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    FAQ/Walkthrough by Darkstar Ripclaw

    Version: Iota 1.0 | Updated: 08/12/08 | Search Guide | Bookmark Guide

                              Darkstar Ripclaw Presents...
        The most recent version of this FAQ may always be found at GameFAQs.com.
                                   TABLE OF CONTENTS
                                  1. Walkthrough               [WALK]
    1. Regular Game
            Pokemon Selection Process               [WPSP]
            Chapter One: The Beginning              [WCH1]
            Chapter Two: The New Guild Recruits     [WCH2]
            Chapter Three: The Scream               [WCH3]
            Chapter Four: Gatekeepers               [WCH4]
            Chapter Five: The First Official
                          Exploration               [WCH5]
            Chapter Six: Team Skull                 [WCH6]
            Chapter Seven: The Guild's Big          [WCH7]
            Chapter Eight: Groudon's Heart          [WCH8]
            Chapter Nine: The Mystery of Fogbound   [WCH9]
            Chapter Ten: Dusknoir                   [WCHA]
            Chapter Eleven: Grovyle the Thief       [WCHB]
            Chapter Twelve: The Only Option         [WCHC]
            Chapter Thirteen: Dusknoir's Secret     [WCHD]
            Chapter Fourteen: Into the Future       [WCHE]
            Chapter Fifteen: The Secret of the      [WCHF]
                             Planet's Paralysis
            Chapter Sixteen: A New Dawn             [WCHG]
            Chapter Seventeen: The Guild's Crew     [WCHH]
            Chapter Eighteen: Lapras                [WCHI]
            Chapter Nineteen: To the Hidden Land    [WCHJ]
            Final Chapter: The Last Adventure       [WCHK]
    2. Post-Game
            Chapter Twenty-One: Guild Graduation    [WCHL]
                               POKEMON SELECTION PROCESS
            If you wish to skip this process and go straight to the walkthrough,
    scroll back up a bit, and use the search function codes.
            If you wish to obtain a specific Pokemon, find the Pokemon you are
    looking for in this chart beforehand, determine which attribute it needs to have
    (males and females require different attributes), then for each question, look
    up its respective answers and try to answer accordingly (when looking for a
    question in here, just use CTRL + F and type the first few words from the
    question into the search box).
            To get the Pokemon you want, you need to have the MOST points in the
    specific required attribute.
            Sometimes the questions will simply not give you any of the attribute
    points that you need, so if this occurs, simply restart the process until you
    get what you want.
        |             |  Male  |  Lonely   |             |  Male  |  Quiet    |
        |  Bulbasaur  |--------------------|  Treecko    |--------------------|
        |             | Female |  Docile   |             | Female |  Hardy    |
        |             |  Male  |  Docile   |             |  Male  |  Hardy    |
        |  Charmander |--------------------|  Torchic    |--------------------|
        |             | Female |  Brave    |             | Female |  Rash     |
        |             |  Male  |  Quirky   |             |  Male  |  Rash     |
        |  Squirtle   |--------------------|  Mudkip     |--------------------|
        |             | Female |  Bold     |             | Female |  Lonely   |
        |             |  Male  |  Brave    |             |  Male  |  Hasty    |
        |  Pikachu    |--------------------|  Skitty     |--------------------|
        |             | Female |  Hasty    |             | Female |  Naive    |
        |             |  Male  |  Sassy    |             |  Male  |  Bold     |
        |  Meowth     |--------------------|  Turtwig    |--------------------|
        |             | Female |  Hasty    |             | Female |  Timid    |
        |             |  Male  |  Calm     |             |  Male  |  Naive    |
        |  Chikorita  |--------------------|  Chimchar   |--------------------|
        |             | Female |  Quiet    |             | Female |  Impish   |
        |             |  Male  |  Timid    |             |  Male  |  Impish   |
        |  Cyndaquil  |--------------------|  Piplup     |--------------------|
        |             | Female |  Calm     |             | Female |  Quirky   |
        |             |  Male  |  Jolly    |             |  Male  |  Relaxed  |
        |  Totodile   |--------------------|  Munchlax   |--------------------|
        |             | Female |  Sassy    |             | Female |  Jolly    |
    Have you ever accidentally revealed a personal secret that someone shared with
            4pts Rash
            4pts Lonely
            2pts Hardy
    What do you do with your allowance?
    Save it!
            4pts Hardy
    Spend it!
            4pts Quirky
            2pts Hasty
    Spend half, save half.
            2pts Calm
    I don't get an allowance!
            4pts Lonely
    Would you even consider sticking to a plan to do ten sit-ups a day?
    Yes! That's easy!
            4pts Impish
            2pts Sassy
    Yes. Hard work, though.
            4pts Hardy
    No! Who'd want to do that?!
            4pts Quirky
    If you don't know something, do you come clean and admit it?
    Of course.
            4pts Docile
            2pts Bold
    That's not easy to admit!
            4pts Timid
            2pts Lonely
    A fortune-teller says that you have a bad future ahead of you. How do you react?
    Worry about it!
            4pts Docile
            2pts Timid
    Forget about it.
            4pts Jolly
            2pts Relaxed
            2pts Bold
    You hear a rumor that might make you rich! What do you do?
    Keep it all to myself.
            4pts Bold
            2pts Timid
    Share it with friends.
            4pts Docile
            4pts Rash
    Spread a different rumor!
            4pts Impish
    How do you blow up a balloon?
    As close to breaking as possible!
            4pts Brave
            4pts Impish
    Big...but not too big!
            2pts Quiet
    I don't...it could pop!
            4pts Timid
            2pts Docile
    Do you state your opinion even when it's not what everyone else thinks?
            4pts Brave
            2pts Bold
            4pts Lonely
            2pts Timid
    It depends on the situation.
            2pts Calm
            2pts Quirky
    You want to reveal that you like someone a whole bunch! What do you do?
    Show it a little by playing together.
            4pts Jolly
            2pts Calm
    Make it obvious...by playing a prank!
            4pts Lonely
            2pts Naive
    State it clearly for all to hear!
            4pts Brave
            4pts Impish
            2pts Bold
    Keep it to myself! It's too risky!
            2pts Timid
    You're on a stroll when a TV crew pounces on you for an interview. What do you
    Run away! How embarrassing!
            4pts Timid
    Answer questions properly.
            4pts Brave
            4pts Sassy
    Yuck it up! Woo-hoo! I'm on TV!
            4pts Naive
            2pts Bold
    You feel a burst of happiness! How about expressing it with a little dance?
            4pts Jolly
            2pts Lonely
            2pts Calm
    You see a parade coming down the street. What do you do?
    Stay on the sidelines.
            2pts Calm
    Join the parade!
            4pts Jolly
            4pts Naive
    Walk away.
            4pts Sassy
            2pts Lonely
    Your friend tells a joke that's horribly corny! How do you react?
    Roll around the floor laughing!
            4pts Jolly
            2pts Naive
    Just let it go by...
            2pts Impish
            2pts Docile
    Slap my forehead and groan.
            4pts Brave
    Can you strike up conversations with new people easily?
            4pts Jolly
            4pts Bold
            2pts Timid
            2pts Docile
    Do you get injured a lot?
            4pts Impish
            4pts Rash
            2pts Calm
    You see a ball on the ground. What do you do?
    Kick it!
            2pts Hasty
            2pts Sassy
    Throw it!
            4pts Impish
    Spiff it up, shiny and new!
            4pts Lonely
    What do you think of jungle exploration?
    Sounds fun!
            4pts Impish
            2pts Naive
    Not interested.
            4pts Quirky
            2pts Timid
    You discover a secret passage in a basement. What do you do?
    Go through it!
            4pts Impish
            4pts Brave
            2pts Rash
            2pts Hasty
    Stay away from it.
            2pts Timid
    Your friend takes a spectacular fall! What do you do?
    Help my friend up!
            4pts Brave
            2pts Lonely
    Laugh! It's too funny!
            4pts Naive
            4pts Impish
            2pts Rash
    Have you ever wanted to communicate with aliens from another planet?
            4pts Naive
            2pts Quiet
    Have you ever upset a friend when you were just kidding around?
            4pts Naive
            2points Impish
            4pts Calm
    Hey, what's that? There's someone behind you! So...did you look just now?
    Don't do that! It scared me!
            4pts Timid
    OK, I admit it. You tricked me.
            4pts Docile
    No way, I didn't fall for it.
            4pts Sassy
            4pts Lonely
    Huh? What?
            4pts Relaxed
    Someone who works at a store suggests an item that isn't quite what you're
    looking for. But you like this person. What do you do?
    Say you don't want it.
            2pts Brave
            2pts Quiet
    Say thanks...but say no.
            4pts Calm
            2pts Lonely
    Cave in and buy it.
            2pts Rash
            2pts Timid
    You run into a new person that you haven't talked to very much before. What do
    you do?
    Make small talk.
            2pts Calm
    Say nothing!
            2pts Quirky
    Make an excuse to get away!
            4pts Timid
    You think you hear someone call your name. But no one's around...so what was it?
    Just my imagination.
            4pts Relaxed
    Someone fooling around.
            4pts Naive
            2pts Bold
    A ghost!
            4 pts Timid
    Do you find yourself jumping to the wrong conclusion a lot of the time?
            4pts Hasty
            4pts Rash
            2pts Docile
            2pts Quiet
    Do you change the channels often while watching TV?
            4pts Hasty
            2pts Calm
    You find something at a great bargain! What do you do?
    Buy it right away!
            4pts Hasty
    Think about whether you need it.
            2pts Quiet
    Demand an even bigger discount!
            4pts Bold
    You're packing your classroom's snacks for a picnic when you get hungry. What do
    you do?
    East just a tiny bit.
            4pts Hasty
    Hold myself back and pack it all up.
            4pts Hardy
    What snacks? They're in my belly!
            4pts Rash
    Are you a rebel at heart?
            4pts Sassy
    Of course not.
            2pts Calm
    When walking in a group, do you tend to be the one at the front?
    Of course!
            4pts Sassy
            2pts Lonely
            4pts Calm
            2pts Quirky
    Do you think that you might be a genius?
            4pts Sassy
            2pts Naive
            2pts Jolly
    Well, not really...
            2pts Hardy
    Would you feel comfortable stating your opinion to a very important person?
    Of course!
            4pts Sassy
            4pts Brave
            2pts Bold
    Not really.
            2pts Timid
    Are you a city person or a country person?
    I like the city!
            4pts Lonely
            2pts Sassy
    I like the country!
            4pts Calm
    I like them both!
            4pts Quirky
    You're about to take the last cookie when your friend wolfs it down! What do you
    Whatever. It's just a cookie.
            4pts Calm
    I unleash my cookie fury!
            4pts Relaxed
            4pts Jolly
    I weep for my lost cookie.
            4pts Lonely
    You've spent forever stacking dominoes...One more and you're done...OH, NO!
    You've knocked them over! What do you do?
    I'm too crushed to start again.
            4pts Hardy
    I unleash my full fury!
            4pts Docile
    I set up the dominoes again...
            4pts Calm
            4pts Bold
    Do you get bothered by noise and ruckus around you?
            4pts Bold
            2pts Relaxed
    Not at all.
            4pts Lonely
            2pts Hasty
    You've just stuffed yourself with a good meal when a great dessert arrives. What
    do you do?
    Eat it. Who cares if I'm stuffed?
            4pts Hasty
            2pts Rash
    Turn it down. It's too fattening!
            2pts Hardy
    Yumy! I love dessert the most!
            4pts Bold
            4pts Jolly
            2pts Relaxed
    You have a really important test tomorrow! What do you do?
    Study all night long.
            4pts Hardy
    Wing it! I'm sure it will be fine!
            4pts Relaxed
    Test?! I think I have a fever...
            4pts Naive
    You're eating at a restaurant when you abruptly realize that everyone's gone!
    What do you do?
    Alone?! I look for an employee!
            4pts Lonely
            4pts Docile
    Who's worried? I keep eating.
            4pts Jolly
            4pts Relaxed
    I swipe food from other tables!
            4pts Bold
    Do you find yourself humming or singing often?
    All the time!
            4pts Relaxed
            2pts Quiet
    The phone's ringing! What do you do?
    Answer right away!
            4pts Hasty
            4pts Lonely
    Wait a bit before answering.
            2pts Quiet
    Ignore it and let it ring.
            2pts Timid
    Your friend seems to be having a fun chat out of earshot. What do you do?
    Join them and chat along!
            4pts Naive
    Nothing...I'm not interested.
            4pts Lonely
    Eavesdrop from a distance!
            2pts Timid
    Do you like being the center of attention?
            4pts Lonely
            4pts Sassy
            2pts Relaxed
    You're told to wait in a big, empty room. What do you do?
    Wait quietly.
            4pts Docile
    Search for something to do.
            4pts Naive
    Wander Outside.
            4pts Rash
    Cradle my knees and sit in the corner!
            4pts Lonely
    Do you have lots of stuff you bought, thinking it was all cool, but don't use
            4pts Quirky
            2pts Rash
            2pts Hasty
            2pts Quiet
    Have you had any hobbies for a long time?
            4pts Hardy
            4pts Quirky
            2pts Hasty
    Do you cancel plans to meet others at the last second?
            4pts Quirky
            4pts Rash
            2pts Calm
    Do you like to do things according to plan?
    Of course!
            4pts Hardy
    I'm not good at planning.
            4pts Quirky
            2pts Rash
    Plans? Who needs plans?
            4pts Relaxed
    Do you think that lies are sometimes necessary?
            4pts Quiet
            4pts Bold
            4pts Brave
    I don't know.
            4pts Docile
    You spot a deserted ship on the high seas! What do you think the ship holds?
    Precious loots!
            4pts Naive
            2pts Jolly
            2pts Timid
    Nothing! The ship is merely a mirage!
            4pts Quiet
    Do you think that anything goes when it comes to winning?
    Of course!
            4pts Quiet
            4pts Sassy
    No way!
            4pts Brave
    Your friend is crying right in front of you! What made that happen?
    Someone bullied my friend!
            4pts Hasty
    My friend fell down, no doubt!
            4pts Quiet
    I wonder if it's my fault?
            2pts Timid
    Do you often forget to lock the door when you go out?
            4pts Rash
            2pts Bold
            2pts Quiet
    You attend a fine dinner at a friend's house. How do you behave?
    Devour the food heartily!
            4pts Impish
            4pts Naive
    Enjoy the meal in polite moderation.
            2pts Hardy
    Ask to take the leftovers home!
            4pts Bold
    You have to move a heavy suitcase. What will you do?
    Carry it by myself.
            4pts Hardy
            2pts Brave
    Ask someone to help.
            2pts Docile
    Make someone else do it!
            4pts Bold
            2pts Sassy
    You muster your courage and go to a graveyard at night...and see a woman soaked
    to the skin just standing there! What do you do?
    Run away at full speed!
            2pts Timid
    So what? It's just a lady.
            4pts Naive
            2pts Sassy
    Drop down and play dead!
            4pts Rash
    You see a cake that is past its expiration date, but only by one day. What do
    you do?
    Not a problem! Chow time!
            4pts Brave
            2pts Relaxed
    Think about it briefly, then decide.
            2pts Timid
    Get someone to try it first.
            4pts Bold
    Your friend says that your shirt is inside out. What do you do?
    Get embarrassed!
            4pts Docile
    Laugh out loud!
            4pts Rash
    Say that it's the latest fashion!
            4pts Jolly
    You're daydreaming...when your friend sprays you with water! What do you do?
    Get mad!
            4pts Hasty
    Get sad.
            4pts Lonely
    Woo-hoo! Water fight!
            4pts Jolly
            4pts Naive
            4pts Impish
    You're in a play with friends. What kind of role do you prefer?
    Starring role!
            4pts Bold
    Supporting role.
            4pts Jolly
    Just a big part.
            4pts Quirky
    You're in class when you realize that you really have to go to the restroom!
    What do you do?
    Ask for permission to leave.
            4pts Brave
            4pts Bold
    Sneak out.
            2pts Hasty
    Hold on until class ends!
            2pts Timid
    You're in the final mile of a marathon, but the last stretch is exhausting! What
    will you do?
    Hang in there and finish!
            4pts Hardy
            2pts Brave
    Stop Running.
            4pts Quirky
    Find a shortcut.
            4pts Bold
            2pts Rash
    You're on a walk when you smell something delicious. What do you do?
    Try to imagine what it is.
            4pts Docile
    Find out what it is!
            4pts Naive
            2pts Rash
    Think about how hungry I am...
            4pts Impish
                                     THE BEGINNING
            Go through all the questions (all the questions and point values are
    given above). Afterwards, put your fingerprint against the touch screen, press
    down hard, and hit the A button until you are prompted to take your finger away.
    You will then be given your main Pokémon; after, choose a partner Pokémon. My
    own personal recommendations for the main game are a Fire-type and Grass-type
    matchup. After, watch a scene, and you shall have to name yourself partway
    through. Answer yes when your partner Pokémon asks for help. You will the enter
    the Beach Cave.
    Four Floors
    |    Pokémon    |       TYPE       |   FLOORS   |
    |    CORSOLA    |    WATER/ROCK    |    ALL     |
    |    KABUTO     |      WATER       |    ALL     |
    |    SHELLDER   |      WATER       |    ALL     |
    |    SHELLOS    |      WATER       |    ALL     |
            The beach cave will be your first dungeon of the game, so I will be a
    bit more elaborate this time around than in the subsequent explorations.
            In any case, on the first floor, you can move around by pressing the D-
    Pad (holding B makes you go faster). Be careful should you choose to run,
    however; you may move too quick to respond on sight to an enemy Pokémon coming
    into your view. When you do encounter an opponent, be sure to set yourself up so
    that both you and your partner can get a whack at the opponent, and hit A to use
    a regular attack. To use stronger attacks, press X, go to Moves, and use your
    offensive attack (usually Scratch or Tackle, depending on your starting
    Pokémon). Be warned, though, as these special attacks use up PP much like in the
    regular Pokémon games.
            For the first dungeon, be weary of the Shellos. Often, they will use Mud
    Slap before they get near you, then use Harden to reduce both your accuracy and
    the amount of damage you can do to them. If you level up and get a Grass-type or
    Electric-type attack, you can use it to perform a super-effective attack against
    them. All four Pokémon here have a Water type affinity, so Grass attacks will
    definitely be very helpful.
            You will have to walk around each floor (which are randomly generated;
    hence, no walkthrough can be made for actually walking around, except for a
    general strategy), and find a staircase going down to the next level. Do not
    hastily head down each set of stairs as soon as you find it. Instead, you should
    explore and gain some EXP from fighting enemy Pokémon. Whenever you lose HP, you
    can regenerate it by walking around. You should try to hit at least level 6
    before getting to the bottom.
            For the most part, do not bother picking up any of theBerries you will
    see on the first couple of floors - you should be able to replenish your health
    at a quick enough pace simply walking around. Additionally, at this point in the
    game, you can only carry one item at a time. Once you hit Basement Floor 3, you
    should find some new items; the Blast Seed and the Sleep Seed, both of which are
    yellow diamond-like shaped items (at least, these are what I got in my game -
    you may obtain different offensive weapons). Pick up a Blast Seed (making sure
    to read the text to confirm it is a Blast Seed, and not a Sleep Seed), as you
    will want it for the fight on the fifth floor.
            Aside from that, there is not much else to say; if you get hit with a
    status-lowering attack, look around for the Wonder Panels and walk over them to
    return your stats to normal. After, make your way down to Basement Floor Five.
            For the most part, combat in boss battles is exactly the same as in the
    regular segment of exploring mystery dungeons. Gang up on Koffing first, as he
    has an attack that can poison you and drain away at your HP for the rest of the
    battle. As soon as you are lined up and right next to him, use your Blast Seed
    for an instant kill. If it misses, go to Plan B and use any attack from your
    Moves list until you and your partner manage to bring him down.
            When it comes to Zubat, you should try to end the battle quickly, as he
    knows Leech Life, which will drain away your own HP and add it onto his. If you
    cannot end the fight within a couple of turns, try to stem the bleeding and use
    Growl to nullify some of the strength behind his attacks, then continue pressing
            After you return to the surface, agree to join your partner's
    exploration team. Watch some more scenes, then save when prompted.
                                 THE NEW GUILD RECRUITS
            Go through several cutscenes, and name your Exploration team when
    prompted to. You shall obtain an Explorer Badge, Wonder Map and Treasure Bag, as
    well as a Special Band and Cobalt Bow. The Treasure Bag allows you to carry 16
    items into dungeons, meaning you do not have to lug only one item around
    anymore. Watch some more scenes and save when prompted to do so.
            After the long scene, approach Chatot, and he will initiate you on some
    of the guild basics. After, you shall automatically enter the next dungeon.
    Six Floors
    |    Pokémon    |       TYPE       |   FLOORS   |
    |    ANORITH    |     ROCK/BUG     |    ALL     |
    |    CHINGLING  |     PSYCHIC      |    3-6     |
    |    LILEEP     |     ROCK/GRASS   |    ALL     |
    |    SHELLOS    |     WATER        |    ALL     |
            A few things to note here; with the Treasure Bag, you can now carry 16
    items. At this point, you should also try equipping the Special Band and Cobalt
    Bow onto your two Pokémon to increase your stats and for the extra two spaces of
    room. Whenever you pick up a Geo Pebble, set it; whenever you are more than one
    square away from a Pokémon, but in a straight line (cardinal directions or
    diagonal), you can throw the Geo Pebble to damage them without getting
            Around the fifth floor, you should start checking on your Belly; as your
    hunger decreases, your overall performance will become more sluggish. You should
    pick up any Apples and Gummis as soon as you find them, and eat the Gummis ASAP;
    the Gummis will increase your IQ and a certain stat (In the case of Yellow
    Gummis, your Special Defense).
            On the topic of Pokémon, Anorith, Lileep and Shellos should all be
    fairly reasonable to defeat. Each of them will only take a couple of physical
    attacks to finish off. However, when it comes to Chingling, if you are in a
    narrow one-space tunnel, run away from it and let it follow you out into open
    space before hitting it with both of your Pokémon, or use your most powerful
    Special Attack. This is because Chingling will often use and abuse Wrap, which
    will keep your Pokémon from attacking for one to three moves, dealing damage
    during all the turns you are immobilized, and letting Chingling hit you without
    being retaliated against. Hence, either get both Pokémon into good attacking
    position or take Chingling out before he can do anything. As well, if your stats
    are lowered, find a Wonder Title.
            On the seventh floor, you will finally find the Pearl in an automatic
    scene, with no boss battle. You shall then be returned to the guild.
            REWARD: Protein, Calcium, Iron, 200P
            Watch a scene to get your reward. You can save your game shortly
                                       THE SCREAM
            After the wake-up scene, head left, and attend the morning audience.
    Talk to Chatot once done, and you will go through a lengthy tour of the area and
    Treasure Town. When you have been given free reign, head left a screen. Talk to
    either of the Kecleons (the one on the left sells items, the one on the right
    sells equipment), look at whatever you will, then exit out of the purchase
    screen to trigger another cutscene. Talk to the other Kecleon if you want (you
    may want a couple of Apples for the next dungeon), then head right back to the
    previous screen. Head right some more to encounter another cutscene.
            Deposit all of your money at the Duskull Bank, as you will want to save
    it. Head right a screen and up to the guild, and enter. Go down to the first
    basement floor, and talk to Bidoof standing against the right wall. Respond yes,
    and several long scenes later, you will enter the next dungeon.
    Nine Floors
    |    Pokémon    |       TYPE       |   FLOORS   |
    |    DODUO      |    FLYING        |    ALL     |
    |    GEODUDE    |    ROCK/GROUND   |    ALL     |
    |    MACHOP     |    FIGHTING      |    ALL     |
    |    NIDORINA   |    POISON        |    4-9     |
    |    NIDORINO   |    POISON        |    4-9     |
    |    SPINARAK   |    BUG           |    ALL     |
    |    STARLY     |    FLYING        |    ALL     |
            In all honesty, do not be surprised to get your ass kicked early on, as
    Mt. Bristle has a vicious difficulty curve until you can level up a couple of
    times into the double digits. As there is a strong chance of being defeated and
    sent back to the top, if you think defeat is near, be sure to consume all your
    Gummis as quickly as possible so you get some use out of them as opposed to
    losing them.
            Also to be kept in mind is the long trek down the dungeon. Any time that
    you see a Berry, Apple, or Gummi, grab it. You may very well run hungry down
    here, so every piece of food you can find is a potential life-saver. Lastly, if
    you get poisoned and you do not have a Pecha Berry or Heal Seed on hand, you
    will need to go down a floor for your status to automatically be healed.
    Finally, keep an eye out for any Blast Seeds and Heal Seeds, as you will easily
    want them on the bottom.
            This dungeon will be when the Pokémon begin to get annoying. Both Doduo
    and Starly can and will use Quick Attack, which they can use to hit you from two
    spaces away, getting in a first hit. Save your Geo Pebbles or Sticks for these
    two, but especially for Doduo, who will often retreat and run away after taking
    a large amount of damage (hitting it from long-range once is often enough to
    take it out for the EXP). Also make sure that if you have any Grass Pokémon in
    your lineup that you take the Doduo out quick, as they know Peck. If you are
    having trouble with farming EXP from them as a result of their running away, try
    to trap them in a dead-end corridor first.
            Machop, Nidorina, and Geodude all should not be fairly difficult to take
    out. Machop knows Low Kick, Leer and Focus Energy, but if you can take him out
    before he Leers you, not much harm is done (if he does, get to a Wonder Tile
    pronto). Geodude does not do much damage, but he can take a while to defeat
    thanks to his defense. If you have anybody with Grass or Water-type attacks, one
    hit is usually enough to stop Geodude stone cold (OK, bad pun). Nidorina just
    has common weak attacks in Scratch and Growl, and so she should not be a threat.
            Spinarak is slightly more dangerous, as he can use Poison Sting, which
    can poison (but thankfully not at a very quick rate), as well as use String Shot
    and Scary Face to reduce your own Pokémons' speed, allowing your opponents to
    often double-attack. If you are facing Spinarak as part of a group of foes, you
    should probably work on taking Spinarak out first, as this is vital, and it is
    worth using one of your high-end special attacks to take Spinarak out.
            Nidorino are the Pokémon that you should definitely go for one-hit kills
    on with your most powerful attacks, and with moves that do not require you to
    physically come into contact with them; this is because of Nidorino's special
    ability, Poison Point, which has a 30% chance of poisoning you every time you
    use an attack against Nidorino that requires you to physically contact him. This
    means attacks like Scratch and Tackle; as such, use your elemental attacks
    (that, and they can usually defeat him in one hit). Once again, if you are
    poisoned and lacking for something to heal that poison, you will have to head
    down to the next floor to heal the poison status automatically.
    Hypnosis, Pound, Confusion, Disable
            You will probably see a great increase in difficulty with Drowzee even
    compared to the regular dungeon Pokémon, as he has four different attacks that
    can all be very painful.
            Confusion is his most powerful attack, easily capable of one-shot KOing.
    Even once you have a number of levels behind yourself, you will still probably
    lose around 30HP to it, so be sure to use an Oran Berry as soon as possible to
    heal yourself back up to full health. Pound is his regular attack, which
    thankfully only deals around mid single digits to low double digits.
            However, his two non-status attacks are the more painful ones. Disable
    in this game works to keep your Pokémon paralyzed (as opposed to only disabling
    one move), and Hypnosis puts you to sleep. If you fall under each of these
    status effects, quickly open the menu with the X button and eat a Heal Seed if
    you have one to recover from the effects, as waiting for the effect to wear off
    on its own can be disastrous.
            For the overall strategy, there are two different routes you can take;
    while Drowzee can deal a lot of damage, he only requires about four or five
    high-damage attacks to finish off (such as the use of Blast Seeds combined with
    elemental attacks). Hence, the first option is that you may try to finish him
    off really quick before he can take you out.
            The second path you can take is to make both of your Pokémon run away
    from him (as he needs to be right next to you to perform any of his attacks),
    then start hitting him with status-lowering attacks from a distance (Growl,
    Leer, Smokescreen, etc.) to wear down his ability to deal damage and take it.
    Once his stats are sufficiently low enough, then you can go back into the fray
    and deal damage. Additionally, if you have a Bulbasaur on hand, you can also
    Leech Seed Drowzee and wear him out while performing all your techniques. If you
    have any abilities that can paralyze Drowzee or put him to sleep, use them (if
    you put him to sleep, be sure to heal yourself up first and then attack him).
            Either way, Drowzee is still tough, so do not be surprised if you lose
    at least once and have to repeat the dungeon. After you win, you will go through
    a number of scenes.
            REWARD: 300P
            After the scene, save your game. Your Treasure Bag will also be
            After a couple of cutscenes, leave the crew room, and watch the
    audience. Talk to Chatot, then go up a floor. Talk to Swellow and the three
    Poochyena for help on the job lists and bounties, respectively; if you still are
    not completely sure, go to your menu, and do Others --> Hints --> Performing
    Missions for some more explanation.
           The storyline will advance after three DAYS spent on jobs, not
    specifically three missions. However, if you spend one day on three missions in
    the same area, this counts as three days spent on jobs (one day spent on three
    jobs each). For your first set of missions, I suggest you simply choose three
    jobs that are all in the same dungeon to avoid having to make multiple trips.
            Do not forget to go into the Job List after selecting all three jobs,
    then select Take Job for all three. You can get to whichever dungeon that you
    are  by going to the crossroads out of the guild and then going right. For
    rescue missions and bounties both, the game will say "This is a destination
    floor!" when you get to a floor with a Pokémon needing to be rescued/outlaw
    needing to be defeated. The rescuee/outlaw needs to be tracked down; in the case
    of the rescuee, you need to talk to it, and obviously you have to fight the
    outlaw. Refuse to leave the dungeon until your last job is over, and then you
    will return to the Guild and obtain your rewards.
            At the beginning of the chapter, Loudred will recruit you for a sentry
    duty mini-game in which you have to identify the footprints of visiting Pokémon.
    A few of them can be identified if you keep up with your Pokémon appearances at
    all, but for most of them, you should wait a few seconds until you get a hint
    (such as "It is a Tiny Turtle Pokémon" which indicates it is a Squirtle, etc.
    before choosing). If you get two wrong, the game will end. If you get through
    six, however, you will have a perfect record, and get a reward (for the record,
    I got a Joy Seed, Ginseng, Life Seed, and 500P for a bit over 6000 Points).
            For the next day, you will have to complete at least two more jobs. I
    HIGHLY recommend you do not take anything above C class, or else you will
    basically get your rear end handed to you. After you are done, another day will
    pass by, and the next actual storyline mission should start.
                             THE FIRST OFFICIAL EXPLORATION
            Head out into the lobby and listen to Chatot for a few scenes. After you
    are given your mission, head up a floor and listen to Chimecho; from now on, you
    shall have the ability to recruit other Pokémon from the dungeons. Head up
    another floor, and exit the guild. Go to town; head on the road south from
    Duskull's bank and enter the Dojo, with Marowak currently in residence. He will
    give you the option to train in his training mazes, but be careful: if you have
    any items when you enter one of them, you will lose these items.
            After you are done in town, head to the crossroads and exit out the east
    exit. Go to the "Secret Waterfall". Watch a cutscene and you shall be in the
    Waterfall Cave.
    Eight Floors
    |    Pokémon    |       TYPE       |   FLOORS   |
    |    BARBOACH   |   WATER/GROUND   |    ALL     |
    |    GRIMER     |      POISON      |    ALL     |
    |    LOTAD      |   WATER/GRASS    |    ALL     |
    |    POLIWAG    |      WATER       |    ALL     |
    |    PSYDUCK    |   WATER/PSYCHIC  |    ALL     |
    |    SURSKIT    |      WATER       |    ALL     |
    |    TANGELA    |      GRASS       |    ALL     |
    |    WHISCASH   |   WATER/GROUND   |    5-8     |
    |    WOOPER     |   WATER/GROUND   |    ALL     |
            Barboach - Water Sport, Water Gun
            Grimer - Harden, Mud-Slap, Poison Gas
            Lotad - Growl, Rock Slide, Astonish, Absorb
            Poliwag - Bubble, Hypnosis
            Psyduck - Tail Whip, Water Gun, Scratch, Water Sport
            Surskit - Bubble, Quick Attack
            Tangela - Constrict, Ingrain, Absorb
            Whiscash - ?
            Wooper - Mud Sport, Water Gun, Mud Shot
            If you are maining a Grass Pokémon, now is the time to start pulling out
    all your Grass Attacks; nearly every Pokémon present in this dungeon is weak to
    Grass, and three of them are doubly weak due to being Water AND Ground type. If
    your partner is Grass, choose whatever Tactics is most appropriate (usually "Go
    after Foes" will be your only offensive one at this point in the game). Lacking
    a Grass-Type, you might want to pick up a Lileep from the Drenched Bluff, or nab
    a Tangela here, escape, grab it from Chimecho, and then come back to the
    Waterfall Cave (which will not likely succeed as you may have a hard time
    recruiting a Tangela at current levels). Electric types should also operate on
    taking out pure water-types, but should ignore Water/Ground-types (as Ground-
    types are immune to Electric attacks). Conversely so, expect a difficult trek
    if you have any Fire Pokémon around, and make sure to bring in a Revive Seed or
    three with you.
            The main theme here is, of course, water. Water Sport raises a Pokemon's
    resistance to fire attacks (this should not matter, of course, if you have
    already been trying to play smart by exploiting type-advantages and restricted
    yourself from the use of Fire-type attacks). Water Gun and Bubble are both
    Special attacks; while Water Gun is more powerful, Bubble can hit from a
    distance, which can be rather annoying. On the Ground-type side of things, Mud-
    Slap and Mud Shot both are weak attacks that lower the victim's accuracy, while
    Mud Sport raises resistance to Electric attacks (which is fairly irrelevant when
    facing the Water/Ground hybrids in any case).
            Of all the water-types, Poliwag can be a large nuisance with its
    Hypnosis, so make sure that if your partner gets hit with it to have a Heal Seed
    or other item on hand to wake it up. Surskit is another annoying Water-type as
    it can use Quick Attack, which is capable of hitting from two panels away.
    Finally, Whishcash (which does not appear until the fifth floor) are able to use
    Zen Headbutt, which can cause the receiver of the attack to flinch.
            When battling Grimer, you should be careful about Poison Gas, which can
    (obviously) poison your Pokemon. Do remember that if you are Poisoned, you can
    automatically rid yourself of that status by going down to the next floor. Other
    than that, Harden simply increases Grimer's defense.
            Lotad and Tangela both are (part) Grass-types, and as such you should
    expect Grass-type attacks. Absorb allows them to steal HP from you to replenish
    their own health, while Ingrain restores their health (without any of the HP-
    sapping part). Constrict can prevent your own Pokemon from moving. Lotad also
    knows Rock Slide, which is a rock-type attack that is super-effective against
    Fire-types, and Astonish, a Dark-type attack that can cause victims to flinch
    and miss a turn.
            After you get to the ninth floor, you will watch a cutscene. Several
    cutscenes later, you will get a chance to save. Several more cutscenes later,
    the next chapter begins.
                                       TEAM SKULL
            After some more cutscenes, leave your room, then go up a floor. Watch
    another cutscene - whichever choice you make here as an answer does not really
    matter. Once you are done, take a pair of jobs, go out and fulfill the jobs,
    yadahyadahyadah, the same drill as before. The day after, Loudred will get you
    to do some more sentry duty. I broke the previous high score and got 400P, a
    Pecha Scarf, a Reviver Seed and a Max Elixir.
            You should finally get another cutscene involving Team Skull. When that
    occurs, you shall be sent on your merry way again, so take another pair of jobs.
    Another few scenes later, and you will finally be sent to the Apple Woods.
    Twelve Floors
    |    Pokémon    |       TYPE       |   FLOORS   |
    |   BEEDRILL    |    BUG/POISON    |    6-12    |
    |   BUDEW       |    GRASS/POISON  |    1-5     |
    |   BURMY       |       BUG        |    1-5     |
    |   BUTTERFREE  |    BUG/FLYING    |    1-7     |
    |   CATERPIE    |       BUG        |    1-4     |
    |   COMBEE      |    BUG/FLYING    |    6-12    |
    |   EXEGGUTOR   |    GRASS/PSYCHIC |    4-12    |
    |   GLOOM       |    GRASS/POISON  |    6-12    |
    |   HOPPIP      |    GRASS/FLYING  |    1-5     |
    |   KAKUNA      |    BUG/POISON    |    6-12    |
    |   ODDISH      |    GRASS/POISON  |    1-6     |
    |   PARAS       |    BUG/GRASS     |    ALL     |
    |   WEEDLE      |    BUG/POISON    |    4-9     |
            There are a couple of things that you can do to be prepared for this
    dungeon. First and most importantly is to have a good stockpile of Pecha Berries
    on hand - several of the Pokémon present in the Apple Cave are affiliated with
    the Poison type, and of course have matching Poison-type attacks, which can
    cause poison. Obviously, you do not want to let that get out of hand if you are
    not near a staircase.
            The second thing you can do is play type advantages. Because every
    single Pokémon here have either Bug or Grass types (or both), they are all weak
    to Fire, and most of them weak to Flying. Hitherto, it would be wise to bring in
    two auxiliary allies who are Flying-types just to exploit weaknesses.
            Beedrill will be the first example of a dangerous one-two hit combo
    involving Fury Attack. In Beedrill's case, it shall start off with Focus Energy
    to raise its chance of obtaining a critical hit, then use Fury Attack, which
    attacks you two to five times in one use. There really is not much to say about
    dodging this attack; the only thing you can really try to do (in addition to
    wiping it out before it has the chance to use Fury Attack) is to start running
    away until Focus Energy wears off, but that is not very viable in the long term.
            Budew may be somewhat annoying. Somewhat. Water Sport will decrease
    damage from Fire-type attacks (although it shall not negate the type weakness),
    while Stun Spore will paralyze. However, as said before, you should bring along
    two partners with Flying-type attacks; Budew can only paralyze one Pokemon at a
    time, and in the turn it takes to use Stun Spore (if you let it use it), your
    two alternates should be able to wipe Budew out. Meanwhile, Growth will raise
    its Special Attack, with Absorb being a Grass-type move that leeches your HP and
    restores Budew's.
            Burmy is in his Sand Cloak phase here, so he will have a Bug/Ground
    type, which means he is still weak to Fire, but doubly so to Flying-type
    attacks. There really is nothing else special about Burmy: Protect can allow him
    to dodge the subsequent attack, but becomes less effective with subsequent use.
    The same goes for Caterpie, who only knows Tackle, and String Shot (the latter
    which slows your speed down, which is really insignificant when fighting
    Caterpie, a fairly weak Pokemon).
            The Exeggutor you face in this dungeon will probably be your most
    dangerous foe in Apple Woods. Hypnosis of course can put you to sleep, while
    Seed Bomb and Barrage are straight up powerful attacks (although Seed Bomb has
    Grass-type attribute), and Stomp is also fairly powerful, in addition to being
    able to cause flinching status. Your one saving grace here is that none of these
    attacks are Special-type. Confusion, however, you do have to watch out for,
    thanks to being a reasonably strong Special attack that gets STAB bonus, so make
    sure that you are always near full health when taking on Exeggutor (again,
    especially if you fall asleep).
            Gloom is another annoying 'mon. First and foremost is PoisonPowder,
    which causes poison, obviously (and as always, going down a staircase gets rid
    of it). Acid is a Poison-type attack (and as such doesn't have the same
    penalties against Fire and Flying-types) that can also lower Special Defense,
    Sweet Scent reduces evasiveness, while Absorb, as always, leeches defense.
            For Hoppip, more of the same occurs, although Splash actually has a use
    in this game, and can send you back a few squares. Synthesis allows it to
    recover HP. Kakuna has only one move - Harden, which increases its defenses.
    Most of the time it will just stick to using regular attacks, so you can feel
    free to wipe it out without the threat of any strong moves that could injure
    you. Meanwhile, Oddish has the exact same move set as Gloom, but is weaker.
            Weedle is comparable to Caterpie; the only difference is that Weedle
    knows Poison Sting, another attack which can cause Poison status. Finally, Paras
    combines the aspects of several previous Pokemon, being able to poison in
    PoisonPowder, paralyze through Stun Spore, absorb your own Pokemon's HP through
    Leech Life and a regular attack in Scratch.
    Beedrill - Fury Attack, Focus Energy
    Budew - Growth, Water Sport, Stun Spore, Absorb
    Burmy - Tackle, Protect
    Caterpie - String Shot, Tackle
    Exeggutor - Stomp, Barrage, Seed Bomb, Hypnosis, Confusion
    Gloom - Acid, Absorb, Sweet Scent, PoisonPowder
    Hoppip - Tackle, Splash, Synthesis, PoisonPowder
    Kakuna - Harden
    Oddish - Acid, Absorb, Sweet Scent, PoisonPowder
    Weedle - String Shot, Poison Sting, Tackle
    Paras - Leech Life, PoisonPowder, Stun Spore, Scratch
            Watch the cutscene once you get down below.
            Watch the cutscenes that transpire. After a while, you will also get a
    chance to finally use Croagunk's shop. Once you are finished at his shop, go out
    and do a couple of jobs. The day after that, you will have some more sentry
    duty. Following that, more jobs and bounties. Once that is done, you shall
    finally have a cutscene announcing expedition members. You will also get an
    upgrade to your Treasure Bag, so you will be able to hold more stuff.
            That in mind, you can do anything you want until you talk to Chatot, so
    if you need to level up your main and partner a bit, do so with some bounties or
    jobs. You should also pick up as many useful items as you think you may need. If
    either of your Pokémon can learn a Psychic attack and you see a Psychic TM in
    the Kecleon store, grab it as well.
            After, talk to Chatot to head out, and you and your partner will be sent
    out with Bidoof. Take the chance to save your game.
                               THE GUILD'S BIG EXPEDITION
            After awhile, you will be offered the choice of two paths: Craggy Coast
    or the Side Path. The Side Path does not lead anywhere; it is just a training
    ground, but you can repeat it in an infinite loop to level up/get items. In any
    case, once done, head along the Craggy Coast to advance.
    Eight Floors
    |    Pokémon    |       TYPE       |   FLOORS   |
    |   DRATINI     |      DRAGON      |    ALL     |
    |   GASTRODON   |   WATER/GROUND   |    ALL     |
    |   KRABBY      |      WATER       |    ALL     |
    |   SEALEO      |   WATER/ICE      |    6-9     |
    |   SPHEAL      |   WATER/ICE      |    ALL     |
    |   WINGULL     |   WATER/FLYING   |    ALL     |
    Five Floors
    |    Pokémon    |       TYPE       |   FLOORS   |
    |   GASTRODON   |   WATER/GROUND   |    ALL     |
    |   SPHEAL      |   WATER/ICE      |    ALL     |
    |   WINGULL     |   WATER/FLYING   |    ALL     |
    Dratini - Wrap, Leer, Twister, Thunder Wave
    Gastrodon - Mud Bomb, Water Pulse, Mud Slap
    Krabby - Leer, Harden, Mud Sport
    Sealeo - Powder Snow, Water Gun, Encore, Growl, Defense Curl
    Spheal - Powder Snow, Water Gun, Growl, Encore, Defense Curl
    Wingull - Supersonic, Wing Attack, Water Gun
            If you go on the Side Path, you will not actually go anywhere; instead,
    once you hit the bottom, you will emerge back to the split and once again have
    the option to go to the Side Path, or continue on through the Craggy Coast. As
    such, the Side Path is just a training gauntlet where required.
            Bidoof will also be coming with you in this dungeon. He does NOT gain
    experience/level up with you, and you cannot change tactics (so do not bother
    feeding him Gummis). He can use Growl, Defense Curl and Headbutt, but more
    likely than not you will have to be saving him.
            First in the order is Dratini. Wrap will act for two to five turns in a
    row, preventing you from moving while it is in effect (although your partner
    Digimon are still free). Thunder Wave is a good reason as to why you should take
    it out quickly, but again, because you have three Pokemon with you the other two
    can always take up the slack. Twister is a semi-strong (for this point of the
    game) Dragon-type attack that can hurt a decent amount, so do not let your HP go
    too low lest Dratini use this attack for a KO.
            The next couple of Pokemon, Gastrodon and Krabby, do not use anything
    you have not seen before. Mud Sport raises resistance to electric attacks, Water
    Pulse raises resistance to fire attacks, and both Mud Slap and Mud Bomb are
    attacks that can lower your own accuracy.
            Spheal and its evolution Sealeo can be fairly nasty, though. Because of
    their Water/Ice types, they're not weak to Fire, but they ARE weak to Grass and
    Electric-type attacks (as well as Fighting and Rock-type attacks if you have
    anyone on-hand who knows any). Powder Snow is an Ice attack that can freeze you,
    Water Gun is always fairly damaging at this point of the game with a STAB bonus,
    and Encore can force you to repeat the last move you made two to six times (so
    if you are using a miscellaneous move that is not an attack, you shall be stuck
    in a rut for awhile). Additionally,
            Wingull, the final Pokemon in this dungeon, is also something that you
    should worry about. Grass-types will not be effective because of Wingull's
    Flying-type attribute, and Wing Attack can harm Grass-types big-time. Supersonic
    is also capable of confusing you. Thankfully, if you have an Electric-type on
    hand, Wingull is doubly weak to Electric-type attacks, and you should be able to
    clip its wings with just one attack.
            After you make it out of the Craggy Coast, use the Kanghaskhan statue as
    needed, then head into the next cave. Choose Mt. Horn to continue.
    MT. HORN
    Thirteen Floors
    |    Pokémon    |       TYPE       |   FLOORS   |
    |   AERODACTYL  |   ROCK/FLYING    |    8-14    |
    |   ARIADOS     |   BUG/POISON     |    1-7     |
    |   BEAUTIFLY   |   BUG/FLYING     | 1, 2, 4, 5,|
    |               |                  | 7, 8, 10,  |
    |               |                  | 11, 13, 14 |
    |   BONSLY      |      ROCK        |    8-14    |
    |   CASCOON     |       BUG        | 1, 2, 4, 5,|
    |               |                  | 7, 8, 10,  |
    |               |                  | 11, 13, 14 |
    |   NATU        |   PSYCHIC/FLYING |    1-7     |
    |   PARASECT    |   BUG/GRASS      |    1-7     |
    |   PINECO      |       BUG        |    8-14    |
    |   SHROOMISH   |      GRASS       |    1-6     |
    |   VENOMOTH    |   BUG/POISON     |    8-14    |
    Five Floors
    |    Pokémon    |       TYPE       |   FLOORS   |
    |   BONSLY      |      ROCK        |    ALL     |
    |   NATU        |   PSYCHIC/FLYING |    ALL     |
    |   SHROOMISH   |      GRASS       |    ALL     |
    Aerodactyl - Wing Attack, Thunder Fang, Supersonic, Roar, Fire Fang, Ice Fang,
                 Bite, Scary Face
    Ariados - String Shot, Poison Sting, Bug Bite, Leech Life, Scary Face, Constrict
    Beautifly - Gust, Absorb
    Bonsly - Copycat, Flail, Low Kick, Rock Throw, Fake Tears
    Cascoon - Harden
    Natu - Lucky Chant, Night Shade, Peck, Leer, Teleport
    Parasect - Leech Life, Scratch, PoisonPowder, StunSpore, Cross Poison
    Pineco - Selfdestruct, Rapid Spin, Take Down, Protect, Tackle
    Shroomish - Tackle, Leech Seed, StunSpore, Absorb
    Venomoth - Confusion, Silver Wind, Tackle, Supersonic, Foresight, PoisonPowder,
            The Pokemon types in this dungeon flatline again along a few specific
    types, but still have a large range: Mainly those of the Bug and Flying types.
    By now, you should have a good grip on their weaknesses, but in later run
    throughs of this dungeon (when you can bring recruited team mates in), Rock-
    types will also be a boon. Meanwhile, Bidoof will be accompanying you for this
    dungeon as well.
            Water and Electric attacks will do the trick for Aerodactyl, who is
    Flying/Rock. In addition to Wing Attack and Scary Face, Aerodactyl also has
    Thunder Fang, Fire Fang, and Ice Fang, which all do pretty big amounts of
    damage, can cause flinching, and respectively cause paralysis, burns and
    freezing. Supersonic will cause confusion and Bite is another strong attack that
    can cause flinching. Roar is the most annoying attack in Aerodactyl's arsenal,
    however: it will send the affected Pokemon back so many spaces until it hits a
    wall, and then damage said Pokemon, taking you out of the battle for however
    many turns it takes you to get back to Aerodactyl. Thankfully, you should not be
    facing many of them, but when you do see one around, keep yourself and your two
    partners in the same position, and start using any moves you have to increase
    your stats, or throw stones at Aerodactyl to wear its HP down before it gets to
    you (and let it come to you, so that it does not get a first strike advantage).
            Ariados is Bug/Poison type, and as suggested by its attributes, can dish
    out a few moves that may cause a world of hurt. Poison Sting can cause Poison,
    while String Shot, Scary Face and Constrict all can cause your speed to drop
    drastically, letting Ariados get in another attack or two before you can
    respond. Leech Life is yet another form of "steal somebody else's HP to
    replenish your own" in the vein of Absorb (except it's a Bug-type attack). You
    should probably try to set it up so that all three of your Pokemon get around at
    Ariados at the exact same turn, because delaying it can lead to problems.
            Thankfully, at this point in time the enemy levels aren't high enough
    for Beautifly to have any strong attacks. All it should know is Gust (Flying-
    type attack) and Absorb. Conversely, Bonsly has a number of new moves up its
    sleeve; Copycat can copy your own Pokemon's last technique and use it against
    you, while Fake Tears will drastically reduce your Special Defense. Rock Throw
    is a generic Rock-type attack (that gets a STAB Bonus with it). Meanwhile,
    Bonsly also has two attacks whose power is dependent on pre-existing conditions;
    Low Kick doles out more damage to heavier foes (which you should not have to
    worry about much during your first run-through of the dungeon, since all your
    starting evolutions are fairly light), and Flail, which deals more damage when
    Bonsly has little HP. This last attack means you will want to exploit its
    weakness to Grass or Water-type attacks. If you have neither, then you can
    always try increasing your attack/reducing Bonsly's defense and go for a one-hit
            Cascoon is fairly similar to Kakuna from the last dungeon - it only can
    do regular attacks and use Harden, meaning you have little to work about.
            Natu has a few moves you will probably not have seen before. Peck is
    just another Flying attack, on the level of Wing Attack. Lucky Chant prevents
    you from getting a critical hit from any of your attacks for five turns. Night
    Shade can probably be the most devastating attack; it will cause damage
    equivalent to your level, so if you are Level 15, you shall receive 15 damage.
    Finally, Teleport will teleport Natu away from the battle and to another section
    of the floor.
            Parasect, being Grass/Bug type, is doubly weak to both Fire and Flying
    types, so if you have a move belonging to either type, go crazy. PoisonPowder
    and StunSpore you will already have seen before, but it is Cross Poison that can
    be a real pain in the ass - not only does it have a high base attack rating in
    comparison to most everything else you have faced so far, but it also has a high
    chance of criticalling, as well as being able to poison a foe. With this last
    move, I really recommend you pull a kamikaze attack on it from three sides or
    try to run away from it if you spot one.
            Pineco has a few interesting moves. Protect allows him to dodge an
    attack, but does not guarantee it, and its effective decreases with each
    subsequent use. Take Down is a fairly strong attack that will cause recoil
    damage to Pineco. Rapid Spin is a pain, though - if you have all three of your
    'mons surrounding Pineco, then Rapid Spin shall hit all three of them, as it
    hits all eight squares surrounding Pineco. Selfdestruct is another big move;
    unlike in the regular games, Selfdestruct only causes large amounts of recoil
    damage to Pineco, so he will not necessarily be taken out by one use of it.
    Additionally, it hits all eight squares around him, and it damages heavily, so
    make sure you have your HP up high before taking on a Pineco in case he should
    use it. The most interesting side effect of Selfdestruct, however, is that if
    Pineco is near a wall, parts of the wall will also be destroyed, possibly
    creating a new path.
            Shroomish, a Grass-type, has some of the same trappings as you would
    expect of its type - StunSpore can paralyze and Absorb can steal your HP to
    replenish its own. Leech Seed is the real killer here, though; once you get
    Leech Seeded, you will lose HP every turn (while Shroomish gains back that same
    amount of HP), until Shroomish has finally been defeated or your Seeded Pokemon
    defeated (and hopefully revived). This one you should go all out on before
    StunSpore and Leech Seed takes its toll.
            Venomoth may be THE greatest pain of the dungeon. Supersonic and
    PoisonPowder can both cause a negative status ailment to you, while Disable will
    temporarily prevent you from using one of your techniques (which can really
    screw up your game plan if you are dependent on one move). Silver Wind causes
    damage while raising all of Venomoth's stats by one level, and Confusion is a
    strong Psychic attack that can also confuse. Long story short, pound Venomoth
    quickly and as hard as you can (if you have any Fire-types, USE THEM).
            After you complete the dungeon, the next chapter shall begin.
                                    GROUDON'S HEART
            After a few scenes, you shall lose Bidoof. Do whatever needs to be done
    at the Kangaskhan Rock, then head out the northern exit. Take the Foggy Forest
    Ten Floors
    |    Pokémon    |       TYPE       |   FLOORS   |
    |   BRELOOM     |   GRASS/FIGHTING |    7-11    |
    |   BUNEARY     |      NORMAL      |    6-11 (D)|
    |   CHERUBI     |      GRASS       |    1-5     |
    |   DUNSPARCE   |      NORMAL      |    1-5     |
    |   HOOTHOOT    |   NORMAL/FLYING  |    1-5     |
    |   NOCTOWL     |   NORMAL/FLYING  |    6-11    |
    |   PACHIRISU   |      ELECTRIC    |    ALL (T) |
    |   PINSIR      |      BUG         |    7-11    |
    |   SKIPLOOM    |   GRASS/FLYING   |    ALL     |
    |   SMEARGLE    |      NORMAL      |    1-5     |
    |   STANTLER    |      NORMAL      |    6-11    |
    |   ZIGZAGOON   |      NORMAL      |    ALL     |
    Breloom - Leech Seed, Absorb, Tackle, StunSpore
    Buneary - Endure, Splash, Frustration, Defense Curl, Pound, Foresight
    Cherubi - Tackle, Leech Seed, Growth, Helping Hand
    Dunsparce - Rage, Defense Curl, Yawn, Glare
    Hoothoot - Growl, Peck, Hypnosis, Foresight, Tackle
    Noctowl - Foresight, Tackle, Peck, Hypnosis, Growl, Sky Attack
    Pachirisu - ?
    Pinsir - Seismic Toss, Bind, ViceGrip, Harden, Focus Energy
    Stantler - Tackle, Astonish, Hypnosis, Stomp, Leer
    Skiploom - Tackle, Tail Whip, PoisonPowder, Synthesis, Splash
    Smeargle - Sketch
    Zigzagoon - Tackle, Sand-Attack, Headbutt, Tail Whip, Growl
            Fog will permeate the dungeon, which means that your hit rate will
    decrease, so you can expect to miss a few times. Normal types also dominate the
    Foggy Forest, so (excepting the off-chance that you might actually have a
    Pokemon with a Fighting-type move) do not expect to be able to play off of type
    advantages here too much.
            Breloom is the evolution of Shroomish, who you may have run across in
    the last dungeon. As a Grass/Fighting-type, he is still weak to Fire, but on the
    off-chance that one of your team members knows a Flying-type attack. he is
    doubly weak to those. The moveset remains the same as Shroomish -  StunSpore can
    paralyze and Absorb can steal your HP to replenish its own. Leech Seed is the
    real killer here, though; once you get Leech Seeded, you will lose HP every turn
    (while Breloom gains back that same amount of HP), until Breloom has finally
    been defeated or your Seeded Pokemon defeated (and hopefully revived). This one
    you should go all out on before StunSpore and Leech Seed takes its toll.
            Buneary's Splash and Foresight will essentially be useless, so you
    basically get a free turn if s/he uses either of these moves. Endure will stop
    an attack that would knock it out from doing so, instead leaving Buneary at 1HP
    (useless if you have three Pokemon and as such two attacks in one turn).
            You should have seen Leech Seed before (saps your HP every turn to
    resupply the opponent with HP), so you should focus on taking out Cherubi ASAP
    if it uses it. Other than that, Cherubi at this point in the game can also use
    Growth (which increases its Special Attack, in itself useless as Cherubi in this
    dungeon is not at a high enough level to learn any Special attacks), along with
    Helping Hand, which increases the strength of any other enemy Pokemon around.
    Ths last technique is probably the most annoying, which is why, if you face a
    group of two or more Pokemon and Cherubi is in that group, you should take
    Cherubi out first.
            Dunsparce only has one actual attack in all of his moves - Rage, which
    starts fairly weak, but becomes stronger every time he gets attacked (and
    hopefully, he should only be attacked two to three times before being wiped out
    completely). Glare will paralyze whomever it is directed at, while Yawn will
    make you yawn, then go to sleep the next turn (so basically a delayed Hypnosis).
    As a result, Dunsparce is one of those Pokemon whom you want to take out quickly
    before he can start abusing negative status effects.
            Hoothoot and its evolution Noctowl both will abuse Hypnosis often, which
    puts you to sleep. Both of them also use Foresight, which isn't really useful
    (it stops you from using any moves which will increase your evasiveness), but
    does serve you in that it keeps them from performing a useful move when using
    it. The real move to watch out for his Noctowl's Sky Attack - he will skip a
    turn, but then deal out VERY heavy damage. If he begins to use it, start hitting
    him with everything you have before he has a chance to actually unleash Sky
    Attack. Other than that, there is not really much to know about in regards to
    the two.
            Pinsir is stronger than most of the Normal types that you will face off
    against in the dungeon, but at least if you have a Fire-type on hand, you can
    wipe him out easily. In any case, Bind will act for 2 to 5 turns straight and
    basically constrict an opponent Pokemon from acting. Fortunately, with a
    partner, this means the other Pokemon can rail away without fear of reprisal.
    ViceGrip is another strong attack (although it does not get a STAB bonus) while
    Focus Energy raises the critical hit percentage. Finally, Seismic Toss is an
    attack that deals an amount of damage equal to your level; if you are level 15,
    then it shall deal 15 damage to you.
            Unlike the regular Pokemon games, Splash actually does damage, so don't
    be surprised when you go up against Skiploom. PoisonPowder poisons, while
    Synthesis is used to heal Skiploom's own HP. Other than that, there is not too
    much to note here, other than to be careful of rampant PoisonPowder abuse.
            Smeargle has only one move - Sketch. Sketch will duplicate the last move
    used by one of your Pokemon permanently, letting Smeargle use that technique for
    the rest of the battle. You can try making him Sketch something useless, or any
    move that would be ineffective against your teammates. Overall, not too much to
    worry about, especially since it takes him a turn to use Sketch before he can
    actually use the duplicated move.
            Stantler may be a Normal-type, but do not let that fool you; he can use
    Hypnosis (putting you to sleep) and Astonish (which can cause you to flinch), as
    well as using Stomp, a powerful attack for this time of the game that, in
    addition to getting a STAB bonus, can also cause you to flinch. Like has been
    repeated before, because of his Normal-type, you simply likely will not be able
    to hit him with any super-effective moves, and should instead try to either take
    him out as quickly as possible, or stop him in his tracks with paralysis or
    sleep first, then take him out. Stantler may very well be the most dangerous of
    all the Normals in this dungeon, so be careful.
            Zigzagoon's MoveSet is mainly a generic moveset composed of common
    techniques that you will have seen a zillion times before (Tackle, Sand-Attack,
    Tail Whip, Growl). The only one that might be new to you is Headbutt, which does
    a decent amount of damage and can cause flinching. Considering Zigzagoon's
    Normal-type attribute, there really is not much you can do than whittle it down
    like you would all the other Normal types in this dungeon.
            After you make it out the dungeon, save. A few scenes later, the next
    chapter begins.
                              THE MYSTERY OF FOGBOUND LAKE
            Store whatever, save, then enter the Steam Cave.
    Eight Floors + Seven Floors (Upper Steam Cave)
    |    Pokémon    |       TYPE       |   FLOORS   |
    |    FARFETCH'D |  NORMAL/FLYING   |  1-8, US1  |
    |    GRANBULL   |      NORMAL      |   US1-7    |
    |    ILLUMISE   |       BUG        |   US1-7    |
    |    KRICKETUNE |       BUG        | 1-8, US1-3 |
    |    MAGBY      |       FIRE       |    1-8     |
    |    MAGMAR     |       FIRE       |   US2-7    |
    |    NUMEL      |    FIRE/GROUND   |    1-8     |
    |    SHUCKLE    |     BUG/ROCK     |   US1-7    |
    |    SLUGMA     |       FIRE       |    1-8     |
    |    SNUBBULL   |      NORMAL      |    1-8     |
    |    VOLBEAT    |       BUG        |   US1-7    |
    |    YANMA      |    BUG/FLYING    |  1-8, US1  |
    Farfetch'd - Fury Attack, Aerial Ace, Peck
    Granbull - Bite, Tackle, Lick, Tail Whip
    Illumise - Quick Attack, Sweet Scent, Charm
    Kricketune - Leech Life, Fury Cutter, Growl, Bide
    Magby - Ember, Smog, Smokescreen, Leer
    Magmar - Faint Attack, Leer
    Numel - Tackle, Ember, Growl, Magnitude
    Shuckle - Constrict, Bide, Withdraw
    Slugma - Smog, Rock Throw, Yawn
    Snubbull - Bite, Lick, Ice Fang
    Volbeat - Tackle, Flash, Quivk Attack, Double Team
    Yanma - Sonic Boom, Tackle, Double Team
            After you make it through the first eight floors, watch a scene, then
    save. Grab as many battle items as you can, along with all the Oran Berries that
    you have, then continue on.
            Heal yourself on Upper Steam Cave Floor Seven before going up the
    stairs, as you will face a boss on Steam Cave Peak.
    Bulk Up, AncientPower, Mud Shot, Slash
            To start things off, Groudon has around an estimated 600HP. If you have
    a Water or Grass Pokémon as your Partner, you should toggle their IQ to try
    getting them to use their elemental attacks against Groudon, who as a Ground-
    Type, is weak against Water and Grass-type attacks. In the case of Grass-types,
    you should also use any techniques such as Leech Seed, StunSpore, PoisonPowder,
    etc. to cause status effects to Groudon. You should additionally start abusing
    any moves you have that lower Groudon's stats. Groudon will be playing dirty
    with his own moves - Bulk Up increases his physical attack, while Mud Shot can
    lower your accuracy.
            Something to be noted here is that Groudon will often back up every few
    moves to the top of the screen. Because he has no attacks that can hit two
    opponents at once or surrounds him in a 3x3 grid, you can bring both you and
    your partner up close to hit him if need be; incidentally, you should try to
    stay back as often as possible, as Groudon's attacks can hurt, dealing in the
    30HP range for an attack. Thankfully, unlike with the Drowzee fight, you should
    have a good stock of Oran Berries on hand to recover with.
            Other than there, there is not really much to be said. Attack, heal,
    wear him down through stats and through his HP. Not much more can really be
    done, and hopefully you have both the levels and the items to keep up with
            After, watch some scenes, and save. Your treasure bag will expand to a
    fifth page of items as well.
            Watch some scenes in the morning in the main area, then go up a floor
    and talk to Drapion next to the job board for some info on Zero Cave. After,
    take a couple of jobs and do them. A scene involving Team Skull shall occur
    shortly thereafter. Chatot will give you an errand, so head into Treasure Town
    and talk to the two Kecleon at the Kecleon Market. Watch a few scenes, then go
    and complete a couple more jobs.
            A few scenes later, your destination will be Amp Plains. Change out your
    party members as required at Chimecho Assembly, then head out of Treasure Town
    and off to the Amp Plains.
    Ten Floors + Nine Floors (Far Amp Plains)
    |    Pokémon    |       TYPE       |   FLOORS   |
    |    AMPHAROS   |     ELECTRIC     |   FA6-9    |
    |    DODRIO     |  NORMAL/FLYING   |   FA2-9    |
    |    ELECTRIKE  |     ELECTRIC     |   FA3-9    |
    |    ELECTABUZZ |     ELECTRIC     | 10, FA1-9  |
    |    ELEKID     |     ELECTRIC     |    1-8     |
    |    FLAAFY     |     ELECTRIC     |8-10, FA1-5 |
    |    GIRAFARIG  |  NORMAL/PSYCHIC  |5-10, FA1-6 |
    |    LUXIO      |     ELECTRIC     |   FA5-9    |
    |    MAREEP     |     ELECTRIC     |    1-7     |
    |    MINUN      |     ELECTRIC     |    1-5     |
    |    PHANPHY    |      GROUND      |    1-8     |
    |    PLUSLE     |     ELECTRIC     |    1-5     |
    |    SHINX      |     ELECTRIC     |  4-10, FA1 |
    |    TAURUS     |      NORMAL      |    1-9     |
    |    YANMEGA    |    BUG/FLYING    |9-10, FA1-4 |
    Ampharos - Growl, Cotton Spore
    Dodrio - Pursuit, Peck, Pluck, Uproar
    Electrike - Quick Attack, Spark, Leer
    Electabuzz - Quick Attack
    Elekid - Thundershock, Low Kick, Quick Attack, Leer
    Flaafy - Tackle, Thunder Wave, Thundershock
    Girafarig - Agility, Confusion, Stomp
    Luxio - Charge, Tackle, Leer, Bite
    Minun - Thunder Wave, Growl, Spark, Quick Attack
    Phanpy - Flail, Defense Curl, Take Down, Rollout, Growl
    Plusle - Quick Attack, Spark, Thunder Wave, Growl
    Shinx - Leer, Spark, Tackle, Bite
    Taurus - Pursuit, Horn Attack
    Yanmega - Night Slash, Detect, Quick Attack
            When preparing for the Amp Plains, your two extra Pokemon should both
    have a Ground type - it does not matter if they are Water/Ground, as the Ground
    type will nullify all electric attacks. Doing so will save you a lot of pain in
    this dungeon, especially in the boss battle.
            Save after the first ten floors, then continue on. After a Treasure Town
    cutscene, you will be given free control again. After you make it down another
    nine floors, a boss battle occurs.
    Luxray - Charge, Swagger, Leer, Bite
    Luxio  - Spark, Charge, Tackle, Bite
            Start the battle off by paralyzing Luxray or putting him to sleep via
    your own moves or a Sleep Seed/Paralysis Seed. He is the single biggest threat
    in this battle, as Swagger can confuse you, causing you to (likely) not hit the
    desired target, and while Leer might not be painful when facing off against a
    lone boss, with seven Luxio nipping at your sides it is quite annoying.
            With Luxray temporarily incapicated, focus on taking out the Luxio one
    by one. If you brought along two partners with Ground-types, then part of the
    time the attacks wrought by the Luxio will be nullified. At the same time, they
    are weak to Ground-type attacks, so if you have anybody with such attacks,
    toggle their movesets to only use the Ground-type attacks. Heal often, as Bite
    can make you cringe, Spark can paralyze, and with seven Luxio, it can take just
    one bad turn to wipe out one of your own Pokemon (even if you have several
    Reviver Seeds on hand).
            Once most of the Luxio are down, you can turn your attention to Luxray.
    Poison/Leech Seed/Paralyze it when focusing on it; as mentioned before, Swagger
    and Leer can be fairly annoying, so the quicker you can take out Luxray, the
    better. Luxray is once again an Electric-type much like the Luxio, so Ground-
    type attacks can harm him as well.
            Some scenes later, the next chapter will begin.
                                   GROVYLE THE THIEF
            After some scenes, you will be placed in Treasure Town. You simply need
    to do whatever you want in town, then exit the area to advance the storyline.
    Afterwards, make preparations, then leave the guild and head off to the Northern
    Fifteen Floors
    |    Pokémon    |       TYPE       |   FLOORS   |
    |    ARON       |   STEEL/ROCK     |    1-8     |
    |    BALTOY     |   GROUND/PSYCHIC |    1-7     |
    |    CACNEA     |      GRASS       |    1-8     |
    |    CACTURNE   |   GRASS/DARK     |    9-15    |
    |    CARNIVINE  |      GRASS       |    7-15    |
    |    CUBONE     |      GROUND      |    1-7     |
    |    LAIRON     |   STEEL/ROCK     |    9-15    |
    |    LARVITAR   |   GROUND/ROCK    |    1-7     |
    |    RHYHORN    |   GROUND/ROCK    |    8-15    |
    |    SANDSHREW  |      GROUND      |    ALL     |
    |    TRAPINCH   |      GROUND      |    ALL     |
    Aron - Tackle, Metal Claw, Headbutt
    Baltoy - Confusion, Rock Tomb, Selfdestruct, Harden
    Cacnea - Pin Missile, Sand-Attack, Absorb
    Cacturne - Pin Missile
    Carnivine - Sweet Scent, Bind, Bite
    Cubone - Tail Whip, Leer, Focus Energy
    Lairon - Metal Claw, Iron Defense, Tackle, Headbutt, Roar
    Larvitar - Rock Slide, Bite, Screech
    Rhyhorn - Fury Attack
    Sandshrew - Swift, Rapid Spin, Fury Swipes, Scratch
    Trapinch - Bite, Faint Attack
            After, watch some scenes back in Treasure Town, then go to the Quicksand
    Desert to enter the Quicksand Cave in another scene.
    Ten Floors + Ten Floors (Quicksand Pit)
    |    Pokémon    |       TYPE       |   FLOORS   |
    |    HIPPOPOTAS |      GROUND      |  QP3-10    |
    |    MAWILE     |      STEEL       |8-10, QP1-5 |
    |    NINCADA    |   BUG/GROUND     |    1-7     |
    |    NINJASK    |   BUG/FLYING     |  QP5-10    |
    |    PUPITAR    |   GROUND/ROCK    |  1-10, QP1 |
    |    SANDSLASH  |      GROUND      |    ALL     |
    |    SKORUPI    |   POISON/BUG     |1-10, QP1-5 |
    |    TYRANITAR  |   ROCK/DARK      |  QP2-10    |
    |    VIBRAVA    |   GROUND/DRAGON  |    1-9     |
    Hippopotas - Tackle, Sand Tomb
    Mawile - Astonish, ViceGrip
    Nincada - Sand-Attack, Fury Swipes, Mind-Reader
    Ninjask - Swords Dance, Fury Swipes, Fury Cutter, Double Team
    Pupitar - Bite, Rock Slide, Thrash, Sandstorm
    Sandslash - Crush Claw, Rapid Spin, Swift, Rollout, Fury Swipes, Poison Sting,
                Defense Curl, Scratch
    Skorupi - Bite, Leer, Pin Missile, Acupressure
    Vibrava - Sand Tomb, Sand-Attack, Faint Attack
            Be careful in the Quicksand Cave, as monster houses begin appearing,
    where you will enter a room and large numbers of enemy Pokemon drop down from
    the ceiling. When this occurs, it is best to get your backs against a wall so as
    to minimize the number of directions enemies can hit you from. Toggle on all the
    attacks that the enemies are weak to and toggle off any useless attacks, and get
    at them. You will probably go through a lot of Reviver Seeds here, so do not be
    surprised if you are slaughtered and sent out if you get ambushed.
            Save after making it past the tenth floor, then continue onto the
    Quicksand Pit. After making it through another ten floors, you will enter a boss
    Future Sight, Imprison, Protect
            If you only have your two main Pokemon by the time you make it down
    here, you may be in for a bit of an annoying battle. Mesprit can use Imprison
    when you are right next to her to temporarily stop you from doing anything for
    three to five turns, while Future Sight allows her to hit you for exactly 30
    damage for a couple of turns, and Protect of course can seal off some damage. If
    you do not have four Pokemon and a good handful of Reviver Seeds on, you may be
    in trouble.
            Because of the effects of Future Sight and Imprison, do NOT bother using
    anything to raise your own defense or lower Mesprit's attack, as Mesprit will
    still hit for the same amount of attack. Stick to raising/lowering
    evasiveness/accuracy (respectively), and put Mesprit to Sleep, Paralyze, Poison
    or Leech Seed her as often as you can. If you can, when Mesprit uses Future
    Sight, try to get everybody to run away for a couple of turns; Mesprit will run
    after you, but cannot attack you, and Future Sight's use will run out.
            All in all, just make sure to keep yourself strong against Future
    Sight's effects, and do not lose any Pokemon, and you should be good.
            After the battle, watch a couple of scenes, and the next chapter will
                                    THE ONLY OPTION
            A few scenes later, the Crystal Cave shall become your next destination.
    Eleven Floors
    |    Pokémon    |       TYPE       |   FLOORS   |
    |   BELDUM      |   STEEL/PSYCHIC  |    1-7     |
    |   CRANIDOS    |      ROCK        |    5-9     |
    |   DONPHAN     |      GROUND      |    6-11    |
    |   GOLEM       |   ROCK/GROUND    |    8-11    |
    |   GRAVELER    |   ROCK/GROUND    |    1-6     |
    |   RIOLU       |      FIGHT       |    4-8     |
    |   SEVIPER     |      POISON      |    1-7     |
    |   SHIELDON    |   ROCK/STEEL     |    7-11    |
    |   WORMADAM    |   BUG/GROUND     |    ALL     |
    Beldum - Take Down
    Cranidos - Leer, Take Down
    Donphan - Slam
    Golem - Rollout
    Graveler - Rock Polish, Rollout
    Seviper - Screech, Wrap, Bite, Lick
    Wormadam - Hidden Power, Confusion
            Watch the cutscenes, then save your game after the scene after the first
    eleven floors. Turn all the crystals blue; after another scene, you will
    automatically enter the Crystal Crossing.
    Thirteen Floors
    |    Pokémon    |       TYPE       |   FLOORS   |
    |    ABSOL      |      DARK        |    8-13    |
    |    BAGON      |      DRAGON      |    1-7     |
    |    FLOATZEL   |      WATER       |    1-7     |
    |    FROSLASS   |    ICE/GHOST     |    9-13    |
    |    GLALIE     |      ICE         |    8-13    |
    |    GLAMEOW    |      NORMAL      |    7-13    |
    |    WORMADAM   |    BUG/GRASS     |    1-8     |
    Absol - Swords Dance, Taunt, Quick Attack, Razor Wind, Bite, Pursuit, Scratch
    Floatzel - Pursuit, Aqua Jet, Swift, Agility
    Glalie - Double Team
    Glameow - Charm, Hypnosis, Fury Swipes, Fake-out, Growl, Faint-Attack
    Wormadam - Tackle, Razor Leaf, Hidden Power, Confusion
    Slam, Agility, Pound, Screech
            Allow me to make the point clear here: you do NOT need to win this
    battle. If you lose the battle, the storyline will continue on as usual.
            In any case, if you do wish to defeat Grovyle, your best solution will
    be to bring a 'mon with a technique to slow Grovyle down (such as Scary Face)
    and counter Agility, which he will abuse to power his speed up to triple speed.
    You can also try decreasing his accuracy/increasing your own evasiveness, while
    also trying to decrease his attack.
            Slam can be a fairly powerful attack that criticals often, however, so
    make sure to have a number of Reviver Seeds/Oran Berries on you, or else make
    your two auxiliary partners meatshields. Given Grovyle's Grass-type, having a
    Fire-Type such as Magmar or a Flying-type such as Dodrio can also give you a
    step-up in taking out Grovyle. If you can get at least two of these, then you
    should be set to go for the battle.
            After, watch a scene, and save your game. Watch a few more scenes, and
    the next chapter occurs.
                                   DUSKNOIR'S SECRET
            Watch a few scenes, then save again once you get the chance. After you
    are given free control, take on a couple of jobs, and some scenes will pass by.
    Continue with some more jobs the next day, and a few more scenes shall then
    occur. Once they are done, the next chapter begins. Yay really easy writing.
                                    INTO THE FUTURE
            After the first set of scenes, check the door to the jail cell.
    Following that, when presented with a text option, choose "Attack!". Afterwards,
    save at the Kangaskhan statue, and enter the Chasm Cave.
    Eight Floors
    |    Pokémon    |       TYPE       |   FLOORS   |
    |   MAGNEMITE   |  STEEL/ELECTRIC  |    ALL     |
    |   MAGNETON    |  STEEL/ELECTRIC  |    ALL     |
    |   ONIX        |    ROCK/GROUND   |    ALL     |
    |   DITTO       |      NORMAL      |    ALL     |
    |   SKARMORY    |  STEEL/FLYING    |    ALL     |
    |   GRUMPIG     |      PSYCHIC     |    ALL     |
    |   DRIFLOON    |  GHOST/FLYING    |    ALL     |
    |   DRIFBLIM    |  GHOST/FLYING    |    ALL     |
    Ditto - Transform
    Drifblim - Gust, Payback, Stockpile, Swallow, Constrict
    Drifloon - Payback, Astonish, Stockpile, Spit Up
    Grumpig - Psych Up, Psybeam, Zen Headbutt, Magic Coat
    Magnemite - Spark, Lock-On, Thunder Wave, Thundershock
    Magneton - Thunder Wave, Metal Sound, Spark
    Onix - Sandstorm, Rage, Rock Tomb, Slam
    Skarmory - Sand-Attack, Peck, Spikes, Air Cutter, Agility, Fury Attack
            A couple of things that need to be noted here in regards to dungeons
    that have their location in the Future. First off, you CANNOT recruit the
    Pokemon here; second of all, you will not be able to revisit them. As such,
    waste your time grinding out for experience, but not for trying to recruit
    anybody. Lastly, there will not be any Monster Houses in the future, which is
    the one saving grace for your two-Pokemon team.
            That said, there are a couple of big things to note. First off is Ditto,
    which does not actually duplicate your own Pokemon; instead, it will copy the
    form of any other wild Pokemon within the dungeon. More likely than not you will
    encounter a Ditto that is already transformed, so if you encounter an
    untransformed Ditto, all that really happens is you get a free hit. Nothing too
    much to worry about as long as you pay attention to all the other types of
            When facing off against Drifblim and Drifloon, keep your distance; once
    they have been defeated, they will explode, causing damage to any Pokemon in a
    3x3 square grid around them (usually in the 20s to 40s range), which can be
    rather painful and annoying, if not fatal. Payback is a fairly annoying
    technique in which if your own Pokemon strikes first and causes damage to
    Drifloon/Drifblim, Payback will cause twice the damage that it usually does.
    Stockpile will cause Drifloon/Drifblim to charge up power for three turns, and
    once that occurs, they can either use Swallow to heal their own HP or use Spit
    Up to deal an (Special-type) attack to you. Usually if they begin to use
    Stockpile you can take them out in those three turns before they have a chance
    to strike back. Gust, Constrict and Astonish are all attacks you should have
    seen before in some shape or form.
            Grumpig has a few tricks up its (figurative) sleeve. Psych Up will let
    it copy any stat increases that you obtain (as in, using Swords Dance to
    increase your attack or whatnot), while Magic Coat reflects any special effect
    of a move back at you (for example, poisoning or paralysis). Psybeam is a fairly
    strong Psychic move that you should try to stay near full health to survive,
    while Zen Headbutt is a physical move that can cause you to flinch.
            Magnemite and Magneton are both Steel/Electric type, so Fire or Ground
    attacks will deal super-effective damage here (with Ground doing 4x). The most
    dangerous move here to watch out for is Thunder Wave simply because of automatic
    paralysis. If you have any Cheri Berries or Heal Berries, use them to heal your
    status; otherwise, you will have to bear it out and strike back whenever
    possible. Spark and Thundershock are both semi-strong electric attacks that can
    also paralyse, while Lock-On ensures the next attack will hit. Metal Sound will
    decrease your Special Defense (only Thundershock is a special attack).
            Onix has a Rock/Ground type, meaning it's doubly-weak to Grass and Water
    techniques both. Taking it out as soon as you see it is a good idea, as it is
    apt to use Sandstorm right off the bat, which causes a sandstorm to rage
    throughout the level that will never die out, and causes two to three damage to
    your team every so often walking around. Rock Tomb can also reduce your own
    speed (allowing Onix to attack more times per turn than you), which is really
    annoying. Watch for Rage and Slam, however; Slam is a powerful move, while Rage
    can cause Onix's attack to rise. As a result, try to eliminate him in one turn
    if possible; if you do not have any Moves that deal at least 1x damage to him,
    just stick to regular attacks so your attacks do not have a 0.5x penalty applied
    to it.
            Skarmory is a Steel/Flying type, so while grass attacks will be very
    ineffective against it, Fire and Electric attacks both do 2x damage (Water does
    normal damage), so if either of your Pokemon are Fire or Electric, start abusing
    them when Skarmory comes near (and keep Grass-types away; Peck and Air Cutter
    are both reasonably powerful attacks that can easily knock-out a Grass Pokemon
    in one hit). When encounting Skarmory, try to eliminate it quickly using the
    aforementioned type-weaknesses; Agility can cause boost its speed greatly to
    attack three times for every one of your attacks, and Fury Attack will hit you
    two to five times. If Skarmory uses these two techniques together (or any other
    attack coupled with Agility), you could easily be knocked out before even
    getting a chance to attack.
            After you make it out of the dungeon, save at the Kangaskhan statue,
    then continue on into Dark Hill.
    Fifteen Floors
    |    Pokémon    |       TYPE       |   FLOORS   |
    |   BANETTE     |      GHOST       |    ALL     |
    |   CLAYDOL     |   GROUND/PSYCHIC |    ALL     |
    |   DUSCLOPS    |      GHOST       |    ALL     |
    |   GASTLY      |   GHOST/POISON   |    ALL     |
    |   GENGAR      |   GHOST/POISON   |    ALL     |
    |   GLISCOR     |   GROUND/FLYING  |    ALL     |
    |   HAUNTER     |   GHOST/POISON   |    ALL     |
    |   MISDREAVUS  |      GHOST       |    ALL     |
    Banette - Faint Attack, Will-O-Wisp, Screech, Curse, Shadow Ball
    Claydol - Selfdestruct, Ancientpower, Mud-Slap, Harden, Rock Tomb, Psybeam
    Dusclops - Pursuit, Shadow Sneak, Astonish, Curse
    Gastly - Payback, Curse, Shadow Ball, Sucker Punch, Hypnosis, Night Shade,
             Confuse Ray
    Gengar - Payback, Confuse Ray, Night Shade, Curse
    Gliscor - Faint Attack, Fire Fang, Ice Fang, Thunder Fang, Sand-Attack, Screech,
              Quick Attack, Poison Jab, Fury Cutter
    Haunter - Hypnosis, Payback, Sucker Punch, Shadow Punch, Mean Look, Curse
    Misdreavus - Psybeam, Pain Split, Astonish, Spite
            A vast majority of the Pokemon in this dungeon are Ghost-types, and
    likely you will not have any Ghost or Dark-type attacks, nor Psychic-types for
    the Gastly line (Ground type attacks will not work because of their Levitate
    ability). Although Normal-type moves are unable to hit them, regular non-Move
    attacks will go through.
            Be careful when going through narrow one-panel-wide pathways in this
    dungeon, as all of the Ghost Pokemon have the capability to float and glide
    across the solid rock walls. This is especially annoying if you try to engage
    them while they are above one of the walls, as you will usually be unable to hit
    them, so avoid getting into such a situation in the first place.
            Curse, as performed by Ghost-types, will half the user's HP, but
    whichever of your teammates it is directed at will get a nightmare (hence it is
    usually used in conjunction with Hypnosis, which of course puts you to sleep).
    Payback is a Dark-type attack that doubles in power if the user is struck first,
    while Sucker Punch always strikes first, but fails if you are not attacking the
    Sucker Punch user in that same turn. Night Shade deals damage equivalent to your
    level (so a Level 25 Pokemon will receive 25 damage), while Shadow Ball is a
    Ghost-type Special attack that can lower your own Special defense. Confuse Ray,
    of course, can confuse, while Astonish is an attack that can cause you to
    flinch. Mean Look prevents you from moving.
            For the non-Gastly line Ghost Pokemon, Faint Attack is a no-miss Dark-
    type attack, while Shadow Sneak is a no-miss Ghost-type attack (although a
    fairly weak one). Will-o-Wisp is a technique that has a 75% chance of inflicting
    a burn on you. This one is in particular annoying, but thankfully only Banette
    knows it in this dungeon. Screech can severely lower your Defense, while Pursuit
    is another weak Dark-type attack. Psybeam is a Psychic-type attack that can be
    fairly painful, while Spite reduces the PP off of the last move you used.
    Finally, Pain Split is an interesting technique; Misdreavus and your own
    Pokemon's HP are added together, then divided evenly.
            When facing Claydol, AncientPower is a Rock-type attack that _may_ raise
    all of Claydol's stats, while Harden obviously increases his defense. Rock Tomb
    is a weak attack that can slow your own Pokemons' speed down, while  Mud-Slap is
    a very weak Ground-type attack that will reduce your accuracy. Selfdestruct is
    likely Claydol's big move; unlike in the regular games, Selfdestruct only causes
    large amounts of recoil damage to Claydol, so he will not necessarily be taken
    out by one use of it. Additionally, it hits all eight squares around him, and it
    damages heavily, so make sure you have your HP up high before taking on a
    Claydol in case he should use it. The most interesting side effect of
    Selfdestruct, however, is that if Claydol is near a wall, parts of the wall will
    also be destroyed, possibly creating a new path.
            Gliscor has a wide range of elemental moves, many of which can be fairly
    annoying. Fire Fang, Ice Fang, and Thunder Fang are all fairly strong attacks
    that can cause you to flinch, along with being able to burn, freeze and paralyse
    respectively. Poison Jab of course can poison: meanwhile, Fury Cutter is a Bug-
    type technique that will continue to automatically hit (and grow stronger with
    every consecutive hit) until Gliscor either misses or is taken out. Of the many
    threats in this dungeon, Gliscor is probably one of the biggest, and you should
    devote a number of resources to taking it out if you run into one.
            After making it through the Dark Hill, choose to find Grovyle, then pick
    either of the two following text choices. Save, and grab as many Reviver Seeds,
    Heal Seeds and Oran Berries from the Statue as possible (for an upcoming boss
    battle). Once done, enter the Sealed Ruin.
    Eight Floors + Six Floors (Deep Sealed Ruin)
    |    Pokémon    |       TYPE       |   FLOORS   |
    |   FORRETRESS  |    BUG/STEEL     |    ALL     |
    |   METANG      |   STEEL/PSYCHIC  |    ALL     |
    |   MUK         |      POISON      |    ALL     |
    |   PROBOPASS   |    ROCK/STEEL    |    ALL     |
    |   SHELGON     |      DRAGON      |    ALL     |
    |   TANGROWTH   |      GRASS       |    ALL     |
    Forretress - Rapid Spin, Payback, Mirror Shot, Spikes
    Metang - Metal Claw, Pursuit, Magnet Rise, Scary Face, Take Down
    Muk - Fling, Disable, Mud Bomb, Harden
    Probopass - Block, Magnet Bomb, Thunder Wave, Tackle, Gravity
    Shelgon - Ember, Focus Energy, Bite, Headbutt, Rage
    Tangrowth - Constrict, Mega Drain, Bind, PoisonPowder, Growth
            After you make it through the first eight floors, save up at the
    Kangaskhan Statue - once you make it through the six floors of the Deep Sealed
    Ruin, you shall enter a boss fight.
    Ominous Wind, Nasty Plot, Hypnosis, Dream Eater
            Spiritomb is one of only two Pokemon in total that have weaknesses, and
    he is by far the more powerful of the two. As a result, you cannot really try to
    type-abuse your way through the battle.
            In any case, hopefully you will have stocked up on what was earlier
    recommended: Oran Berries, Reviver Seeds and Heal Seeds. Spiritomb will abuse
    Ominous Wind at the beginning, which allows its stats to rise, as well as
    increasing its speed, in addition to dealing damage to both you and your ally,
    no matter how far they are from Spiritomb at the time of attack. Nasty Plot
    increases Spiritomb's Special Attack only, and does not have any other effects.
    Usually, three Ominous Winds in succession are sufficient to finish off either
    of your own Pokemon, hence why the Reviver Seeds/Oran Berries are necessary.
    Fortunately, Spiritomb cannot use it more than ten times throughout the battle,
    so if you can outlast Ominous Wind, your chances of winning drastically improve.
            When it comes to Spiritomb's other two attacks, Hypnosis and Dream
    Eater, you need to be careful. Dream Eater cannot be used until one of your
    Pokemon is asleep, but if the speed increase is in effect from Ominous Wind,
    Spiritomb can use both before you act. If that is the case, there really is
    nothing you can do (except for lowering Spiritomb's speed). However, when
    Spiritomb only uses Hynosis, you should use a Heal Seed as quickly as possible
    to wake up the affected. Additionally, if one of your Pokemon has the Non-
    Sleeper IQ technique, put that Pokemon on the front line against Spiritomb and
    the other 'mon behind it; Hypnosis shall not work against anybody with Non-
    Sleeper. If both of your Pokmon know Non-Sleeper, then Hypnosis and Dream Eater
    are completely useless, and you should take advantage of Spiritomb's useless use
    of Hypnosis to heal up in the meantime.
            For the most part, you should try to play the battle out as a waiting
    game until Spiritomb runs out of uses of Ominous Wind; every turn, you should
    either be healing, lowering Spiritomb's stats (specifically his Speed or Special
    Attack), or raising your own Special Defense. Once Spiritomb has to resort to
    other attacks, you can start nailing him with everything you have got, whittle
    him down and finally take him out.
    Heal Seed, Non-Sleeper
            Watch a scene, and the next chapter shall begin.
                          THE SECRET OF THE PLANET'S PARALYSIS
            Watch the rest of the scene, save your game at the statue, then enter
    the Dusk Forest.
    Eight Floors
    |    Pokémon    |       TYPE       |   FLOORS   |
    |   GABITE      |   DRAGON/GROUND  |    ALL     |
    |   JUMPLUFF    |   GRASS/FLYING   |    ALL     |
    |   MISMAGIUS   |      GHOST       |    ALL     |
    |   MOTHIM      |   BUG/FLYING     |    ALL     |
    Gabite - Sand Tomb, Sand-Attack, Dragon Claw, Slash, Sandstorm
    Jumpluff - Mega Drain, Cotton Spore, Bullet Seed, Stun Spore
    Mismagius - Astonish, Spite, Magical Leaf, Growl, Psywave
    Mothim - Gust, Hidden Power, Protect, Confusion
            The Dusk Forest will be the first dungeon where you have Grovyle
    accompanying you, and believe me, that third Pokemon on your squad can really
    make a difference. Grovyle uses Grass Attacks (obviously), as well as Quick
    Attack, which can be fairly useful if he is right behind you when you are
    fighting an enemy Pokemon in a corridor.
            After you make it out of the Dusk Forest, watch another long scene, save
    your game at the Kangaskhan Statue, then enter the Deep Dusk Forest.
    Twelve Floors
    |    Pokémon    |       TYPE       |   FLOORS   |
    |    AGGRON     |   STEEL/ROCK     |    ALL     |
    |    HIPPOWDON  |      GROUND      |    ALL     |
    |    LEAFEON    |      GRASS       |    ALL     |
    |    RHYDON     |   GROUND/ROCK    |    ALL     |
    |    STEELIX    |   GROUND/STEEL   |    ALL     |
    |    VULPIX     |       FIRE       |    ALL     |
    Aggron - Take Down, Iron Head, Mud-Slap, Harden
    Hippowdon - ?
    Leafeon - Helping Hand, Tail Whip, Quick Attack, Sand-Attack
    Rhydon - Scary Face, Tail Whip, Fury Attack, Rock Blast
    Steelix - Slam, Rock Polish, Sandstorm, Rock Tomb, Screech, Rage
    Vulpix - Tail Whip, Will-O-Wisp, Safeguard, Flamethrower, Quick Attack, Confuse
            In addition to having Grovyle on your team, Celebi shall also join you
    as a partner for the duration of this dungeon. Celebi can be VERY useful, with
    Magical Leaf (a grass-type attack) being super-effective against half of the
    Pokemon present, and Heal Bell, which restores you from any negative status
    effects (of ailments or status lowering nature).
            After you make it down to the bottom of the dungeon, watch a long scene,
    and the next chapter begins.
                                       A NEW DAWN
            After a couple of long scenes, you shall be taken to the entrance to
    Treeshroud Forest. Save your game, then head in.
    Twenty Floors
    |    Pokémon    |       TYPE       |   FLOORS   |
    |   ALAKAZAM    |      PSYCHIC     |    10-20   |
    |   CHERRIM     |       GRASS      |    1-9     |
    |   HOUNDOOM    |     FIRE/DARK    |    1-10    |
    |   KADABRA     |      PSYCHIC     |    1-9     |
    |   KIRLIA      |      PSYCHIC     |    10-20   |
    |   NINETALES   |       FIRE       |    10-20   |
    |   RALTS       |      PSYCHIC     |    1-9     |
    |   VESPIQUEN   |     BUG/FLYING   |    10-20   |
    Alakazam - Psycho Cut, Calm Mind, Reflect, Teleport, Recover, Psybeam, Confusion
    Cherrim - Petal Dance, Leech Seed, Take Down, Worry Seed, Sunny Day, Growth
    Houndoom - Leer, Beat Up, Howl, Ember, Fire Fang
    Kadabra - Psycho Cut, Confusion, Teleport, Psybeam, Role Play, Reflect, Kinesis
    Kirlia - Calm Mind, Magical Leaf, Lucky Chant, Imprison, Growl, Psychic
    Ninetales - Nasty Plot, Safeguard, Ember, Confuse Ray, Quick Attack
    Ralts - Calm Mind, Magical Leaf, Teleport, Psychic, Double Team, Growl,
            Confusion, Lucky Chant
    Vespiquen - Power Gem, Slash, Captivate, Defend Order, Sweet Scent, Fury Swipes
            Grovyle will once again be accompanying you for this dungeon, so be
    careful when you encounter Houndoom and Ninetales, both of whom are rife with
    Fire-type attacks. Also, since you are in the present day now, Monster Houses
    shall begin appearing again.
            For the multiple Psychic-types you will face, Confusion, Psybeam, Psycho
    Cut, and Psychic are all fairly powerful attacks, in that order (although Psycho
    Cut will usually be the weakest since it is a Physical attack, while most
    Psychics excel in their Special Attack); Psycho Cut has a high chance of
    criticalling, Psychic can lower Special Defense, and Confusion and Psybeam can
    both confuse. Calm Mind raises both Special Attack and Special Defense, Reflect
    decreases the amount of damage that you can deal to them using Physical attacks,
    Kinesis lowers Accuracy, Disable stops you from using one of your moves
    altogether, Imprison is much like Disable but even more annoying, Future Sight
    is an attack that takes two turns to hit, and Teleport lets a Psychic type
    teleport to another section of the dungeon when they get into a tight bind. A
    few of the Psychic types also know Magical Leaf, a Grass-type Special "cannot-
    miss" attack.
            Alakazam and Kadabra both operate off of roughly the same move set,
    although Alakazam is (predictably) much more powerful. The two operate with much
    of the above listed movesets, and Psychic can make things a pain. Overall, this
    DOES mean that it will be tough to take out an Alakazam, even with a three-to-
    one advantage. As a result, you should focus on their weakness, which is their
    low Defense in regards to physical attacks. Even with Reflect, they will stall
    fall fairly fast, so focus on spamming physical-type attacks: furthermore, if
    you see a Kadabra/Alakazam coming at you, use any moves you have to raise your
    Attack such as Swords Dance.
            Cherrim, a pure-Grass type, uses a bunch of stuff that you've seen
    before (Leech Seed, Take Down, Growth), but more worrying are the less common
    techniques. Helping Hand increases the strength of any other foes that are
    around, and Petal Dance hits for two to three straight turns; unlike the other
    attacks that go on for multiple turns, however, Petal Dance damages greatly, and
    can confuse. Worry Seed causes sleeplessness, which isn't really useful either.
    Cherrim's last move, Sunny Day, is a bit of an oddity, however; it causes the
    dungeon to become sunny inside. Not only does it increase the power of Fire-type
    moves, but Cherrim also does not have any weather-dependent moves to take
    advantage of a weather change with, so go crazy.
            Ralts' and its evolution Kirlias' own unique moves (in addition to his
    arsenal of Psychic-type moves) includes Lucky Chant, which prevents your entire
    team from getting critical hits for three turns, and Double Team, which
    basically increases its evasiveness. While Lucky Chant isn't really too much to
    worry about, the effects of Double Team can get ridiculous really quickly, so do
    whatever you must when you face off against Ralts/Kirlia; if you can, snipe him
    down from long-range with Special Attacks that hit from afar (Razor Leaf,
    Flamethrower, etc.).
            After you are done, watch a number of scenes, then choose to go to
    Wigglytuff's Guild. Save your game, and the next chapter begins.
                                   THE GUILD'S CREW
            Watch a long cutscene. After, you will be given free range to go around
    town. Do what you need to in Treasure Town, then head off to the Waterfall Cave.
    Navigate your way down to the bottom, and after the eight floors are done,
    several long scenes will follow into the next day. After Chatot is finished and
    you have regained control, head back into Treasure Town. Watch a cutscene on the
            In Treasure Town, do whatever it is you need to do in terms of supplies
    and money, then head left all the way to Sharpedo Bluff to watch a scene. After
    reading the letter, head to the crossroads between town, the Guild, and the
    dungeons, and proceeed down south to the beach. The next chapter begins.
            Watch a long couple of scenes. Save when you get the chance, as shortly
    thereafter, you will automatically head to Brine Cave.
    Nine Floors + Five Floors (Lower Brine Cave)
    |    Pokémon    |       TYPE       |   FLOORS   |
    |   DEWGONG     |    WATER/ICE     | 6-9, LBC1  |
    |   DRAGONAIR   |      DRAGON      | 8-9, LBC1-5|
    |   GASTRODON   |    WATER/GROUND  | 1-9, LBC1  |
    |   KINGLER     |      WATER       |    1-8     |
    |   OMANYTE     |    ROCK/WATER    |    1-7     |
    |   PELIPPER    |    WATER/FLYING  |    1-8     |
    |   SEEL        |      WATER       |    1-5     |
    |   STARYU      |      WATER       | 8-9, LBC1-5|
    |   TENTACOOL   |      WATER       |    ALL     |
    |   WALREIN     |    WATER/ICE     |   LBC2-5   |
    Chatot - Fury Attack, Peck
    Dewgong - Brine, Sheer Cold, Aqua Ring, Take Down
    Dragonair - Aqua Tail, Wrap
    Gastrodon - Mud Bomb, Rain Dance, Water Pulse, Harden
    Kingler - Protect, ViceGrip, Metal Claw, Mud Shot, Harden, BubbleBeam, Mud
    Omanyte - Bite, Brine, Water Gun, Leer, Mud Shot, Protect, AncientPower
    Pelipper - Payback, Protect, Growl, Water Gun
    Seel - Brine, Aqua Jet, Aurora Beam, Icy Wind
    Staryu - Minimize, Gyro Ball, BubbleBeam, Harden, Water Gun, Tackle
    Tentacool - Barrier, Poison Jab, Water Pulse, Wrap
    Walrein - Water Gun, Body Slam, Swagger, Hail, Aurora Beam, Crunch
            For the first half of this dungeon, you will have Chatot along with you
    as a partner in your team. While his defense basically sucks, often taking
    around 30-40 damage per attack, he can deal out massive damage, with Peck doing
    60-80 damage, and Fury Attack hitting around that same range, with three to five
    attacks in a row. As such, if you are in a bad situation somewhere (such as a
    monster house), do not be afraid to use him.
            Once you make it to the midway section, watch the scene, save, and then
    continue on.
            When you hit the bottom, you will enter another boss battle.
    Omastar - Constrict, Withdraw, Rollout, Mud Shot, Brine
    Kabutops - Aqua Jet, Sand-Attack, Slash, Harden
            After, watch some more scenes until the next chapter begins.
                                  TO THE HIDDEN LAND
            Watch some more scenes, then save. Once you get free control, enter the
    next dungeon, Hidden Land (if you want to return to Treasure Town, just talk to
    Lapras). As a piece of advice, if you have any TMs that teach Ground, Fighting,
    Dark or Ghost-type attacks (such as Earthquake, etc.) you may want to bring it
    along and teach it to one of your Pokemon, as it will be VERY useful.
    Fifteen Floors + Eight Floors (Hidden Highland)
    |    Pokémon    |       TYPE       |   FLOORS   |
    |   ABOMASNOW   |    ICE/GRASS     |    ALL     |
    |   BASTIODON   |    ROCK/STEEL    |    ALL     |
    |   DRAGONITE   |  DRAGON/FLYING   |    ALL     |
    |   GARCHOMP    |  DRAGON/GROUND   |    ALL     |
    |   MAGMORTAR   |       FIRE       |    ALL     |
    |   MANECTRIC   |     ELECTRIC     |    ALL     |
    |   PURUGLY     |      NORMAL      |    ALL     |
    |   RAMPARDOS   |       ROCK       |    ALL     |
    |   TROPIUS     |   GRASS/FLYING   |    ALL     |
    Abomasnow - Wood Hammer, Ice Punch, Ingrain, Swagger
    Bastiodon - Swagger, AncientPower, Block, Tackle, Endure, Protect, Iron Defense
    Dragonite - Dragon Rage, Aqua Tail, Twister, Slam, Dragon Rush
    Garchom - Slash, Dragon Claw, Sand Tomb, Dragon Claw, Sand-Attack, Dig
    Magmortar - Fire Punch, ThunderPunch, Faint Attack, Smog, Leer, Lava Plume
    Manectric - Thunder Wave, Fire Fang
    Purugly - Fury Swipes, Slash, Charm, Swagger, Scratch
    Rampardos - Scary Face, Zen Headbutt, Take Down, Assurance, AncientPower,
    Tropius - Magical Leaf, Whirlwind, Growth, Razor Leaf, Body Slam, Sweet Scent
    Dusknoir - Pursuit, Will-O-Wisp, Mean Look, Confuse Ray, Shadow Punch
    S - Punishment, Detect, Faint Attack, Astonish, Leer, Shadow Sneak
            After the scenes, save and the last chapter shall commence.
                                  THE FINAL ADVENTURE
            Save at the statue once you get the chance, then enter Temporal Tower.
    Thirteen Floors + Ten Floors (Temporal Spire)
    |    Pokémon    |       TYPE       |   FLOORS   |
    |   BRONZONG    |   STEEL/PSYCHIC  |   TS1-10   |
    |   BRONZOR     |   STEEL/PSYCHIC  |    1-13    |
    |   LUNATONE    |   ROCK/PSYCHIC   |    1-13    |
    |   METAGROSS   |   STEEL/PSYCHIC  |   TS1-10   |
    |   PORYGON     |      NORMAL      |    1-13    |
    |   PORYGON     |      NORMAL      |   TS1-10   |
    |   PORYGON-Z   |      NORMAL      |   TS1-10   |
    |   SALAMENCE   |   DRAGON/FLYING  |   TS1-10   |
    |   SOLROCK     |   ROCK/PSYCHIC   |    1-13    |
    Bronzong - Future Sight, Gyro Ball, Block, Safeguard, Confusion, Hypnosis,
    Bronzor - Tackle, Extrasensory, Imprison, Future Sight, Safeguard, Gyro Ball,
    Lunatone - Psywave, Confusion, Harden, Cosmic Power, Rock Throw, Rock Polish,
    Metagross - Hammer Arm, Psychic, Iron Defense, Agility
    Porygon - Discharge, Tackle, Magnet Rise, Conversion 2
    Porygon2 - Discharge, Tackle, Magnet Rise, Conversion
    PorygonZ - Discharge, Agility, Embargo, Conversion, Signal Beam
    Salamence - Scary Face, Protect, Zen Headbutt, DragonBreath, Bite
    Solrock - Rock Throw, Embargo, Rock Polish, Cosmic Power, Psywave, Fire Spin,
            After you make it halfway, save at the statue, then continue on.
    AncientPower, Dragon Claw, Roar of Time, Metal Claw
            Afterwards watch some scenes, blah blah blah "you have the strength"
    blah blah blah the end.
                                    GUILD GRADUATION
            After the credits roll, watch the scenes, save your game, start up your
    game again for the post-game. Watch the scenes in Wigglytuff's Guild, then leave
    and head to Treasure Town. After, prepare yourself by doing whatever needs to be
    done in Treasure Town, pick up a pair of partners from Chimeco at the Chimeco
    Assembly, then head to the Mystifying Forest.
    Bellsprout - Vine Whip
    Bidoof - Tackle, Growl
    Eevee - Tackle
    Flygon - DragonBreath
    Grotle - Tackle, Mega Drain, Leech Seed
    Gulpin - Poison Gas
    Ivysaur - Sweet Scent, Double-Edge, Synthesis
    Koffing - Smog
    Metapod - Harden
    Nidoran (Female) - Flatter, Bite, Crunch, Toxic Spikes
    Nuzleaf - Razor Leaf, Seed Bomb, Harden
    Rattata - Tackle
    Raticate - Crunch, Hyper Fang, Quick Attack, Tail Whip, Double-Edge
    Torterra - Mega Drain
    Wurmple - Tackle, String Shot
    Wigglytuff - Defense Curl, Disable, DoubleSlap, Sing
    Chatot - Uproar, Hyper Voice, Roost, Feather Dance, Mimic
    Sunflora - Razor Leaf, Pound, Worry Seed, Petal Dance
    Diglett - Dig, Slash, Earth Power, Mud-Slap, Mud Bomb
    Chimecho - Yawn, Confusion, Wrap, Double-Edge
    Croagunk - Sucker Punch, Astonish, Revenge, Swagger, Taunt, Poison Sting
    Dugtrio - Astonish, Mud Bomb, Magnitude, Earth Power, Scratch, Sucker Punch
    Corpish - Taunt, Night Slash, Harden, BubbleBeam
    Loudred - Supersonic, Howl, Astonish, Stomp
            Save your game afterwards, and watch the scene. After some time, your
    Treasure Bag will also upgrade to hold another page's worth of items.
    Need help with something that's not in this FAQ? Got a comment to make? Find
    something wrong in this FAQ, or else just want to contribute something extra?
    Email me at darkstar.ripclaw AT gmail DOT com if you need any of these things.
    Just a warning note; if I recognize a question as something being asked in this
    FAQ, it's not getting answered.
    Of particular value at the moment are possible moves that each Pokémon in a
    dungeon can use, whether they are ones I am currently missing from those that
    have already been done, or for future dungeons that have not yet been done.
    PLEASE NOTE that I WILL -->_NOT_<-- answer any requests for exploration saves.
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                             A Darkstar Ripclaw Production
    ©2008 Darkstar Ripclaw

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