Pokemon Mystery Dungeon 2: Time and Darkness Exploration Team Walkthrough :
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Walkthrough - Walkthrougth garchomp got your back-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= WALKTHROUGH =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [WALK] 1. Regular Game 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] Expedition Chapter Eight: Groudon's Heart [WCH8] Chapter Nine: The Mystery of Fogbound [WCH9] Lake 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] -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= THE BEGINNING =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [WCH1] Go through all the questions. 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. ---------- 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. POKéMON BATTLE: ZUBAT & KOFFING ------------------------------- 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 hard. 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 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [WCH2] -=-=-=- DAY ONE =-=-=-= 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. -=-=-=- DAY TWO =-=-=-= 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. -------------- DRENCHED BLUFF -------------- 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 counterattacked. 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 thereafter. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= THE SCREAM =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [WCH3] 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. ----------- MT. BRISTLE ----------- 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. POKéMON BATTLE: DROWZEE ----------------------- 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 expanded. ------------- TREASURE TOWN ------------- 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. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GATEKEEPERS =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [WCH4] 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 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [WCH5] 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. -------------- 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 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [WCH6] 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. ----------- 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. ------------- TREASURE TOWN ------------- 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 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [WCH7] 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. ------------ CRAGGY COAST ------------ 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 | +-----------------------------------------------+ --------- SIDE PATH --------- 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 | +-----------------------------------------------+ --------- ROCK PATH --------- 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, Disable 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 kill. 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 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [WCH8] 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 path. ------------ 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). |
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Another Pokemon Mystery Dungeon 2: Time and Darkness Exploration Team Walkthrough :
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