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as soon as you start a new game, you will be able to pick your character's
gender. You will then automatically be put into a scene where you must
capture a Pikachu. The capturing aspect is the core of the game, so you had
best get used to it right away. Either way, capture the Pikachu and you will
find that it was only an exercise at the Ranger School. It turns out that the
capture was your entrance exam into the school, so it's good you passed. You
will meet your teacher, Ms. April, and then you will be led into the school
building for your first class.
The next scene will be in your classroom, where you will get to name your
character. Do so, then sit through the conversation. Ms. April will tell you
about the buttons in the bottom corners of your touch screen, as well as
information about your School Styler (what you use to capture the Pokmon).
At this point, you can only have 3 Pokmon with you at a given time. When the
teacher leaves, she will ask the girl Rhythmi to give you a tour. She will
show you the save machine in the room, so remember to save whenever you see
one (now included).
After that, leave the classroom. Visit the bottom-right room (Mr. Kincaid's
class), as well as the two rooms to the north (Library and Staff Room). Also,
go upstairs (you're not allowed in the basement right now) and you will see
the Dorm. At each room, feel free to talk to the people if you want. Go back
downstairs and the bell will ring, which means you can go outside. Do so by
exiting to the south.
Schoolyard
----------
Out here, Rhythmi will lead you to the Training Room nearby. Go in there and
you will meet the teachers inside, who will each give you special lessons on
two of the essentials in the game. Go back outside after the lessons and you
will be asked to help capture some Bidoofs. Run around the area and capture
the Bidoofs, then watch the scene after they are gathered with Keith's help.
There is one more area that Rhythmi wants to show you, in the area to the
southeast. You can wander around the schoolyard area and capture a number of
different Pokmon to become more accustomed to how the game works, as well as
the different field abilities, plus it's good experience. When you are ready,
go southeast to the next area, where you will see Ascension Square and the
Pledge Stone. After that, the bell will ring and you will go back to the
school.
Ranger School
-------------
At night in the dorms, talk to Keith twice and you will meet Rhythmi outside.
You will be sent on a initiation mission of sorts, to find four Stylers in
the rooms downstairs, and drop them off in the basement. So, head downstairs
and capture the Bidoof in the main room. Head into the Library (northwest)
first. Break the crates with the Bidoofs and capture the Pichu, then pick up
the Styler in the northwest area. In the Staff Room (northeast), capture the
Pichu to get the second Styler.
In Mr. Kincaid's room (southeast), capture the Zubat and take the Styler in
the northwest corner. Now, capture a Bidoof and go to your own classroom.
There will be several crates in this room; use the Bidoof's Crush 1 to break
the crate next to the save machine, and you will find the last Styler. Save
while you are here, then exit and capture a Bidoof before heading downstairs
to the basement. Break the crate with Bidoof, then capture a Zubat and break
the fence with its Cut 1. Approach the door and you will have to capture four
Gastlys. They will vanish periodically, but overall it is a simple battle to
get through.
Once you captured the Gastly, Mr. Kincaid will come out, and you and Keith
will run off. Watch the scene, then read the letter from your little sister.
In the classroom scene, you will have an Outside Class, so you have to head
to Ascension Square. Save your game, then exit the school and head southeast
to your destination.
Ascension Square
----------------
Here is where you will have the Outdoor Class, during which you meet Crawford
from Vientown. After a lot of talking, Crawford will leave due to an
emergency, and you will all go back to class. You will receive a letter from
your little sister at this point.
Ranger School
-------------
Back in class, you will sit through another lesson until Mr. Kincaid shows
up. He will mention that some Stylers have been stolen, presumably by Keith.
You and Rhythmi will receive regular Stylers to practice with, so now you
have to go searching for Keith. Check every room on the first floor and talk
to everyone, then go upstairs. Rhythmi will call you back down, so go talk to
her and Janice will mention finding a Styler outside. So, you will both head
out there.
Schoolyard
----------
Outside, you will find another Styler on the grass. Head south and you will
spot another one atop the stairs, and then voices will be heard. Down the
stairs, you will find Keith and the man who really stole the Stylers. He will
try to get away, but a Slakoth will fall on him. Capture it and Ms. April
will let the thief off the hook. As a result, you will go back to the school.
Ranger School
-------------
Back at the school, the situation will be explained to the Principal in the
Staff Room. Following this, you will receive another letter from your little
sister. The next day, you will be in class, where you will get to go on your
1-day internship. You will be going to the Ranger Base in Vientown, where you
will meet with Crawford. Keith will also join you on this trip, since he was
also assigned to Vientown. When you are ready, save your game and exit the
school.
Schoolyard
----------
Out here, head directly south and down the steps to the next area.
School Gate
-----------
There, you will hear a man named Little Tim calling for help against the
Bidoofs. Capture the aggressive Bidoofs (Keith will get one, you get the
other) and they will run away. After Little Tim leaves, head south through
the gate and Ms. April will praise you for what just happened. Continue south
and west to the School Road.
School Road
-----------
Head west across the bridge and you will find a little girl in distress.
Ponte and Issac will come, and Issac will take his sister (the girl) with
him. After that, continue onward to the next part. Capture the Pokmon along
the way if you want, then keep going and you will enter Vientown.
Vientown
--------
When you arrive here, you will automatically head to the Ranger Base (it's
like the Pokmon Center in the original Pokmon games; you can save and
recharge your Styler here). Go inside and talk to the Operator to receive a
parcel which is to be delivered to Breeze Hill. Exit the building and head
directly west to the next area, which is Nabiki Beach.
Nabiki Beach
------------
Here, head south and to the west when you reach the beach itself. Go up the
steps at the other end and you will meet Mr. Woodward, who will talk briefly
about Partner Pokmon. After that, continue heading northward to Breeze Hill.
Breeze Hill
-----------
Head north through the area and you will meet the other Rangers. Once you
deliver the parcel and find out what it really was, talk to everyone then try
to leave. A boy will appear calling for the other Rangers to help, so head
back down to the beach.
Nabiki Beach
------------
You will find several Pokmon running wild on the beach, circling the couple
that was standing there before. Your job is to pick one of the three Pokmon
you met a few moments ago (Starly, Munchlax, Pachirisu) and capture it as
your objective in your very first mission.
===========================================
Rookie Mission: Sooth Pokmon on the Beach!
===========================================
Nabiki Beach
------------
Choose wisely, as the Pokmon you capture here will end up being your first
Partner Pokmon later in the game. Once that's over, you will head back to
the Ranger Base.
Vientown
--------
Back at the base, you will meet Professor Hastings briefly. You will then end
up outside, where the Pokmon you captured is waiting for you. Unfortunately,
you cannot keep it just yet. There is nothing more to do here now, so head
east along the School Road.
School Road
-----------
When you reach the bridge area, you will have to part ways with the Pokmon
you captured. Rhythmi will appear, and the three of you will head back to
school. Another letter from your sister will appear, too.
Ranger School
-------------
Here again, you will find that today is graduation day! When you have
control, exit the classroom and head outside to the schoolyard. Once you get
out there, the bell will ring, so you will be back inside. The graduation
ceremony will commence, but will be interrupted by a loud noise from the
basement. Two Tangrowths will emerge and you will have to capture them; Keith
will take one and you will get the other. Be careful of its attacks and
quicky capture it to restore peace in the school.
The graduation ceremony will commence once again, and once it is over, you
will be back at your home.
Chicole Village
---------------
After you wake up, talk to your family downstairs. They will suggest that you
go meet the neighbors, so head outside. Enter the other houses and talk to
everyone. Save your game at the Save Machine and head north to the Chicole
Path, and follow it to reach Vientown.
Vientown
--------
When you arrive, Luana will greet you. Head to the Ranger Base with her and
you will be greeted by the other Rangers. Enter the back room to change into
the new uniform, and Barlow will give you the Capture Styler to officiate
your new Ranger status! Crawford will explain what Pok Assists are, and then
demonstrate it in battle. Following this, Barlow will introduce the rest of
the team, and you will be given your first real mission: deliver the Vien
Tribune to everyone in Vientown and Chicole Village. So, head outside to
begin.
================================
Mission 1: Deliver Vien Tribune!
================================
Vientown
--------
Now it's time to start your mission, so enter the other three buildings in
Vientown. One of the residents is not home, so head west to Nabiki Beach to
deliver the paper to Mr. Woodward.
Nabiki Beach
------------
When you come to the beach, you will be met by the Pokmon from before. It
will now become your official Partner Pokmon, and Crawford will explain how
it can help you with captures. After that, head back to town and continue
southward to Chicole Village.
Chicole Village
---------------
Here, visit all four of the houses and deliver the Vien Tribune to the
residents. Once you are done, Crawford will suggest heading back to the base,
so do just that. Head north along the Chicole Path and return to Vientown.
Vientown
--------
In the Ranger Base, talk to Barlow and choose to rest. The next day, you will
be sent on another mission with Crawford, this time to a nearby cave to
investigate some strange noises. Save your game, then exit the base and head
west to the beach.
Nabiki Beach
------------
At the beach, go south and Crawford will warn you about the slime left behind
by the Shellos. Capture it if you want, then continue westward to spot the
cave. Go north and capture a Glameow, then enter the Marine Cave.
=======================================
Mission 2: Investigate the Marine Cave!
=======================================
Marine Cave
-----------
Inside, you will find that a machine is causing pulses which confuse the
Pokmon. If you enter battle against any of them, they will run away after
you capture them. Defeat the Zubat, then go north and use Cut 1 (the Glameow
I had you capture before will help) on the wooden fence. After that, go all
the way northward and you will spot some Pokmon circling near the pulsing
machine. You will need Soak 2 to stop it, so head into the next room to the
north.
In the second room, the machine does not affect the Pokmon so you can
capture them normally here. Take the western path and you will hear a Pokmon
crying behind a giant boulder. Take the eastern path around to reach a
Nosepass; capture it and go back to the boulder. Also, capture a Squirtle or
Shellos so you can use its Soak 1 to capture a Geodude. Use Nosepass to clear
the boulder with Crush 2, then enter that room. Capture the Gastrodon in
there and exit the room.
Head south to reach the first room with the pulsing machine. Ignore it for
now and head south and east into another section with an opening blocked by a
boulder. Use a Geodude's Crush 1 to get through it. In that room, you will
find a Rugged Rock; use Soak 2 (Gastrodon) to reveal the Graveler. Capture it
and leave the room. Now, get another Gastrodon from the same place you found
it before, and return to the pulsing machine area. This time, use the
Gastrodon's Soak 2 against the strange machine.
This will destroy the machine, freeing the Pokmon from their trance.
Crawford will stay behind, so head south and exit the cave.
Nabiki Beach
------------
Outside, head all the way east to the second set of stairs. Big Bertha will
come looking for Crawford, so once she leaves, head northeast into Vientown.
Vientown
--------
Back in town, head directly to the Ranger Base. Barlow will give you the
Mission Clear, as well as promote you to Ranger Rank 1! You will now be able
to use Pok Assist Bug as well. Following a brief discussion, Little Tim will
come in asking for someone to assist him on a Quest. Barlow will explain how
to use that option on the menu screen. Basically, Quests are like side
missions, so be sure to do them whenever possible!
Exit the Ranger Base and go do that Quest if you want. There will be a second
one available after you complete the first one. Whenever you are done, return
to the Ranger Base and you will find that Crawford has returned with the
machine. After the conversation, talk to Barlow and decide to rest. The next
day, you will hear that the Vien Forest is on fire, and so you and Luana are
sent to take care of it. So, save your game and exit the base, then exit town
via the northern path to enter the forest.
======================================
Mission 3: Fight the Vien Forest Fire!
======================================
Vien Forest
-----------
Here, head north and you will see a girl whose Happiny have run off. There
are three of them in the area, and you need to rescue them all. Go all the
way west from Mimi and head south from the Shinx, and you will find the first
Happiny to capture. Return it to Mimi, then head southwest from the girl and
a burning log will fall from above. Capture the four Budews that jump out,
and you will have to find a way to clear the log. Head north across the
bridge into the next area. There, capture the Wartortle and head back to the
previous area.
Go south and use Wartortle's Soak 2 to clear the burning log. Now, go south
to the intersection, then head east to find the second Happiny. Head all the
way west to find the third Happiny. Capture the Wartortle in the west alcove,
then go back to Mimi and return the rest of the Happiny. Now that's done, go
back to where you just found the Wartortle. Go north from there and use its
Soak 2 to clear the next burning log. From here, go all the way north to
reach a save point. Capture another Wartortle, then head into the north area.
Talk to Crawford here and he will ask you to find a Blastoise. Go west and
then south to the area by the waterfront. You will spot a Blastoise walking
around. The trick here is that you must approach it from behind; if it spots
you, it will automatically charge towards you, causing 2 HP of damage.
Anyway, capture it (be careful of its puddle attack which comes when it has
"!!" over its head, and the water jet attack with "!"). You can continue to
the western area and capture a Grotle in the same manner, sneaking up from
behind.
When you're done here, go back to where you saw Crawford. Go a little bit
east of him until you see a "" over your head. Use Blastoise's Rain Dance at
that point and the forest fire will be put out. Luana and Crawford will find
a mysterious guy running away, and will escort him back to the base. When you
have control, you can wander around to find a Combee (they weren't around
during the fire). When you're done here, make your way south to the next
area, then to the southeast to exit the forest.
Vientown
--------
Back in town, head to the Ranger Base. Barlow will promote you to Ranger Rank
2, which allows you to use the Pok Assists Fire and Fighting! The strange
man won't talk, so Barlow will ask you to patrol the town. This is a good
time to do some Quests, as a few have become available. When you're done
wandering, talk to Barlow and you will be able to rest. You will then be
asked to go to the forest to make sure Professor Hastings is not lost. So,
exit the base and head north towards the forest. As you approach, the
professor will appear, so bring him to the base.
The professor will say that more of the strange machines are in Pueltown. You
and Luana will then be sent on a mission to Pueltown to investigate. So, head
north into the Vien Forest once again.
Vien Forest
-----------
Back in the forest, go all the way north and cross the bridge into the second
area. There, follow the path going to the north along the east side. In the
next area, you will find the barriers from earlier are gone, so continue
northward to the Lookout Ridge. After taking in the view, continue southwest
to the next area. Head southward and you will see a path branching off to the
east. If you go that way, you will find a cave inside which a rare Pokmon
can always be found (so says the guy outside).
Continue to the south and west to reach the next area. Capture the Bibarel
sitting by the water and head north into Pueltown.
Pueltown
--------
When you enter the town, you will notice that the Pokmon are confused, much
like in the Marine Cave earlier. Talk to Brook and he will mention that some
shady people have been moving the strange machines around town. At this
point, your mission will begin.
========================================
Mission 4: Destroy the Strange Machines!
========================================
Pueltown
--------
Luana will lead you to the Ranger Depot, which is the same as the Ranger
Base. Go inside to recharge/save, then exit. On the path directly east of the
depot, you will spot one of those strange machines. Use the Bibarel's Soak 2
(capture it from the last area of Vien Forest) to destroy the machine. Watch
the scene of the two guys talking about the machines above. There are more
machines to deal with, so capture another Bibarel. Use it to destroy the
second machine further north. The Pokmon blocking the path up the stairs
will disperse, and Brook will run ahead.
Before you continue, capture a Growlithe near the Ranger Depot. Then, follow
Brook up the steps into the northwest area. You will find more hypnotized
Pokmon in this area, so continue onward and you will spot a green machine
instead of the red ones. Use Growlithe's Burn 2 to destroy it. There is
another machine up ahead, so get another Growlithe and destroy that one as
well. Once you do that, two shady men will appear before running off. If you
capture a Voltorb nearby, you can use its Electrify 2 to open the gate to the
south, which opens up another path to the first area of town. Take that path
and bring back another Growlithe while you're there.
Now, follow those guys and head east to the next area. Run across the high
path and capture an Elekid, then enter the following section. You will spot a
girl surrounded by Pokmon, who Brook tries to help. They are both stuck, so
have Growlithe destroy the machine nearby. Also, have the Elekid open the
gate to the south to allow for easier passage through town. Get another
Elekid and take the path you just opened up south of where Brook and Melody
are trapped. Destroy the blue machine with Electrify 2.
Now that the Pokmon are free, you will find out that the shady gang is at
the harbor. Go south and east to reach a Save Machine; use it if you wish,
then go to the eastern area. There are more hypnotized Pokmon here, so head
east and north through the harbor area. You will listen in on a conversation
with those shady guys surrounding another of their machines.
When prompted, say yes and you will confront the group. It turns out they are
members of Team Dim Sun. They will send a group of Rattatas at you, so
capture them quickly. They will then send their Toxicroak to attack you. It
is a harder fight, so watch out for its poisonous attacks (there are two of
them, "!" is a cloud and the other "!!" is a puddle). Once you capture it,
the group will escape on a boat. Your work here is done, so now you have to
head all the way back to Vientown via the forest.
Vientown
--------
When you make it back to town, visit the Ranger Base of course. After the
mission is cleared by Barlow, choose to rest and the next day will come.
Ollie will finally talk, and so you will choose to free him. Once that's
over, Barlow will send you to go patrolling the area. Exit the base and Ollie
will ask you to bring him to Chicole Village. Head south from here along the
path to reach the village.
Chicole Village
---------------
Once you arrive, your sister will ask you to help with a hat ghost in the
Partner Farm. So, head all the way south into the Partner Farm area.
Partner Farm
------------
Here, you will spot the hat moving around. It ends up being a Kricketot, so
capture it. It will become your new Partner Pokmon. Note that it does not
replace your current partner. You can have many partners, but only one can
come with you at a given time; the others remain at Partner Farm where you
can switch them at any point. Now that you're done here, head back into the
village.
Chicole Village
---------------
Take Ollie to the southeast house (the one next to yours). After he
reconciles with his mother, leave the house and head back to Vientown.
Vientown
--------
Upon your return, go do a couple of quests if you want. Otherwise, go to the
Ranger Base. Talk to Barlow and choose to rest, and you will find that he
will leave with Professor Hastings temporarily. The next day, Barlow will
send you a voicemail saying to get to Pueltown. So, head through the forest
to the north and continue to Pueltown.
Pueltown
--------
Once you arrive here, Barlow will take you to the bridge which is retracted.
Brook is the one in charge of the bridge, but he is not here. Someone nearby
mentions that he was spotted by the harbor, so head to the eastern area of
town to reach the harbor. Talk to Brook and he will tell you that the key to
the bridge is missing, lost from when he went swimming before. Barlow will
give you the Micro Aqualung so you can breathe underwater. Brook will then
take you out to sea on a boat, and then you'll dive into the sea.
Puel Sea
--------
At the sea bottom, you will see a bright spot to the south, which is where
the key is. Swim towards it and you will see a Sharpedo eat up the key before
swimming away. At this point, it becomes an actual mission.
=======================================
Mission 5: Recover a Key from Sharpedo!
=======================================
Puel Sea
--------
From where the key was, swim southward into the second area. Here, you will
start to see the strong water currents keeping you from entering the side
areas. Head to the southwest and you will see a couple of small rocks
blocking your path. Capture a Finneon so you can use its Crush 1 to destroy
them. Up ahead, you will see the Sharpedo swimming below. Capture the Staryu,
then swim back north to the previous area.
When you enter this area again, go east and you will see a couple pieces of
wood in the way. Use Staryu's Cut 1 to clear the way, then continue northeast
into a new segment. Capture another Staryu in here and make your way to the
southeast, where another wood block is in the way. Barlow will contact you
with a hint about swimming in the deep water. Continue onward and capture the
Mantine swimming around, then head to the next area.
Capture another Mantine as you go to the south, avoiding the water current to
the west. Head all the way south to the deeper section and a "" will appear;
use a Mantine's Swim ability to head into the deep water. So, swim westward
into the following area. You will spot the Sharpedo ahead, so swim to the
north and west, then through a water current to the south. Go through the
next current to the east, and head back to the shallow waters via the west
ledge. Up there, continue west to the next section.
In the next area, save your game at the machine. Up ahead, Barlow will
contact you again. For this next part, there will be sections of strong water
currents. The Sharpedo will be swimming around the room as well. The only way
you can catch up is by using the water currents and cutting corners as you
move around the area. Once you get used to where the currents are, this will
be easy. Once you catch up to the Sharpedo, capture it and you will receive
the Bridge Key. You will then surface and return to Pueltown.
Pueltown
--------
With the mission clear, you will become a Rank 3 Ranger, which allows you to
use the Pok Assists Ground and Steel. You will also be allowed to have up to
four Friend Pokmon with you at once! Head south and west out of this area,
and continue west until you reach the Ranger Depot. From there, head all the
way north to the bridge. Brook will lower the bridge, then the professor and
Barlow will run off. You will meet a man named Murph, so continue with him
northward to Altru Park.
Altru Park
----------
Shortly after arriving here, you will meet up with Issac. He will invite you
to his workplace, so head all the way north to the next area, and then onward
into the Altru Building.
Altru Building
--------------
Issac will give you a tour of the lobby area, and then an event will occur.
You will get to meet the president of Altru, Inc. After he and Issac leave,
exit the building.
Altru Park
----------
Back outside, go south and Barlow will contact you. He will tell you to meet
at the Union Headquarters, and to bring a Pokmon to destroy the red
machines. In Altru Park, take the western exit to Union Road.
Union Road
----------
In this area, head west and capture some new Pokmon if you want, then
continue to the second area. There, go all the way west and capture the
Bibarel near the stream. Go up the steps to the north and continue onward to
reach the Ranger Union.
Ranger Union
------------
When you arrive, go up the steps and enter the HQ building. Inside, recharge
at the front desk, then go up the escalator as Murph tells you to. Up there,
you will meet Nage, who will lead you to the conference room. When asked, use
your Bibarel to destroy the red machine. After a bit of conversation and
explaining, Wendy will ask you four questions. Say yes to all of them, then
after a while more, everyone will leave. So, exit the room and save your
game. Explore the building if you want, then go into the research room on the
east side of the second floor.
Talk to Barlow and you will be able to rest for the night. The following
morning, go downstairs and meet with Barlow in the lobby. He wants to go back
to Vientown, so exit the building and head south to the Union Road.
Union Road
----------
Here, head south and you will feel a small quake occur. Continue to the east
and a stronger tremor will take place, causing a lady to come out of the
cabin. She will tell you about someone with big Pokmon on the Peril Cliffs,
so your new mission is to go investigate the area. So, from the cabin, head
north to the Peril Cliffs.
========================================
Mission 6: Seek the Origin of the Quake!
========================================
Peril Cliffs
------------
In this area, go north and east to find a wall of vines. Climb the vines to
reach the upper ledge, and head north some more. You will find that you
cannot go east for now, due to a giant boulder being in the way. Climb the
second set of vines and Barlow will point out another vine above. If you
don't have one already, capture a Staravia. Use its Cut 2 ability to cut the
vine down, allowing you to continue upward.
Climb the vine and save at the machine, then go east. Barlow will show you
the springy grass, which if you walk on it, you will be sprung across to
another ledge. Do so and you will land on the eastern platform, so continue
to the next area. You will find the source of the tremors below, but you
cannot reach it just yet. Climb the vines to reach the northern area. Here,
you will spot a Pinsir to the west. Be careful because if it spots you, it
will charge at you to attack for 3 HP. Capture it by waiting from a distance,
then running behind it.
Anyway, capture a Staravia and use it to cut the vine above the east side of
the cliff above. Climb the vine and go west, and capture a Magnemite if you
need its Recharge ability (you probably will at this point). Climb the high
wall of vines to the north, and head east once you reach the top. Be careful
of the Gligars floating around; if one spots you, it will charge, knocking
you down to the ground below and causing 3 HP damage. If you go all the way
east to the far ledge, you can use Staravia to cut another vine so you can
reach the Cherrim up there. Otherwise, climb down the vines that lead to the
lower area.
From here, go southeast and you will reach a Save Machine. Recharge with the
Magnemite if you want to capture it. Also, there were two Mawiles in this
area; make sure you capture both of them (you will see why soon). Once you do
that, head past the save machine and go into the next area. You will
encounter more hypnotized Pokmon here, as well as two of the yellow
machines. Go east and drop down to the first ledge below. Jump to the east
from there. When you reach the bottom area, head east and climb some vines.
Up on the next ledge, use the springy grass and make your way to the top of
the cliffs. Destroy the first yellow machine up there (you need Mawile's
Crush 2).
Next, bounce on the springy grass to reach the west platform. Drop down to
the first ledge below, but this time, jump to the west. When you reach the
lower area, destroy the second machine and the Pokmon in the area will
become free from their trances. With that done, go west to the new area. Save
your game here, then climb down to the area below.
Go west and Barlow will mention that you have to stop the Rampardos by
capturing them. You will likely need to use Pok Assists to aid in the
battle (I recommend the Cherrim and Aron), so when you are ready, say yes.
Confront the "geologist" (say no when asked if you believe him), and he will
send the Rampardos after you. It is a tough battle, so you need to be quick
to draw circles around it in between its own attacks. When it has the "!!!"
over its head, be VERY careful since boulders will fall from above causing 10
HP of damage each if they hit you! If you feel that Rampardos is moving too
quickly for you to make any progress, use a Pok Assist to slow it down a
little bit.
Once the capture is complete, the Team Dim Sun member will run away. Barlow
will mention reporting back to the lady in the cabin, so head west to the
next area. Bounce on the springy grass to get past the boulder, and climb
down the vines ahead. From there, go south and exit the area entirely.
Union Road
----------
Upon your return, go south and talk to the lady outside of the cabin. After
that is settled, Barlow will promote you to Rank 4! This will allow you to
use the following Pok Assists: Poison, Ghost, Psychic, and Dark. With that
done, the next step is to return to Vientown. So, head east to the next area.
You will see two Doduos appear, and Barlow will have you capture a Doduo.
Once you do that, Barlow will tell you that you can use its Agility move to
ride it, allowing you to move much faster.
You still need to go to Vientown, so make your way through Altru Park,
Pueltown, and the Vien Forest. Along the way, feel free to do some quests if
you so desire. Ultimately, you need to get back to Vientown.
Vientown
--------
Of course, when you return to Vientown, visit the base and rest. The next
day, you will be greeted by Crawford who will give you your next mission. It
is the Ranger School's Outdoor Class, and you are being sent to teach it. So,
exit town to the exit and take the School Road to get there, of course.
School Road
-----------
When you reach the area by the bridge, you will encounter Team Dim Sun.
Capture the Croagunk they send to attack you, and it will become a new
Partner Pokmon! Once you're done here, continue east to the school.
School Gate
-----------
Head east and go through the school's gate, and you will meet Ms. April
again. She will escort you to the school, and the mission will begin.
==================================
Mission 7: Teach at Ranger School!
==================================
Schoolyard
----------
Still outside in the schoolyard, head north into the school building itself.
Ranger School
-------------
Inside, head into the Staff Room (northeast room on the first floor). There,
talk to the Principal. After that, you will be out at Ascension Square.
Ascension Square
----------------
Out here, you will be taking part in the Outdoor Class which you are
teaching. Answer the many questions how you want, then afterwards you will be
interrupted by the Team Dim Sun guys from before. They will send two
Carnivines after you, so capture them both. Following this bit of excitement,
the class will end and you will be free to leave after the Principal asks you
one last question. So, head back to Vientown.
Vientown
--------
Once you return safely to town, go to the Ranger Base and talk to Crawford.
Choose to rest, then when you wake up, you will be again greeted by him.
Crawford will ask you to go to Boyleland to search for Barlow. To get there,
you need to take a boat from Pueltown, so head to Pueltown now.
Pueltown
--------
When you arrive, head to the harbor area obviously. Enter the building and
talk to the captain in red, and he will take you to Boyleland. Enjoy the
scenery along the way and you will soon arrive at your destination.
Boyleland
---------
Here, go east and up the steps to meet a little girl. After she talks to you,
go north to find a man blocking the entrance to a cave. Talk to both men and
you will find that you need the Elder's permission to enter. So, visit the
Elder in the southwest house, and he will grant you the permission you
needed. Exit the house and you will see a group of Drifloon heading to the
north. Go back to the cave and talk to the man, and he will allow you to
enter, so go inside.
Volcano Cave
------------
Starting off, head northwest and you will see a path of smoke leading to the
east. You can't do anything about it just yet, so go north and west to go
outside. You will spot the Drifloons from outside entering the cave, so go
back inside and you will see them. Be careful around the Slugmas, as they
leave a trail of lava which will damage you if you touch it (like the Shellos
from earlier). Capture a Drifloon and head to the smoke trail, and a "" will
appear. Use the Drifloon's Airlift ability to float across the gap.
At the other side, go north and you will find Barlow's Styler. Capture
another Drifloon and enter the next room to the north. There, you will
encounter a couple of Team Dim Sun goons who will run off. Go forward and use
the Drifloon to cross the gap. Capture the Pikachu whose Recharge 3 will come
very much in handy. Further along, you will run into a Team Dim Sun guy who
will send a Slugma and Magcargo to attack. Capture them both and the guy's
machine will break, causing him to run away.
From here, continue south and west along the upper path. If you have a
Drifloon, you can take the path to the south as a shortcut to the room's
entrance. Otherwise, go west into the new area. Save your game if you like,
then follow the path until you are confronted by another Team Dim Sun minion.
Capture the Kangaskhan it sends your way, and the guy will leave. Capture a
Drifloon ahead, then go back south and up the steps to the upper plateau. Use
its ability to float to the west, and enter the cave.
Capture a Shuppet in the cave, then exit. Capture another Drifloon and follow
the path around to the end, then use its Airlift to get across. Head north
from here and you will be confronted once more by Team Dim Sun. They will
block the way forward, so you need to find another way for now. Beware of the
Rhyhorn to the east, since if it spots you, it will charge to attack (if you
want to capture it, approach it from behind).
Anyway, head west and north along the upper path until you come to the sealed
door. Use Shuppet's Psy Power 1 to open it, then enter the room. Capture the
Muk inside, and bring it to the boulder in the previous room. Use its ability
to destroy the boulder, then continue northward. As you approach the door,
those two minions will reappear and send three Numels after you. Capture
them, then enter the room ahead.
In the next area, you will spot the missing Pokmon and Barlow ahead. Several
Team Dim Sun guards will be sent to patrol the area, and you will have two
minutes to reach the cargo ship at the dock (you will get more time if you
are caught, so it is not a big deal if you make a mistake). As you progress
through the area, observe the movement patterns of the guards so that you can
slip around without being seen. When you reach the cargo ship, two minions
will send a couple of Beedrills and a Gloom to attack you. Capture them, then
board the ship to begin the mission proper.
===================================
Mission 8: Look for Missing Barlow!
===================================
Cargo Ship
----------
Aboard the ship, go forward and save your game. Capture the Pikachu for its
ability even if you don't need it right now, then head north. When you are
faced by the Team Dim Sun minions, capture the two Machokes they send your
way. After they flee, head east past the giant plug and up the steps. Then,
enter the room to the east (the north room has a Pikachu if you want it). Go
down the steps and you will face another member of Team Dim Sun. Capture the
Mime Jr. it sends your way (watch out for the orbs that rotate around it
while trying to capture it).
Once you complete the capture, the Mime Jr. will run off into the next room,
so follow it there. There are a number of conveyor belts in here, so you will
need to proceed with some caution. Before you continue down here, go up the
eastern steps and follow the path to a Luxio. Capture it, then go back down
the steps. Now, head directly north and then to the west, where you will find
a Makuhita followed by a Machoke (capture them both, you will see why soon).
Climb the nearby ladder to get onto the green boxes, and climb down the west
side of them. Go up the steps and tap the Mime Jr. to watch a quick scene of
what's in the room ahead.
After that, enter the room to the north. Save your game and go down the
steps, then use Luxio's Electrify 2 to destroy the blue machine, freeing the
Pokmon around it. Once that's done, enter the room to the north. The Team
Dim Sun minion will turn on the Gigaremo machine, which will cause the
Pokmon to attack you. Begin by going westward to a giant lever, and use the
Machoke to switch it. Next, go east and up the steps, and use the Makuhita's
Crush 2 to destroy the machine.
With the Pokmon free, go south and down the steps again. This time, head
northward until you reach the Machoke. Capture it and climb the ladder, and
head south across the boxes. At the other end, climb down and head north to
find another giant switch. Use Machoke's Tackle 2 to move it, which will
align the rest of the containers. Get back onto them and continue southward,
then head along the path to the end (be sure to capture a Voltorb along the
way).
Climb down at the end and head north, and go up the steps. When you reach the
electric door, you will need to use Voltorb's Electrify ability to open it.
With the door open, enter the next room. You cannot cut through the fence
just yet, so continue into the following room. Save your game to the south,
and you will have the option to go left or right. Go west and enter that room
to find Barlow. He will tell you to capture an Electabuzz to light up the
room.
You don't have one yet, so exit the room. Go all the way east and enter the
other room this time. You will run into a Team Dim Sun member here, who will
send three Mareeps down to attack. Capture them and the guy will run off. If
you want, capture the Pokmon in here, then continue into the room ahead.
Continue into the room straight ahead and capture the Raticates, then head
back to the room you passed not long ago with the wire fence. Use the
Raticate's Cut 2 to clear the fence, and the giant wheels will stop. Capture
the Magmar and especially the Electabuzz, then enter the southwest room.
Head back into the western room where Barlow is being held, and talk to him.
After that, use Electabuzz's Flash ability to light up the room. Now, you
need to untie Barlow, so use the Raticate's Cut ability to cut the rope. Once
Barlow is free, check the locked door again and he will knock it down. Go
north two rooms and you will be in the captain's quarters. After that, exit
the room and go down the hall to the west. You will soon be surrounded by two
Team Dim Sun members. Capture the Magcargos they send your way, and Barlow
will capture the others.
After the minions run away, go south and you will be outside on the ship. If
you enter the room to the east, you can capture a Makuhita. When you are
ready, go north and approach the bridge, where you will meet up with another
familiar face from earlier: Mr. Kincaid. He will summon a number of Team Dim
Sun minions to surround you, and then the fun part begins. First you will
have to capture two Rhyhorns; watch out when either of them signals an attack
since it has a wide range, so try not to get hit by it.
The next battle puts you against three Stunkys; their attack consists of a
poisonous cloud which surrounds them briefly. After you capture them, Barlow
will appear to have trouble against Kincaid's Drapion. For this tough boss
battle, you will have to capture it. For the most part, you are in the clear
as long as Drapion is moving. When it stops, it can either make a poisonous
cloud appear or shoot needles in two separate directions. If a "!!" appears,
it will conjure up poisonous puddles on the ground which will damage you if
you touch them.
Following the capture, Kincaid will escape, but the Kingston Valve will be
pulled out, causing the ship to start flooding/sinking. You will need to do
something to slow the sinking process, so save your game and exit the room.
Backtrack your way through the entire ship until you reach the first room
that is actually flooded. Go across the containers and capture the Machoke,
and head into the southern room. In the next room, go along the containers
and you will spot the Kingston Valve; use Machoke's ability to move it back
onto the opening. This will successfully keep the ship from sinking, and
Barlow will lead it to a small pier.
Ascension Square
----------------
Sure enough, the cargo ship will run aground at the pier in Ascension Square.
Everyone will come to check out what happened, and the mission will be
completed! You will then receive a letter from the Ranger Union, and you will
be back in Vientown.
Vientown
--------
Back in the Ranger Base, you will find out that you have become a Top Ranger
and are now needed at the Ranger Union! Talk to everyone inside, then save
your game and exit the base. Talk to your family outside, and then it will be
time to head to the Ranger Union. So, head north into the forest.
Vien Forest
-----------
Make your way through the forest until you encounter Wendy on her Staraptor.
She will fly you directly to the Ranger Union HQ, which will save you quite a
bit of time.
Ranger Union
------------
When you land, you will be greeted by Murph. Talk to him and he will lead you
inside the building. In there, take the west escalator upstairs to the second
floor. Save your game if you want, then enter the conference room via the
middle door. In this room, you will meet Chairperson Erma again, as well as
Keith. You will receive the Fine Styler, which allows you to use the Power
Charge when trying to capture Pokmon. Professor Hastings will show you a
demonstration of this feature.
After that, Erma and Hastings will leave. Talk to Keith, then head upstairs
to the third floor and enter the operation room. Talk to Chairperson Erma and
you will meet Rhythmi again here. Your next mission will be to meet with a
man named Sven in the Chroma Ruins, which are located east of Altru Park.
When you are ready, head back downstairs and exit the HQ building. Outside,
Wendy will tell you that you can now capture Staraptors and use their Fly
ability to get from place to place. Feel free to capture the nearby
Staraptor, as this will come in handy.
After that, head back to the Altru Park area via Union Road to the south.
Once you get there, head all the way east to a new area.
Chroma Road
-----------
In this new area, head east and to the north. You will reach a point where
the path splits, but you will need Cut 3 to get through the fallen tree. You
likely don't have that now, so take the western path to the north. The
Pokmon in this area give good experience, so be sure to capture anything you
meet along the way. At the northern point, head east into the next area.
There, capture some more new Pokmon along the way as you head northward some
more.
Further to the north, you will spot a cabin in which you can save. Do so if
you want, otherwise continue eastward into the following area (be sure to
capture a Pikachu, as well as a Tauros if you want to capture a Gloom in the
next area).
Chroma Highlands
----------------
As soon as you enter, you will encounter a member of Team Dim Sun. He will
send three Murkrows after you, so capture them. After that, you will find
that the dark mist in the area will drain your Styler's power as you wander
around. If you need to recharge, use a Pikachu in the southeast area to do
so. Anyway, make your way all the way eastward and to the north. You will
soon encounter another Team Dim Sun minion; capture the three Koffing he
sends to attack you.
Once he runs off, capture the Rapidash if you want, then head west. You will
spot a Bastiodon blocked off to the north, but you cannot reach it for now
due to the black clouds in the way. Head west some more and you will face yet
another Team Dim Sun minion, who will send Murkrows and Koffings. Capture
them all (try to get them one at a time, it will be easier), then the guy
will run off as usual. Capture a Carnivine in the area and use it to break
the wooden fence nearby. A couple of Skarmory will escape, so go find one in
the area and capture it. Then, use its Demist ability to clear the dark mist
from the highlands.
Now that the mist is gone, you won't lose energy in this area. Head back to
where the Bastiodon was trapped earlier (it's near that cave where the
Skarmory escaped from). Approach it from behind or it will charge to attack,
then capture it. With the Bastiodon in tow, head west to find some steps.
Then, head up them to reach the next area (you can also enter the cave and
capture a Vileplume using the Bastiodon's Tackle 3 ability).
In this area, save your game and capture the Staraptor if you want to go back
to town. Then, use Bastiodon's Tackle 3 to move the gateway slab to reveal
some steps. When you are ready, go down the steps to enter the ruins.
=====================================
Mission 9: Support Sven at the Ruins!
=====================================
Chroma Ruins
------------
In here, go west and you will spot a shining light. These signify a room
above where you are currently, which you can access by using a Drifblim's
Elevate ability. So, capture a nearby Drifblim and use it to reach the next
room via that light. Up there, capture the Pupitar, then drop through the
hole to reach the previous room. This time, head south and east into the
Here, you will see a rock blocking the northern p***age. Use Pupitar's Crush
2 to destroy it, and enter that room. Capture the Electabuzz and exit the
room, and continue eastward. In this darkened room, use the Electabuzz's
Flash ability to light up the area. With that done, capture a Sandshrew and
head south to find a spot of soft soil. Use the Sandshrew's Tunnel 1 ability
to dig through it, and drop into the hole leading to a room below.
As soon as you land, capture a Drifblim and get back to the room above, and
capture another Electabuzz. Once you have it, go back down the hole and
capture a Hypno, then use its Psy Power ability to open the sealed door to
the east. Once you do that, enter the newly opened room and capture the
Pupitar inside. Leave the room and capture both a Sandshrew and a Hypno, then
head west to another darkened room. Use Electabuzz's Flash ability to light
up the room, then use Pupitar's Crush 2 to break one of the rocks in your
way. Now that you can proceed, head west into the next room.
In this room, be careful of the Koffing's poisonous clouds which can damage
you if you touch them. Capture a Pikachu if you need to recharge, then head
south to a soft soil patch. Have Sandshrew tunnel through it so you can reach
the room below. Down there, go north until you reach a hole, and drop down
it. Capture a Drifblim and use it to float upward via the eastern light. In
the room above, drop down to the ledge below and head west. Approach the
Bastiodon with caution and capture it from behind, then continue southward.
In the southeast corner of the room, you will find a Pupitar, so capture it.
Use it to clear a rock to the west, then head north to the first hole again.
Go down it and use the Drifblim's Elevate ability to go up the eastern hole
via the light. This time on the high ledge, go east. When you reach the
sealed door, use Hypno's Psy Power 2 to open it. Enter that room, but be
careful as the Skuntank inside will charge at you to attack. Approach it from
behind, then capture it (be careful of the poisonous clouds it emits during
the battle).
Once you have the Skuntank, exit the room and drop off the ledge to the
south. Follow the path going south and west, then capture a Sandshrew when
you reach it. With it, go west and all the way north to an area of soft soil.
Use Sandshrew's Tunnel 1 to burrow into the room below. When you land,
capture/use the Pikachu to recharge, then save your game. Use the Bastiodon's
Tackle 3 to break the round rock, and continue onward. When you are ready, go
east into the next room.
You will finally meet Sven in this next room. He will point out the Team Dim
Sun members ahead, and suggests a method to flush them out of the ruins.
Since you already captured the Skuntank, talk to Sven again and he will tell
you to go ahead and continue. So, head east and the Team Dim Sun members will
surround you. When the "" appears, use Skuntank's Stink ability to clear out
the area. With the bad guys gone, drop down the hole to reach a new room.
Save your game and recharge if needed, then take the north path to spot a
Spiritomb. If you are ready, say yes and you will have to go and capture it.
The battle against Spiritomb is tough since it can warp to five different
locations, and depending on the location, unleash different attacks. The
center position's attack is most devastating, so when Spiritomb moves there,
you should rest to avoid taking lots of damage. The northwest and southwest
positions are shadow orb attacks, so you need to stop briefly to avoid
getting hit by them. The northeast attack is a short wave beam, and the
southeast is an electrical orb flung over your head. Be quick to capture in
between its attacks and you will succeed (if you have a Drifblim and use its
Pok ***ist, it will cause Spiritomb to slow down a bit, which helps).
Following the successful capture, head into the northern room. Follow the
path into the next room (there is a Steel Statue here, but you can't do
anything about it right now). In the next room, you will find a pedestal of
sorts, but the Shadow Crystal is missing! After some conversation, go through
the hole in the wall into the room behind it. Save your game if you want,
then drop down the ledge to the east. Finally, climb the ladder and you will
exit the ruins.
Chroma Highlands
-----
When you emerge here, enter the nearby shack. Get to the eastern area and
read the diary you find to hear some jumbled up information. After reading
the diary, you will decide to take it back to the Ranger Union for analysis.
As you leave, Ponte (another familiar face from the school) will enter the
room. Talk to him for a bit, then exit the shack. Sven and Keith will run
off, so you need to go to the Ranger Union. Jump to the area below and head
south and west to Chroma Road, then capture a Staraptor and fly there.
Ranger Union
-----
Upon your arrival, head inside the HQ building and go up to th
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