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    FAQ/Walkthrough by EJRICH

    Updated: 01/04/07 | Search Guide | Bookmark Guide

    Hey Mystery Dungeon fans, welcome to my full walkthrough to
    probably one of the beswt games that I have played in quiet some
    time.  This walkthrough will encompass everything, from choosing
    a starter to getting through all of the dungeons.  I hope you
    enjoy it, as a lot of hard work was put into making this the
    best it could possibly be.
    Table of Contents
    Section One: Dugeon Basics
    Section Two: Conquering the Dungeons
    Section Three: Walkthrough
    Section Four: Bosses **NEW**
    Section Five: WonderMail
    Section Six: Legal
    Section One: Dungeon Basics
    When you think of a mystery dungeon game, the first thing you
    proabably think of is what the name itself says, dungeons.
    The dungeons in PMD are completely randomized, so if I get a
    floor you may not get it in your game.  What makes these things
    so interesting is that there is almost limitless possibilities
    in what you can do with your game, and because of that and the 
    fact that there are so many starters, you will have this game for
    quiet some time.  There are a few basic things that you should
    try to practice, including but not limited to the following:
    Type Trumping: In almost every other pokemon game avaliable you
    have the ability to score multiple damage against a pokemon that
    you have an advantage over, whether it be by type or what-not.
    What a lot of people miss though is that because of that, you
    can really take advantage of situations and make the game your
    own.  Now, it's not as effective as it has been in previous games
    but as a whole it still is pretty effective.
    Item Usage: Item usage is one of those things that will either
    make or break your game.  Items such as gravel rocks give you
    range that you otherwise wouldn't have, while still allowing you
    to score decent damage.  The game is turn based still, believe it
    or not, so it is definitely up to you to practice throwing on
    bosses that would take a couple of turns to get over to you.
    Conserving Your Belly: If anything at all, apples are probably
    the most abundant form of nutrition for your pokemon avaliable.
    As you go through a dungeon, it becomes imperative to at least
    keep a couple of these on you at a time.  If you run out of food
    in your pokemon's belly, you'll constantly loose Hp until it is
    Team Choosing: When you get to the post game activities, you have
    the ability to finally choose both your leader and your partner.
    Funny thing is that's when the game becomes the most challenging,
    mainly because it almost becomes nescessary to start reading
    your opponents for type trumping.  Generally, the beggining of
    the game is usually the best time to start practicing, mainly
    because is you start early you'll get the basics into you for 
    a later period of time when it is actually needed.  Balance is
    key, and if you can consistently practice it, you'll be better
    off in the long run.
    In this game you will often be swarmed by several pokemon at once
    and because of that it is imperative to practice something I call
    crowd control.  There are two steps to crowd control, and they
    are as follows:  Range and Physical.
    Range basically means your pokemon using an attack that hits from
    far away, and I know that may sound simple, but it isn't.  Often
    the prime motive of a range move is to buy you enough time to
    wittle down an opposing pokemon enough so that when it approaches
    you don't get blindsided.  If you can whittle an opponent enough,
    then you can take it out quickly when it approaches.  This usally
    means life or death in a ton of situations, so be careful.
    Physical basically means getting close.  Usually this will be
    a last ditch effort in my opinion, as range is key in a ton of
    situations.  Physical does happen a ton of the time though, since
    it is unlikely that you can take a whole mob before they get to 
    you unless you employ some sort of item.
    Section Two: Conquering the Dungeons
    If anything at all, you will need to employ some advanced
    stategies if you hope to beat this game.  Some bosses can really
    finish a fight in less than two turns, so it will be up to you
    if you want to even have a chance at finishing this game in one
    piece.  Here are some tips that even the best use to an extent.
    Know When to Heal and When To Fight
    Probably something that a lot of people practice at one point or
    another is healing your pokemon by wasting turns.  In theory, it
    really works out, and I suggest it fully.  To tell you the truth
    though, it can also lead to los of problems.  Practice knowing
    when to heal, but when to run.  Don't sit still if you know
    an enemy is going to get you.  Oran berries generally work
    wonders for a quick healing fix.
    Don't Fight Every Enemy
    Experience is great, but please, pick your fights wisely.  One
    of the biggest problems in this game is the amount of time it
    takes to get past certain chocke points, points that would
    most likely be unclouged if you had half a head to avoid them.
    The map is big for a reason, so just walk to find the exit as 
    quickly as posible.
    Multi Hitting Moves Are Broken
    It's a fact, most multi hitting moves are broken.  They are rare,
    but when linked with a move that shuts down defene, it absolutely
    is broken.  Your opponent will be hit several time with high
    damage, maximizing your chances for success.  Cubone is one
    of the earliest poeple who get one, and he's a starter.
    Practice Linking Moves
    As I stated before, they can save you both time and sanity if 
    you do it properly.  Most of the time linked moves work best if
    you link a damaging move with a stat lowering move.
    Kill Enemies With Attacks
    By doing this, you'll get more exp than you would have if you
    did it with a regular A button move.  Makes leveling easier
    as a whole.
    Section Three: Walkthrough
    You begin the game being asked a series of questions in probably
    one of the most cliched perosnality quizes I have ever seen.
    Do yourself a favor and get a good guide to find the pokemon
    you want, because if you were like me and had to get each and
    everyone without one, you're screwed.  Worst part is you can't
    get past that stupid start up screen until you actually save
    a file, so each time you fail you have to sit through it again
    and again.
    Here are my opinions on all of the starters:
    Starter Name
    My Opinions
    My Rating(Based on a ten point scale.)
    That is how it will go, no different than any of the other 
    guides that I have concocted over the months.
    My Opinions: Being a grass starter gives Bulb. a nice variety 
    of grass type moves to choose from when you are fighting.  
    Possibly my only main concern with this guy is his weakness to 
    fire, psychic to an extent, and most of all the walling that 
    happens to all grass types.  Steel, although rare, can be a 
    killer with these guys, and if you are like me you definitely 
    should have back-up when you go face to face with anything of 
    that nature.  Skarmory, one of the first bosses that you will 
    meet, is definitely a great example.  You can and will most 
    likely be walled by him, so picking a good support is in your 
    best interest if you truly want to attain a good, solid 
    team.  His later evos. can be great as back-up, but should be 
    pushed aside in the long run of it all.  Attacks that he gets 
    aren’t the best, and since grass is a pretty weak type that 
    can be expected.
    My Score: 7/10
    He is sturdy, but problems prevent him from being truly great.
    My Opinions: Being fire gives Charmander an excellent 
    repitoure of sweet moves that can make this game a breeze 
    if you partner him with the correct type.  That is definitely 
    the key, as water can seriously hurt him if it comes down to a 
    brawl.  Fire takes out probably one of the fiercer tyeps in the 
    form of steel, so that is always helpful.  If you do pick him, 
    find a good water partner as it will help you out, trust me 
    ;).  Ground can hurt, and in the case of any serious boss 
    battle you’ll want to sit this guy out if at all possible, 
    until he becomes a Charizard and EQ can’t kill him any more, 
    just rockslide :P.
    My Score: 8/10
    Harder later on, but great in the early stages.
    My Opinions:  Another grass starter, just great.  Basically 
    the same as the previously mentioned starter, just hounded by 
    the same weaknesses.  She does have the pleasure of being one 
    of the only pokes in the game that actually evolve into 
    something that isn’t used much though :P.  I have honestly 
    yet to truly use this starter that much, mainly due to the 
    weaknesses that plauge it.  Were it not for this, I would 
    have skipped.  If at all posible, follow some of the same 
    recommendations as the previous grass starter.  Shame, I 
    liked this one…
    My Score: 5/10
    Get’s slaughtered by some early and late game enemies.
    My Opinions: Uncontestedly the best starter PMD has to offer, 
    this guy boasts some great stats when evolved, solid moves, and 
    some wicked looks.  I personally would recommend this guy to a 
    begginger, as the ability to have some better stats does make it 
    easier.  Two words: Bone Club.  Not only are multi-hitting 
    attacks some of the most potent in the game, but they are also 
    great for something that hurts a ton of players, crowd 
    control.  With it, you can beat this game very easily.  Best 
    part is that you get it fairly early as well, so as soon as 
    you get it your practically set for a good amount of time 
    before it becomes obsolete. The only visable downside that 
    truly prevents this guy from being perfect is his weakness to 
    water and ice.  Both kill him, and without a good, sturdy 
    supporter your taking a boat up a creek that you should 
    really stay away from.  If I were you, I’d pick either a good 
    electric type, possibly a grass type, or something else to 
    back you up.  Something to consider though before I close 
    this subject, you should definitely work on getting a solid 
    start to the game with this guy, as if you do that you can 
    control the rest of it fairly easily.
    My Score: 9/10
    Weaknesses are his only real problem.
    My Opinions: Unlike Charmander, Cyndaquil suffers from 
    something that really kills it in the long run: the inability 
    to get rid of its ground weakness.  Charmader will eventually 
    get rid of it, but he won’t.  Because of that, I stongly 
    recommend against this guy unfortunately, as I just can’t 
    get past that.  He has no dual type to take advantage of 
    like Blaziken does, and he gets pretty bad attacks as well 
    for a good, long period of time before he gets good.  I think 
    you can choose him though if you want some sort of difficulty 
    out of this game, as if you can wing it with him you’ll be in 
    a better position for future runs.  Difficulty makes you a 
    veteran I suppose.
    My Score: 5/10
    Great for a simulated hard mode run. 
    My Opinions: This thing has one huge asset going for it, and 
    that is the fact that it gains the ability to evolve into some 
    excellent pokemon.  It starts out weak, and doesn’t get much 
    better, so you may or may not find yourself ditching him if 
    you don’t have the nerve to stay put for a good amount of time.
    There are basically no moves that I can think of that this guy 
    can really excell with, so you eally are getting hurt there.  
    If anything at all, he is horrible at crowd control, so be 
    careful with that as well.  Still, he is extremely rewarding 
    if you can stick with him for the long run and get him to 
    My Score: 8/10
    Excellent for on purpose, evolution.
    My Opinions: Fighting types are generally very good in this 
    game, so if I were you I’d pick this guy if you want someone 
    that can be good as a main guy to stick with.  He is very close
    range though, so expect to get hit up or rely on some items to 
    expand your range.  Psychic is a problem, and since they rely 
    on range that really hurts this guy as a whole.  Try as I 
    might, the only thing I could come up with was to just use
    your other partners for areas that you know will house these 
    types of pokemon.  Excellent dark counter though, not that 
    you’ll be seeing much of them.  Flying hurts, and since that 
    is a problem as well, you could be in for it.  Since he is 
    close range though, you can still benefit from it if you play 
    your cards right.
    My Score: 7/10
    Weaknesses are plentiful and quiet common in some cases to 
    come across.
    My Opinons: The epitome of mediocre, Meowth doesn’t have much 
    going fo rit other than its basically nuetral stat base.  Most 
    of its moves are neutral in type, so if you want a good poke 
    that can score neutral most of the time, this guy is for you.  
    Ghost is a problem, and with no foresight you’re basically 
    screwed.  Still, his stat base is nice, as well as pay day.
    My Score: 5/10
    Mediocre at best.
    My Opinions: Some would consider him the best water starter 
    out of the whole bunch, and I agree.  That one weakness once 
    he evolves is a nice bonus that I just can’t look past.  He 
    has good stats, fairly good moves for crowd control, and the 
    ability to axcess both ground and water moves.  That right 
    there saves his tanning hide from a ton of problems that 
    could surface.  I forget if he gets rockslide, but if he 
    does you really are in better shape.  All in all, his only 
    real problem is grass weaknesses that follow him around like 
    the plauge.  Best example would be in the earlier dungeons, 
    when grass is at its height.
    My Score: 8/10
    Virtually no weaknesses, but where he does get them it hurts.
    My Opinions: The electric rodent that just won’t seem to die, 
    Pickachu is a hideous little rodent that I wish I could send 
    on a rocket to some distant planet.  Anyway…….:P.  I typically 
    find this guy hard to use later on in the game, partially 
    because ground is prevelent and it basically shuts him out 
    very easily.  If you can use him ealier though against the 
    plentiful flying type, you’re in better shape.  Remember, 
    support is your best friend in a case such as this.  Grass 
    is excellent in a case such as this, as is water or ice.  
    Ice is rare though, so grass is you best friend.
    My Score: 0/10
    I hate rodents, and this is no different.
    My Real Score: 5/10
    To many things that resist him later on to use him on a 
    consistent basis.
    My Opinions: Any one who uses this guy in favor of kip is 
    plain out stupid, unless you are going for a hard run.  He
    gets a dual type, but it does nil for him in the long run.  
    Range is okay, but it could be better on both sides of the 
    spectrum.  Darkness weaknesses hurt him though if you aren’t 
    careful.  Good support can be found in ground, fire, and in 
    some cases fighting for dark.
    My Score: 3/10
    Way to many problems that stem early on in this poke’s 
    My Opinions: Another junky normal type that doesn’t even have 
    average stats to back itself up.  Attacks are BASICALLY 
    useless.  He can be a tad bit usefull in some situations, but 
    still has problems.  Weakness’ to fighting and other normal 
    problems give him a hard time later on.
    My Score: 4/10
    Stats aren’t that good, basically no good attacks, just has 
    My Opinions: A defensive water type that definitely is good 
    in a pinch.  I would definitely recommend this guy for one 
    reason alone, he can defend himself.  Unlike other pokemon 
    that have problems with this and are dragged down because of 
    it, he isn’t.  Solid moves, great stats, nice range, and an 
    overall quality expereince made this guy a joy to play with.  
    Excellent for begginners that are still getting used to the 
    basics.  Taking hits and keep on ticking is something.  
    New players that have a hard time with this definitely will 
    benefit from him.
    My Score: 9/10
    Excellent for begginers, I defintiely like this guy in a ton of 
    My Opinions: Being a dual type when it evolves, Torchic gets 
    the best of both the fighting and fire types.  Not only is 
    this a great asset to it, but it also affords him one of the
    widest forms of offense that the game can prvide.  Close range 
    fighting moves, long range fire moves, you name it, he has it.  
    This definitely helps him in the long run, as it guarantees 
    that he won’t get shut out by a water that will be hurting 
    him.  He does gain that weakness to psychic though, so watch 
    for that along with possibly one of the worst weaknesses ever, 
    ground.  Support is definitely in order for something such as 
    this, as without it you will get shut down very quickly.  If 
    you want to get yourself going quickly, start off with a nice 
    Torchic as well as a very fast water type.  Excellent 
    coverage on both premises.
    My Score: 8/10
    Weaknesses prevent him from being one of the best pokemon in 
    the game.
    My Opinions: In the main games, being an offensive water type 
    kills this guy.  In this game, it’s a blessing that just keeps 
    on giving.  If it weren’t for the elec. types out there that 
    really kill him, he’d be the best poke in the game.  Getting 
    up close, and then getting shocked is definitely not fun.  
    If I were you, I’d get a good ground type to lead the charge 
    if you encounter one of those situations.  Being water 
    gives him some moves that afford range, while also allowing 
    him to inherit some nice normal moves as well.  That’s other 
    pokes one main problem, the lack of other moves.  It kills 
    them, and if you are strapped for Tms you are definitely in 
    My Score: 7/10
    What can I say, he gets a ton of stuff that makes him good.  
    He can get hurt though, and pretty badly if you know what 
    I mean.
    My Opinions: Unfortunately for Treecko, his nice speed from the 
    other games doesn’t translate into this.  That leaves him with 
    his best grass move, leaf blade.  Excellent killing move that 
    can truly hurt other pokes if they leave themselves open for 
    attacks.  If I were you, I’d whatch for shut-outs by steel 
    types, as well as fire since he doesn’t get that dual type that 
    the other do.  Without it, he misses out in the long run on 
    some good moves.
    My Score: 5/10
    Hate to say it, but he is better in the main games.
    So anyway, after you actually pick a starter, you'll be placed
    in the game itself.  You wake up as the pokemon that you chose,
    in a field with the partner you chose.  You talk for a bit, and
    then a Butterfree comes in and tells you her child is in danger.
    You start Tiny Woods, a generally easy dungeon.  Depending on
    your starter, things could be a little hard though.  Cubone in
    particular takes a full 14 damage if you get hit with an absorb
    attack from SunFlora's prevo.
    Here is a list of the pokemon that appear and what floor they
    generaly appear on:
    All Floors
    Rarely Peck
    Sunflora's Prevo
    All Floors
    All Floors
    Floor Three
    Nidoran Female
    Floor 3-4
    Note: You CAN get poisoned off of this thing.
    Probably one of the big things in this dungeon is the fact that
    this is a tutorial dungeon at first.  You generally won't get
    surrounded, and you probably won't have any problems either.
    If you do though, get an Oran Berry for support.  Around the
    Fifth floor you should find the long lost Catepie, and once you
    do you will automatically leave.  Tiny Woods will be gone over
    more in future sections.
    Anyway, you save the Caterpie and recieve a couple of berries,
    some poke, and some other things.  You then return to your new
    home, and will soon be asked to start a rescue team.  That rescue
    team question really doesn't do much if you say either answer,
    but to save yourself time just agree with your new partner.
    You go to sleep, and the next morning you recieve your official
    starter kit for rescueing.  Your partner complains about not
    recieiving any rescue missions, and you just go ahead and say
    nothing.  Magnemite appears and is asking desperately for help,
    so you out of playing this game accept and are off to Thunder
    wave cave.  Do yourself a favor and try to level up a little bit,
    as the cave can be harder towards the later areas.
    ThunderWave Cave
    ThunderWave cave introduces some new pokemon that can definitely
    be a challenge towards the later parts, especially since one
    big problem pops up towards the end-Elekid.  These things are
    brutal in close combat, especially if you arean't leveled.  That
    and the fact that the Voltorb that appear in those levels are
    just about as brutal if not more.  Paralyzing moves appear for
    the first time in this place, mainly from the Voltorb when they
    use their signature move: Charge.  Here is a list of the pokemon
    that appear in the dungeon.
    All Levels
    Moves: Peck, Growl
    All Levels
    Moves: Tackle, Growl
    All Levels
    Moves: Tackle, Tail Whip
    Nidoran Female
    All Levels
    Moves: Scratch, Growl
    Levels 5-7
    Moves: Charge, Tackle
    Levels 5-7
    Moves: Quick Attack(Two Space Range)
    Anyway, this is the dungeon that will really test your ability
    to actually command a working team towards the beggining of 
    the game.  You can be surrounded, and that will hurt.  Use this
    place as a good testing rod for some strategies that you may want
    to use in the future.  One big thing to note is the fact that 
    you can be poisoned in this dungeon, and for every turn that you
    take you'll take about 4 damage.  You can't heal while in this
    state, so either pop a berry or you're dead.  Avoid getting
    poisoned at all costs.  Something big about that is the fact
    that you aren't poisoned by attacking the Nidoran and it 
    hitting back, but you actually attacking it and getting poisoned
    because of that.  It has poison point as an ability, so it 
    definitely will be hurting if you aren't careful.  With your low
    HP, it will be a priority to do things to prevent it.
    Towards the end of the dungeon, Elekid and Voltorb start to
    appear.  Both are hard to take out, especially since Voltorb
    in particular can paralyze you, leading to you be stuck getting
    hit by its attack.  If you have Cubone, no worries.  If you don't
    though, you will be getting hit on a consistent basis by these 
    things.  Another thing to do is watch out for the darn Quick
    Attack that the Elekid posses, it can hit you two spaces away.
    At this point in the game, it will hurt a lot to be hit twice
    before even getting to it, so make sure to either get out of its
    way or hit it hard and fast.  If you kill it with a move, you
    can get about 55 exp., so definitely do that as it can help.
    Another thing to note is that both Rattata and Poochyenna get the
    ability Run Away, so they will try to get away when you hit them
    with a move that gets them into critical damage.  Try to corner
    them first BEFORE you attack.  They don't give too much exp 
    anyway, so nothing big there.  Once you get to the end, you'll
    automaticall enter a scene in which they are saved and you get
    out.  You are hailed as a hero, and you go to bed.  Some strange
    dreams occur, nothing big yet, but they do happen.
    You wake up, and get no mail.  What a surprise.  You go to the
    square for the first time here, so make sure to take advantage of
    it now rather than later.  I suggest storing all of your money
    every time you come here, as it will help in the long run if 
    you die in a dungeon.  Here is a map of the city.
                          _ TO WISCASH
                          -           -
             SHOP   House -           -
             -  -  -   _  -           -
             -  -  -   _  -           -   Felicity Bank Wig. Shop
    -----------------------           ----  --------------
                                                To Post Office>
    ---------------------             --------------------------
           Kanga's Shop
                                                    Gulpin Shop
                                To Dojo
    So anyway, the shop of Kecleon is to buy items and Tms, useful;
    The Wigglytuff shop doesn't come YET, it will soon though after
    the next dungeon.  The Dojo will be covered later, since it isn't
    open yet either.  Kanga's shop is to store items.  Let's go to 
    the post office now though.  Once you hit the post office it will
    be important to just go over to the board and read and accept a
    request.  A scene starts up autimatically as you enter the screen
    so you can't really miss it.  One big thing to look out for is 
    the Pelliper post office.  Before we hit the bulliten board, lets
    just take a quick look at what can be found there.  The Pelliper
    on the right will be taking care of A-Ok pass codes, while the
    one on the left takes care of Wonder Mail and SOS problems.
    Back to the board, you have to accept a couple of missions to get
    going, so just do your best on those couple of missions.
    Normally, the first couple of missions will be in Tiny Woods,
    but as you progress you will be seeing a couple of Thunder Wave
    Cave.  The majority of missions that appear will be simple
    rescue ones that require you to be a good person and rescue a
    pokemon on one of the floors.  All you usually have to do is
    just go up to it and press A.  Now, in a circumvented way, you
    should try to do multiple missions at once while you are doing
    these, as it can both save you time and more time in the long
    run.  Taking three missions at once is usually a good idea, best
    used in consecutive floors.  Once you have done a mission or two,
    you will make a cutscene occur in a dream sequance, after which
    you wake up and get a mission from a Dugtrio.  One big thing to 
    note is that you should not go to Mt. Steel until you are at 
    least Lv. 11.  That will save you time, as well as sanity. 
    The Skarm at the top is pretty hard for some, but being at that
    level will make it easier.  On a side note, I beat it at Lv. 7,
    but then again I did almost die a couple of times :P.
    To level up, I suggest just doing a couple of extra rescue
    missions.  Fight every pokemon you encounter, and make sure to
    take them out with a special move.  Once you get past this
    dungeon, you'll gain access to the Makuhita dojo, but for now
    you have to rely on regular missions for exp.  Gets money as
    well, as well as rank points.
    Once you are ready, go out the bottom of your rescue base and
    prepare for a doozy.
    You start on B1, and have to go to B9.  It's a long treck, and
    here are some items I'd reccomend:
    2 Apples
    1 Reviver Seed(Save them for the future)
    3 Oran Berry
    1 Pecha Berry
    Now, the reviver seeds will be useful later in the game, so save
    them for that.  Here is a list of the pokemon that appear and
    their moves.
    Floors: 1-5
    Moves: Peck, Growl
    Floors: All
    Attacks: Tackle, Harden
    Floors: 5-8
    Moves: Meditate, Bide
    Floors: 4-8
    Moves: Tackle
    Floors: 4-8
    Moves: Tackle, Defense Curl
    Floors: ?
    Moves: Confusion, Rapid Spin
    This dungeon can be very dangerous due to two main things, either
    you are underleveled, or you get surrounded by attackers.  Don't
    let this happen, as it will hurt a lot.  Notice that as you get
    towards the bottom of the cavern, you start seeing more and more
    of the Meditite and Trygouge.  If you are underleveled, they
    will kill you pretty quickly.  Try your best to pick up some
    items while you are in there, as there are some good things.
    BOSS ONE: Skarmory
    Estimated HP~90
    Moves: Peck, Steel Wing
    Rec. Level: 13
    This guy is a doozy, so make sure to either stock up or get out.
    There is one big strategy that most use, and it includes using
    a Blast Seed on him and finishing him with it.  They do about
    30 a pop, so that's a lot.  If not, follow this strategy.
    Start throwing rocks immediately as the battle starts.  It takes
    him about 2 turns to get to you, so you have to be quick.  When
    he gets to you, start using moves to weakne him, while healing
    when nescessary with an oran berry.
    After you complete this, you'll be transported out of the
    dungeon autimatically, so if you have more to do, finish it
    before you actually start the boss battle.  You will get a scene
    in which you recieve your first GINSEG.  This item is very
    special, as it increases the amount of damage a move can do 
    at once.  Use it on Multi Hitting moves to make them utterly 
    broken in every respect.  On that note, you finally get back to
    your base and are confronted with a big problem.  It seems as 
    though your partner wants the Magnemite to join your team, but
    due to the fact that you don't have a friend area, you can't
    keep him and your partner mopes around.  I almost feel sad for 
    the guy.  Anyway, you make a resolve to go to the Wigglytuff
    shop when it opens tommorow, so get some sleep and prepare for a
    Okay, you immediately go to the square and talk to the puff ball
    when you wake up, so just watch the scenes as they unfold and
    roll with the punches.  It seems as though since you are new, 
    she's giving you a special discount on friend areas.  Mainly in
    the fact that they are FREE.  You get two autimatically, then 
    another when that Magnemite shows up and asks the tuff for the
    Power Plant friend area so that it can join you.  If I were you,
    from now on when you get money and you don't have anything better
    to do with it, buy friend areas.  Too many times I had to go and
    restart an area to recruit some pokemon that I could have
    recieved on my first run.  
    Weaknesses: Grass, Water, Ice
    Resistences: Electric
    Rec. Level: 27
    Rec. Items
    3 Oran Berries
    3 Reviver Seeds
    6 Sleep Seeds
    3 Apples
    30 Gravel Rocks
    Now you obviously won't be needing all of the gravel rocks, but 
    it is nice to have them just in case you get a break and have 
    a couple of turns to kill him. Now, there are two strategies 
    that you should follow:
    As soon as the battle starts, start popping gravel rocks at 
    him. If you are lucky, you can get a good 100 hp off before 
    he gets over to you. Then, pop a sleep seed. He goes, 
    down, you run away. Get a good four or five spaces away, then 
    start popping gravel rocks again. Rinse and repeat until the 
    big giant goes down. If he does get close, it all comes down 
    to who you have with you. There are many different strategies 
    depending on what starter and partner you chose, so I can't 
    honestly tell you what to do. I can tell you a quick strategy 
    though for every starter type.
    Water: Start with the strategy I told you, but instead of 
    running once you pop the sleep seed, do yourself a favor and 
    pound him with either water OR ice attacks.
    Fire: Use the rec. strategy that I put on the top.
    Normal: Depending on which normal starter you took, strategies 
    differ. If you chose to take Skitty, then pound him with the 
    Double Slap Link combo.
    Grass: Use thes trategy at the top as getting close is 
    EXTREMELY dangerous, as although you have a type advantage so 
    does he.
    Ground: Cubone can do a lot of things with this guy, but 
    you should focus on that sick bonemarang combo he has, mainly 
    because it will kill him fast.
    Electric: Probably the hardest to truly use, do yourself a 
    favor and stay back.
    Weaknesses: Electric, Grass
    Resistences: None
    Rec. Level: 30
    Rec. Items
    4 Oran Berries
    4 Reviver Seeds
    5 Apples
    6 Sleep Seeds
    40 Gravel Rocks
    5 Blast Seeds
    Strategy: One big thing to remember when fighting this guy is
    that he does boast a very high special stat in both categories,
    so you will either have to fight from afar or close depending on
    your starter.  It definitely makes sense to take an approach that
    depends on being away from it anyway, as it probably, depending
    on your starter at least, can kill you in about 6-7 hits with
    the level I gave you.  Now, it does depend, but that is what it
    took after some experimenting for him to kill me.  Now, first 
    things first is to start the chucking gravel rocks right when the
    fight begings.  You should be able to get at least two in before
    he gets to you, as he is pretty big.  Once he does get to you, 
    pop a sleep seed and either stay put and wack him or get away
    and start popping gravel rocks again.  Depending on your type, 
    I normally like to stay put and wack him, especially if you have
    an advantage over him with type.  If you are daring, choose a
    poke that has access to a smokescreen attack and hit him with it,
    then stay put.  The main problem with this is that he can
    and probably will get out of it and smack you, and it hurts if
    he can get several in.  I like to just play it safe, but it is
    up to you.
    Weaknesses: Rock, Electric, Ice
    Resistences: Ground, Fighting, Bug, Grass
    Rec. Level: 23
    Rec. Items
    4 Apples
    6 Oran Berries
    3 Reviver Seeds
    3 Sleep Seeds
    15 Gravel Rocks
    Strategy: I don't know that makes people believe this guy is any
    harder than any of the other birds, as they all carry one big
    weakness that truly makes the fights cake IF you know how to 
    exploit it properly.  Are you going to be chucking gravel rocks?
    Probably, but only for the first couple of rounds.  After that,
    take advantage of one of the biggest weaknesses he has: ROCK.
    He has a brutal 4x weakness to it, and through it he can
    seriously be bought down within a turn or two of his appearence
    once you get to him and you play your cards just right.  Rock 
    type moves are rare though, so it will be up to you to find
    them.  I suggest rock slide, but you may not know where to 
    honestly look.  I suggest it, but in the case you don't, and of
    his other weaknesses can work, under the protection of a sleep
    seed of course.  You shoud pop one on him though anyway, but
    in a rock type case you don't really have to wait that long of
    a period of time to see him kick the bucket, so whatever floats
    your boat.
    Weaknesses: Rock, Electric
    Resistences: Ground, Fighting, Ice, Bug, Grass
    Rec. Level: 20
    Rec. Items
    5 Oran Berries
    6 Sleep Seeds
    3 Apples
    8 Blast Seeds
    15 Gravel Rocks
    Strategy: All I can say is that take advantage of his rock 
    weakness, as with it he'll go down quicker than Zappy.  I prefer
    to go and hit him with them, and the gravel rocks; it's up to 
    you though.  One big thing to notice is that he WILL take a ton
    of damage from each blast seed you pop since he IS an ice type.
    Once he gets close, start blasting them in his face until he
    falls.  This works even better if he is asleep, so knock him out
    first for the win.
    Weaknesses: Water, Electric, BIG ROCK
    Resistences: Ice, Fire, Fighting, Grass, Bug
    Rec. Level 24
    Rec. Items
    5 Oran Berries
    5 Sleep Seeds
    15 Gravel Rocks
    5 Apples
    Stategy: Take advantage of that weakness he has to both water and
    rock, as either will work perfectly.  Water attacks are probably
    easier to get than rock, so take your pick and stick by it.  One
    big thing to note in this fight is the fact that he can't be 
    beaten by the go around ice way, so you probably will either have
    to capatilize on either of the aformentioned weaknesses if you
    want to come out in one big piece.  Same gravel rock throwing
    applies, as well sleeping him early.
    Weaknesses: Water, Ground
    Resistences: Ice, Bug, Grass
    Rec. Level 35
    Rec. Items
    30 Gravel Rocks
    5 Sleep Seeds
    5 Apples
    10 Oran Berries
    Strategy: This is probably the first really challenging fight
    that you will be fighting since some of the regular game battles,
    so strategies do differ.  He has a ton of HP, and it takes a 
    long time to go through it.  Couple that with his ability to 
    literally anniliate you in a couple of turns, and you have a
    definite problem.  It makes sense to hit him with a water type
    move, as it does provide you with protection to his brutal fire
    type moves.  Lead with a water type, and back him up with a good
    ground type such as Marowak.  Beat him up for a quick victory.
    If anything at all, your biggest problem will be his fire type
    moves, so if you get rid of them you get rid of him.
    Weaknesses: Electric, Grass
    Resistences: Ice, Fire, Bug
    Rec. Level: 37
    Rec. Items
    10 Oran Berries
    3 Apples
    4 Sleep Seeds
    15 Gravel Rocks
    Strategy: Wail on him immediately with your best electric or
    grass type moves as soon as he gets in range.  Gravel him until
    he gets in your face, then beat the heck out of him with sleep
    and moves.  He's not as hard as Entei, so if you beat him you
    can beat this guy easily.  Note that this is for a second run.
    Weaknesses: Ground, Fighting
    Resistences: Bug, Grass, Electric
    Rec. Level: 40
    Rec. Items
    5 Oran Berries
    5 Sleep Seeds
    15 Gravel Rocks
    5 Apples
    Strategy: Get a Marowak , make sure it has Bonemarang as a link
    move, and proceed to beat this guy to kingdom come and back.  
    Honestly, with the damage that he will be taking it probably
    won't even last for more than a couple turns, and if he's asleep
    it will go by even faster.  If you have a problem with that
    strategy, what a shame.  You can get the darn Cubone easily 
    enough, and it doesn't take much to seriously beat this guy with
    him.  If you by some way mes up with him, than I pitty you, as
    he resists almost all of his moves.
    Weaknesses: Grass, Water, Ice
    Resistences: Electric
    Rec. Level: ~
    Rec. Items
    6 Oran Berries
    10 Sleep Seeds
    15 Gravel Rocks
    3 Apples
    Strategy: Beat him royally with a water type or ice type assualt.
    He won't really last that long if you abuse those two things
    while he is sound asleep.  If he wakes up, be prepared to take a
    brutal beating that you won't foget.
    Weaknesses: Fire, Electric
    Resistences: Steel, Grass, Bug
    Rec. Level: ~
    Rec. Items
    4 Gravel Rocks
    3 Reviver Seeds
    5 Oran Berries
    5 Sleep Seeds
    10 Blast Seeds
    Strategy: KILLLLLL HIMMMMMMM.  Just joking, this guy, like all of
    the Regis in general, is a joke that you should have no problems
    with.  If you do, then you're either not leveled or just are 
    horrible at the game itself.  That and your team is probably
    garbage, but who cares? :P.  Anyway, blast seeds take this guy
    out pretty fast, just be careful since he can kill you in a
    couple of hits, so sleep is a must.  He could probably put me
    to sleep with his lame battling :D.
    Weaknesses: Fire, Electric
    Resistences: Grass, Bug, Water, Ice
    Rec. Levels: ~
    Rec. Items
    5 Oran Berries
    5 Gravel Rocks
    10 Blast Seeds
    5 Reviver Seeds
    4 Apples
    Strategy: Look up and see the carnage that the last one took, 
    only this guy can take a tad bit more than him.  That and he 
    actually can take a couple of blast seeds and keep on going.
    Same as usual, sleep him then go for the neck.  If he wakes
    up, do it again, or finish him if you are close.  He can kill you
    in about 7 turns, so nothing big.
    Weaknesses: ICE, ROCK
    Resistences: Too many to list :P.
    Rec. Level: 30
    Rec. Items
    5 Oran Berries
    5 Sleep Seeds
    5 Reviver Seeds
    Strategy: You'd be a fool not to take advantage of that ice and
    rock weakness sheet, so please do so.  Either way it is a long
    as heck fight, so just sit tight and keep it up.  The spread of
    items that I gave you didn't include gravel rocks, but you can
    include them if you please.  Just sleep him, then blast him.
    Weaknesses: Everything :P.
    Resistences: Everything :P.
    Rec. Level: 100
    Rec. Items
    Whatever :P.
    Strategy: He's not a boss, but people still have problems.  
    Seriously, just take it to him and beat his brains out.  He's 
    really not that hard once you get into a groove.
    Weaknesses: Ice, Dragon
    Resistences: Too Many :P.
    Rec. Level: ~
    Rec. Items:
    Strategy: Capatilizing on a weakness is important in any battle,
    and this is no different.  Just kill him and beat him back
    when he gets close.  Sleeping works wonders, as well as other
    You may not copy or reproduce ANY of this guide without my
    personal permission.
    Copyright 2007
    Works Cited
    PMD Starter List From Wiki

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