, Rock, Ice, and Electric, and takes little damage from Ground. It is advantageous over Fighting, Poison, Bug, and Grass.

  • Venipede is weak to Fire, Flying, Ice, Rock, and Psychic. It has advantages over Dark, Psychic, and Grass.

  • Whimsicott is weak to Ice, Fire, Flying, Poison, and Bug, and has advantages over Ground, Water, and Rock.

There's not a lot to mention about this particular dungeon. You'll see a scene involving Espeon after 3F. There's also a breather floor between 5F and 6F.

Once on 10F, you'll watch as Espeon runs into a dead-end, still tailed by a Purugly and a Toxicroak. As Espeon gets cornered and threatened with death if she fails to hand over the Entercards, Purugly rushes her and pilfers through her Bag, finding ... nothing!? As the one-sided fight is ready to break out, your partner screams for them to cease their efforts. Seems like we're just in time! As you exchange words with Purugly and Toxicroak, Espeon walks behind the rock nearby. Meanwhile, we fight!


BOSS (10F): Purugly and Toxicroak
  • Purugly is weak to Fighting and takes little damage from Ghost. It lacks type-based advantages. Little to say about this one, except that it is really resilient.

  • Toxicroak is weak to Psychic (4x), Flying, and Ground, and is advantageous over Grass, Normal, Ice, Rock, Steel, and Dark. Toxicroak is mainly notable for using Revenge - it's a move like Bide that transfers damage dealt to it back to one of your allies, but doubled. This easily one-hit kills. Sadly, there's no real way to prevent the damage ... unless you actually use the Tactics from the status menu to tell everyone to get away!

In all honesty, there's nothing special about this fight. Odds are, it's already 4-on-2, and you should obviously have Virizion with you. If you can limit her moves to simply Double Kick or another Fighting move, then that pretty much takes out Purugly quite readily. Toxicroak is a bit harder to deal with. The only way you could likely get a type advantage over him by now, barring a recruit and grinding, is via TMs. If you have someone with Aerial Ace, for example, that's great!

Of course, items can also be helpful here - Petrify Orbs, Foe-Hold Orbs, Stun Seeds, Blast Seeds... Pretty much any kind of item that inflicts petrification, paralysis, or confusion will be immensely helpful. If you're really having trouble, I would suggest grinding, bringing along more Reviver Seeds, or using some Violent Seeds and Vile Seeds - these last two can put you at a huge advantage in any fight. But, again, there's not much worth note in this fight.

After the battle, the weary baddies flee and Espeon, also weak, comes out from behind the rock. It seems she's okay. She requests to go to Post Town, and your partner agrees.

Be sure to save!


Umbreon and Espeon's Dream Fulfilled! But...




Umbreon and Espeon have a heartfelt reunion back in the Post Town square. After thanking everyone, they ponder on who really attacked them and why. Espeon confirms that they were definitely after the Entercards - as for why, Umbreon posits that it was either they wanted to interfere with the research, or...

SPOILER! Highlight to View

... go to the Great Glacier themselves! Yeah, that's right. The Entercards Umbreon and Espeon hold are designed to take them to the untraversed, dangerous dungeon the Great Glacier, the dungeon Umbreon and Espeon have dedicated their very lives to researching. For, deep within, is the Great Crystal - a crystal that emits energy in the form of some kind of dark matter that creates antigravity, causing the "mirage" to float in the air. (I know got a bit scientific there, but it makes sense.)

The Entercards are to be used to bypass the unnavigable crevasses around the glacier to stick you right next to the dungeon itself.

'Course, Espeon didn't have her Entercards, as you'll recall. They weren't stolen, but merely given to someone else. If you'll recall, back in Inflora Forest, Swadloon found TWO things. One was the ruby he gave to his mother, Leavanny. He also found two card-like things - the Entercards. To elaborate, when Espeon was separated from Umbreon, she, too, kept trying to reach Post Town, but her pursuers were one step ahead, again, and again, and again. Eventually, she decided to bury the Entercards so they couldn't be stolen from her. But she worried over them and kept checking the hidey-hole back in Inflora Forest. Once, she met Swadloon there, literally right next to the dirt pile she buried them in. (That's where the cutscene from back then cut off.)

Espeon knew her pursuers were following her, always, and she was desperate. She decided to sort of leave the Entercards in Swadloon's care - after all, all he wanted was the red ruby, which she gladly forfeited. She made him carry around the Entercards, too - telling no one until she returned for them. As the bushes nearby rustled (as you, your partner, and the remainder of your party came), Espeon was scared into fleeing once more.

And so, we find Espeon's mistake - Swadloon's life could've been taken, just like that, in lieu of hers in her desperation. She realized this too late and found Swadloon gone upon her return. Yet, Swadloon nor Leavanny mind. They understand she was desperate, and at least she continued to keep care for Swadloon in her heart. And Swadloon even kept the promise, and remained completely safe in the interim.

Anyways, sorry about that long bit. Umbreon and Espeon decide to stay in Post Town a bit longer to deter their attackers while they recover.

Later that evening, back at home, you and your partner converse about the events of the day. Your partner suggests that you, he, and the team help out with Umbreon and Espeon's research, to which you heartily agree.

The next morning, as you exit your house, your partner reminds you to go to the inn in Post Town and speak with Espeon and Umbreon. Well, go ahead and do so. They should be on the top floor, although it seems they're not here... Go speak with Swanna and it seems they've gone to the hill. Simply go east back outside, then up the stairs twice - you know, to where you saw the Magnagate open. There, you find the two and Virizion catching up.

You let loose with your offer to help them and they briefly whisper together, leading your partner to think something bad's gonna be said. But it's quite the opposite - Umbreon and Espeon want to join your team! They also would like it if you would go to the Great Glacier when it is opened up later, when they complete the Entercards. ... ... Well, it seems we have some eavesdroppers! So, in short, you and your partner heartily accept the offer, and Umbreon and Espeon join your team. (See the linked-to sections for more info. And, no, I tried to play the "No, don't join!" joke. Darn!) Still, you won't be getting the two to join for any rescue requests or anything for a while.

So, for now, do a filler day.

After that evening's interesting cutscene, head on outside and you'll meet up with Quagsire. He's decided to hold a meeting based on a technicality in the HAPPI's laws. Basically, if everyone goes to the Great Glacier expedition as they hope to, no one will be left to guard the Paradise or be contacted by HAPPI for whatever reason. If we don't follow it, then our Team Badges lose all of their power and your team is disbanded. o_o; Yeah, we better leave someone behind...

After Victini's usual stint (to quote Scraggy, "Dude, you're so annoying--"), we gotta decide. Scraggy thinks it oughta be the weakest member, as does Gurdurr, which causes concern for Dunsparce. It becomes a spreading concern for him, too. Eventually he can only stutter out a few syllables before even Emolga gets scared for him. Then, suddenly, Virizion opts to stay behind! Quite obviously, everyone is surprised. (Not to mention me - she's a main member of my team! T_T) She comes up with some crappy excuse about not liking the cold or danger, but we all know why. (Well, you, me, Emolga, and Dunsparce. Everyone else just drools happily.)

Well, we gotta tell Umbreon and Espeon the news as well. Head to the hill in Post Town; Emolga and Dunsparce will meet you there. Umbreon and Espeon, yet to be blindsided, say that they should have the Entercards ready on the morrow. The news is finally delivered, though, and they're startled, but not for the reasons you think...

SPOILER! Highlight to View

As we all know, Virizion is not the type to make friends, as prior events indicated quite well. The main reason for this goes farther back than the superificial "world is rough" philosophy. Back in the day, she used to have a friend - Keldeo, the fourth member of the Musketeer "trio". Like D'Artagnan, if you've ever read "The Three Musketeers". (You should. It's good.)

Random crap aside, Keldeo once did go to the Great Glacier, yet he was one of the many who never did return. Virizion searched rigorously for him, but couldn't find a trace of him. Eventually, she got a letter from him...

"The truth is that I never even intended to go to the Great Glacier. I just wanted an excuse to get away from you. We aren't friends anymore. Just forget about me."

Obviously, she was absolutely crushed and, her emotions jumbled, she began to distrust all who she met, for fear of meeting that same feeling of dark, dreadful despair ever again. Virizion eventually then met up with Umbreon and Espeon (who she had not met yet) and requested to be taken to the Great Glacier, still having not given up on Keldeo.

Anyways, Umbreon angrily insists that she go, even if he must drag her himself.

Back at the house, the four of you discuss what's next. Emolga is definitely angered at the cause of Virizion's initial cold-heartedness, even if he didn't like her himself. Meanwhile, Dunsparce wonders if Virizion's refusal to go was because of that talk they had the night before, perhaps to give him a chance to prove himself. Eventually, Dunsparce voices his opinion... Umbreon is right and Virizion should go, and, in her stead -- but Emolga interrupts him, knowing what he'll say. Eventually, your partner decides that there is no good way to do this - you won't feel right, no matter who stays.

Emolga suggests, then, we all draw straws. How cliché, but I suppose it'll work. Emolga will get it all ready the next morning. For now, then, just go do something from one of the bulletin boards.

Save in the interim between that day and the evening. After chatting with your partner, who soon falls asleep, you ponder the nature of that rule stating someone must be left behind, and how it and your dreams overlap. Perhaps you're the one that needs to stay - after all, if you have a dream in the next few days saying that you should do something, wouldn't you need to focus on that, not delving deeper into an icy labyrinth? You settle on trying to volunteer to stay tomorrow.

The next morning, head outside to meet up with Emolga and Virizion and Dunsparce. Virizion will already state the obvious. Despite this, everyone takes their slip of paper - the one with the red dot will be the one to stay behind... And Dunsparce is the one who stays. Suddenly, you object, then Virizion, then your partner, then it all gets out of hand until Dunsparce angrily screams it - he will stay. He is admittedly disappointed, but he understands it was fair, so he'll stay.

Go ahead and prepare for the expedition, then head to the hill where Espeon and Umbreon are. (Weird as it sounds, don't prepare anything for Emolga's coming if you're bringing him. Trust me on this.) It seems that the Entercards are ready. Speak with Umbreon when you're really sure you want to go - you really need to be stocked up, as it'll be a fairly long set of dungeons from here on out. Confirm this once more, turn up the 3D, and watch joyfully as Umbreon and Espeon summon a Magnagate.

SPOILER! Highlight to View

The two of them go on ahead for scientific "nerd" stuff. Meanwhile, you and your chosen team are left behind to do as you will - say good-bye and stuff. As you and your team bid farewell to Dunsparce especially, tears begin to well up in his eyes. He planned to see you all off with a smile, but we all know he desperately wanted to come, to prove himself to all. Emolga suddenly pushes his way out of the Magnagate and shoves Dunsparce into it, just as the party is whisked away and the Magnagate closes, setting in stone Emolga's decision to stay behind.

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