Pokemon Guide pt 4
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Written by Randomness on June 21 2007
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{OPTIONAL AREAS}
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1) The Underground
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The underground is actually a surprisngly fun thing to do with your friends. If
you haven't learned the basics of the basics, you need to find the Underground
Man at Eterna City first. If you don't know what to do with him, you can search
for "e. Eterna City", and look for him in that section.

You can make a secret base anywhere you like, and visit your friend's secret
bases as well. I'm going to run your through the possibly confusing parts of
the basics. The main activity is digging up spheres, which is the game's name
for the minerals that you dig from walls. These spheres is the main currency
used underground. They come in different sizes, and there are 20 merchants
scattered underground who will barter with you. Spheres are acquired by digging
in walls that are near the moving yellow sparkles on the map. Tap the screen to
find them. Press A on the wall to begin a mining minigame, or on the ground to
disarm a trap.

In the mining minigame, your objective is to uncover the many different items
beneath different layers of rock. You have a Hammer and Pick-Axe at your
disposal and a certain number of swings before the whole wall comes tumbling
down, ending your game. You can get normal items in addition to spheres.

When you press X underground, a whole different menu comes up. You can set
traps to annoy your buddies when they're trying to capture your flag. Eight of
the twenty merchants down there will give you spheres in exchange for spheres,
and you can give them spheres in exchange for traps. Eight of the twenty
merchants will trade spheres and Secret Base Goods with you. The last four of
the twenty simply will buy treasures from you for spheres.

If you don't have the right-sized Sphere, but have multiple-smaller spheres of
the same type, you can bury them in the same place and get one combined sphere
of increased size. However, the sizes don't stack exactly. For example, a Red
Sphere 07 and Red Sphere 16 will yield only a Red Sphere 18. Because of this,
it is advised that you only stack when you have to, and stack the smallest
things as possible onto the bigger things. You'll find that you'll eventually
run out of room, so stacking will eventually be inevitable.

You'll occassionally dig up some Treasure, which basically is an item that has
a use outside of the Underground. Either you can sell them to those four
particular merchants, or you can select them in the menu and send them straight
into your Item bag. If you dig up a Fossil, you can take it to the scientist
behind the counter at the Oreburgh Mining Museum and have him turn it into a
level 20 Pokemon for you (walk right back in after you leave and he'll already
be done with the procedure).

Capturing other people's flags of their bases is what actually does some good
for you, in a way. When you capture your first flag, yours is upgraded to a
Bronze Flag, which gives you the ability to place a dozen items underground, as
well as the opportunity to remove one boulder.

After you have registered three flags, your flag becomes a Silver Flag. With
this, you can now put away up to five big boulders (four more than you use to
be able to), and decorate your room with 15 decorations.

After you have collected ten flags, your flag becomes a Gold Flag. After you
get this, you can put away ten big boulders (five more possible than before).
While you can't put any more items in your room, you can now use a Radar
function on your PC, which can help you search for your own spheres, traps, and
treasure.

50 is the magic number. With a Platinum Base flag, you can remove the remaining
six boulders in your base, in addition to your Trainer's Card being upgraded
with a star--the only practical Trainer upgrade before beating the Elite Four,
unless you're an avid Super Contestant kind of person.

If you feel that it takes too much time to get the spheres to get goods for
your base, you can always buy some up above like at the fourth floor of the
Veilstone Department Store.

That's the Underground covered for you. To speed up the tedious process of
running to your friend's base and then back to yours 50 times, I suggest you
two put your bases close together.


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2) Pal Park
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The National Pokedex opens up a world of things to do after you've beaten the
Elite Four. One of those things is Pal Park.

Pal Park is located at the very end of Routes 219-221, which are south of
Sandgem Town. Along the routes you will encounter Pokemon in their mid-30s, as
well as minor trainers who are willing to block your path. If you hug the east
and northern walls towards Pal Park, you will only have to battle one
collector. By the way, TM81 (X-Scissor) is just below the entrance to it.

While Pal Park can be reached before you acquire the National Pokedex, it's
worthless to you until then. I'll continue the explanation as if you have that
Pokedex upgrade.

When you first arrive at Pal Pak, Professor Oak will stop you, though he'll
only be there if he gave you the National Pokedex earlier. He gives you the
Trainer Counter Poketch app. When he leaves, he says that he will stay at
Eterna City.

In this place there are two people of interest. There's a girl to the left who
will give you the Kitchen Timer Poketch application (#21) if you show her a
Snorlax. After you show her the Snorlax, she'll give you the Color Changer
application (#22) if you show her a Kecleon.

The man standing in between the counters will ask you to participate in the
hunts if you have the National Pokedex. After this, a new option will appear in
the Startup screen if you have a conventional Pokemon game in the GBA slot when
you turn on your game.

A "Migrate from (Insert Game Name Here)" option will appear when you start up
your game. You will always have to transfer 6 Pokemon that are inside boxes
every time you transfer, though you can only do the process once a day from any
GBA Pokemon game. The transfer is always permanent, so it only goes GBA -> DS;
not the other way around. The transferred Pokemon retain absolutely every_
single_detail that they had in the previous game. In addition, all HM moves
must be deleted from the Pokemon that are transferred, even if it's an HM that
Diamond or Pearl retained. I suggest you find that game's Move Deleter in order
to make the transfer work.

Once you've transferred Pokemon, you may hunt them in the Pal Park to find them
again. You're equipped with just enough Park Balls (which act like Master
Balls) to recapture all your Pokemon. Remember what I said about every_single_
detail being retained from the previous games? I didn't lie. Not only will you
find the same Pokemon in the Park, but the Original Trainer Name and
Identification Number, as well as what ball caught them (even though you're
"recapturing" them with Park Balls) is kept intact.

The Pokemon you transferred will be in an area in the small Park that they're
normally found in. Your fish Pokemon will be in the lake to the southeast, for
example. After you find all your Pokemon again, the round (which has no time
limit) will end.

In order to collect all 493 Pokemon in the world, you need to transfer from the
GBA games (especially the previous starter and legendary Pokemon). The Pal Park
will help you do that. Also note that you do not have to have the National
Pokedex in the GBA game to make the transfer--you're not trading; instead,
you're extracting Pokemon from those games.


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3) Fuego Ironworks
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This place is well hidden, and can be accessed as soon as you can surf. To
begin to find this place, head to Floaroma Town and head east to Route 205. As
soon as you get to the first bridge over water, surf west completely downstream
(you can tell it's downstream by the current, not the direction) until you can
go no further; if you surf to the east from the bridge as far as you can go,
you can pick up TM24 (Thunderbolt).

When you reach the Fuego Ironworks, you can travel south into the northern part
of Floaroma Town for a Miracle Seed; make sure you don't accidentally drop down
over the ledge, causing you to go all the way back.

Around the right side of the building is a hidden Max Potion. There is an
interesting and retro (as far as Pokemon games are concerned) "puzzle" inside
the building. However, it's more fun to figure out how to do it all yourself
than for me to explain it to you--besides, you don't need to beat this place to
go further in your game.

There are only three battles and three free items on the ground. Burn Heal,
Fire Stone, and Rock Incense can all be found. However, if you want to reach
the man in the middle of the room (don't be tricked by trying to enter from
above; enter from below), you'll be forced to fight Worker Conrad's one level
33 Rapidash.

The big prize of this place is not what Mr. Fuego gives you, another Fire
Stone, but what's next to his furnace--TM35 (Flamethrower)! This is the perfect
move to teach your Infernape, over its Flame Wheel.

After you get the free TM35 (you can always buy more for 10,000 Coins at the
Veilstone Game Corner), there's nothing else to do here. You might as well
leave this place.


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4) Iron Island: Getting Riolu
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Another optional area that serves little purpose, Iron Island, can be accessed
from Canalave City. Before you go to Iron Island, drop off one of your Pokemon
at the Pokemon Center, making sure you have no more than five in your Party.
Yes, the most important reason to come here is for the Riolu Egg, which will
eventually turn into Lucario!

So head to Canalave City, and ask the sailor on the left side of the water to
take you to Iron Island.

When you arrive, pick up a hidden Max Ether on a small rock above the stairs.
No one is at the house for now, so head straight into the opening in the rock.

In the room that the slope on the left takes you is one trainer is an Iron
Ball, which makes Flying-Type Pokemon and Pokemon with the Levitate ability
susceptible to Ground-Type moves!) inside a Pokeball, and one trainer.

South, soon into the room from the right slope of the entrance, is an Escape
Rope. A Super Repel is all the way around towards the right. A trainer,
Picnicker Summer, has a level 31 Staravia and Cherrim, and is difficult to
dodge on your way down.

In the room down from the slope on the right, there are two trainers walking
around, a Max Ether, TM23 (Iron Tail), and a hidden Iron. The room down from
the slope to the left after the elevator is where you need to go.

Down there, a trainer named Riley will accompany you, because the wild Pokemon
are apparently "restless". Dodge the first two hikers, as Double Battles take
too long. On the other side of them is an Ultra Ball. An Iron Plate, for the
Arceus you don't have, is hidden on the very bottom-right part of the room. The
first mandatory Double Battle down here is with the two Ace Trainers (they have
Green Hair). First up is a level 31 Ponyta and level 33 Pelipper; a level 34
Floatzel and level 33 Sudowoodo come next. Lastly is one level 31 Haunter.

Like the Eterna Forest, your team will be healed after each battle. The second,
and only other mandatory battle down here is with leftover Team Galactic
Grunts. The first pair of enemy Pokemon is a level 31 Zubat and level 32
Glameow; a level 32 Stunky replaces the Glameow, and another similar Zubat
replaces the Zubat. A level 32 Croagunk replaces the Stunky, and a level 34
Golbat follows the second Zubat.

After that fight you get the Riolu Egg! It takes 6,400 steps to hatch it, so
make sure you reset your Step Counter (#4) and save at 6,000 steps before it
hatches so you get exactly what you want. Riolu doesn't evolve into Lucario at
a specific level. Rather, it evolves when it levels up during the daytime,
providing that it is happy with you.

Leave by the elevator below, which will eventually take you outside, but not
before you go by a Shiny Stone inside a Pokeball.

That leaves not much else to do here. In the empty house will be Byron if you
beat the Elite Four. He'll talk to you about his sons, and then give you a
Metal Coat, which can be used to evolve Onix into Steelix or Scyther into
Scizor. He'll leave after that.


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5) The Three Lakes: Verity, Acuity, and Valor
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=----------------------------------------=
=- a. Verity Lakefront: Getting Mesprit -=
=----------------------------------------=

Like the three legendary birds of the Red, Blue, and Yellow versions, the three
legendary dogs of the Gold, Silver, and Crystal versions, and the three
legendary (rocks?) of the Ruby, Sapphire, and Emerald versions, this game has
its legendary trio.

I'm not sure what to call this Pokemon, as it doesn't look like it's based off
of any real life animal, but it's up for the grabs. This Pokemon takes almost
no time to capture, and can be captured after your game's exclusive legendary
has been captured.

For this particular Pokemon, fly to Twinleaf Town and head west to Verity Lake.
Surf into the middle of the lake and press the A button on this Pokemon. It
will teleport away, as that's the reason I didn't tell you to save.

After it leaves, Professor Rowan will ask you to use the Marking Map (#13)
application of your Poketch to search for it. If you move about aimlessly by
foot or by bicycle, Mesprit will show up on that map (you can't use your
Pokedex, unlike how you might have done so for the legendary dogs), so go to
where it is.

Now this Pokemon will move away from you a lot of the time. Whatever you do, do
not fly at all. What you should do is try to plant yourself in between the edge
of any location and right next to an area with wild Pokemon in it.

Walk back and forth in between those two areas and this legendary Pokemon will
run to a new area each time you cross boundaries. Continue to change location
by walking back and forth until it appears near you in an area of wild Pokemon.
This Pokemon will most likely be the one you will see first when you go into
the grass. If you don't see it that often, then use a Repel to keep the weaker
Pokemon at bay.

When you do find it in the wild, it'll be at level 50, and it's a Psychic-Type.
I suggest you use a Pokemon with an ability that keeps it from fleeing, or use
a move that does the same. However, I used a Master Ball because it is one of
two legendaries that moves about in this game, with Cresselia (I'll talk about
her in the next section) being the only other.

Mesprit, if you don't have a way of keeping it still, will retain all damage
and status conditions afflicted upon it from all previous encounters. Unless
you defeat it, removing it from your game, you can continue to find it again
and again. However, you won't have a chance of capturing it unless you use a
move like "Mean Look". You cannot count on putting it to sleep to keep it from
fleeing, but putting it to sleep does increase the likelihood of capture.

There are two others like Mesprit, except they don't run all over the place.

=-------------------------------------=
=- b. Acuity Lakefront: Getting Uxie -=
=-------------------------------------=

Uxie is not as difficult to obtain as Mesprit, as it stays put and doesn't run
away when you encounter it. Fly to Snowpoint City and travel west towards
Acuity Lake.

When you arrive at the lake, and remember that this one also doesn't show
without your game's exclusive legendary being already taken care of, surf
towards the middle island.

Once you reach the island, you can go ahead and walk in. Save before you press
A on this creature, as it's at level 50, of the Psychic-Type, and there's only
one of these. You should know that Fighting and Psychic-Type moves are the only
moves that are not very effective against it, as you want to make sure that you
don't kill it.

Because it is inside a Cave, use the Dusk Ball, even if it isn't at nighttime.
This Pokemon is rather difficult to capture, so don't lose hope because your
first twenty Dusk Balls failed. Remember that there's an option to use "Item
used last", to speed things up.

Don't you dare waste more than 20 Dusk Balls on it. That's 20,000 Pokedollars
down the drain. Remember that there's always the possibility of a first-throw
capture. If it's not caught within the first 20 Dusk Balls, turn off your game
even if it's caught by number 21--the Pokemon itself is not worth more than the
money you spend on the Pokeballs to capture it with.

If you think you're special, and no one spent more time on it than you, think
again. I, myself, had to restart after having to use 20 Dark Balls the first
time, and the second time it took 8 Dusk Balls. And I'm sure that there are
even worse stories out there, of even worse luck, so don't complain to me or
anyone on any message board about it.

=-------------------------------------=
=- c. Valor Lakefront: Getting Azelf -=
=-------------------------------------=

A lot has happened at Valor Lake since you took care of business at Mt.
Coronet. Now this lake has filled back up and is healthy again. In addition to
giving you the opportunity to capture another rare Pokemon, TM25 (Thunder) can
be found in some grass to the southeast part of the lake area.

In the same way you caught the other two, this legendary also resides in the
very center cave in the middle of the lake. Also like last time, make sure you
save before you capture this level 50 Psychic-Type.

Like its brethren, Azelf is also annoying to capture. Again, don't use more
than 20 Dusk Balls trying to catch it.

With the capture of Azelf makes the last of the trio for you to deal with.
Unless you are dying for a Psychic-Type Pokemon, none of these Pokemon are that
special or useful. However, it is nice to put your name (as in Original Trainer
ID) on a legendary, to call your own.


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6) Fullmoon Island: Getting Cresselia
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After you get the National Pokedex, a side quest becomes available to you. The
sailor's son in Canalave City is sick. Go to the house that is the closest to
the sailor and his boat. Inside will be that sailor's son in bed with his
mother beside him.

When you press A when near the boy, his mother will comment on his health, in
addition saying that the boy has been muttering "Dar... Dark...is
watching...me..." Obviously Darkrai, the Nightmare Pokemon, is giving this boy
a hard time. Exit the house and talk to the sailor.

He tells you that he needs a Lunar Wing from Fullmoon Island in order to awaken
him. If you accept his request, he'll take you to that place.

Fullmoon Island isn't that special. Not only that, it's small and the only
purpose it serves has to do with this side quest and filling up your Pokedex
with one legendary. Walk the only way you can go, into the woods, when you get
there.

Don't be afraid to immediately press A when near Cresselia. It'll merely leave,
just like Mesprit, leaving behind a Lunar Wing in the Pokeball. When you return
to the sailor, he'll take you back to Canalave City soon after.

Walk inside his house and approach the kid in bed. The kid will awaken and the
father will come and leave. You get no reward...except that now Cresselia is
off somewhere in the wild. Like Mesprit, go after it, using your Marking Map
Poketch application (#13) in order to check its location.

Use the same, extremely effective strategy I gave you when you went after
Mesprit:

Do not fly at all. What you should do is try to plant yourself in between the
edge of any location and right next to an area with wild Pokemon in it.

Walk back and forth in between those two areas and this legendary Pokemon will
run to a new area each time you cross boundaries. Continue to change location
by walking back and forth until it appears near you in an area of wild Pokemon.
This Pokemon will most likely be the one you will see first when you go into
the grass. If you don't see it that often, then use a Repel to keep the weaker
Pokemon at bay.

Cresselia, like the legendary trio, is at level 50 and is of the Psychic-Type.
You'll also want to be able to keep it from escaping somehow, as, like Mesprit,
it'll flee the first chance it gets.

Remember that Cresselia, if you don't have a way of keeping it still, will
retain all damage and status conditions afflicted upon it from all previous
encounters. Unless you defeat it, removing it from your game, you can continue
to find it again, put it to sleep to prevent it from fleeing, and continue to
use Dusk Balls or other non-Master Balls on it until it is captured.

However, you should use your Master Ball on either Cresselia or Mesprit, so one
of them shouldn't be a problem to you.


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7) Route 209: Getting Spiritomb
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This sidequest gives you the opportunity to capture yourself a Spiritomb. If
you look at Route 209, you'll notice that it arcs once. At the absolute very
bottom-right part of the bend, there is a broken tower, which looks like a
hollow rock structure.

At first you can't do anything with it--not without an "Odd Keystone". To get
one, you will have to either go to Hearthome City and head west into Route 208,
or head to Twinleaf Town.

As soon as you enter Route 208, below the Berry Master's house will be a Karate
Guy hiding down near some trees to the right of some tall grass. He will give
you an Odd Keystone. At Twinleaf Town there is another one, hidden near the
middle of the left side of the pond as you surf on it.

Go back to Route 209 and place that Odd Keystone on the broken tower, which you
find out is called the "Hallowed Tower", by what is written on it.

Now here comes the tedious part. You have to go underground, and when you do
so, you need to have "met" thirty-two people.

Look at your Trainer Card while Underground. You'll notice many different
statistics. One of those statistics is "No. of people met". That number needs
to be 32.

However, it's difficult to understand what this means. Basically, you have to
go into someone else's base while they're in it and while their base is open.
You have to talk with this person, though you don't have to select any of the
options given to you such as "Give Gift", "Greet", or "Question".

However, you don't have to meet 32 _different_ people. In fact, you can run in
and out of your same buddy's base 32 times and speak to him or her 32 times in
a row. If you get your buddy to stand one space away from his or her base's
entrance, it can actually be a fast process.

After you have met 32 people, return to the Hallowed Tower.

Save your game before you press A on the Tower, for a level 25 Spiritomb will
now attack you. Every time you capture another Spiritomb, it also will be at
level 25. Spiritomb is of the Ghost/Dark-Type, which means that it has no
weaknesses. It also has a 50% chance of being male or female, and Spiritomb
eggs will hatch in 7,680 steps. I caught it with one Quick Ball at the
beginning of the fight.

After your first fight, the Tower will "crumble" again, even though it has
never changed how it looked once. In order to have the opportunity to capture
another Spiritomb, you need to find another Odd Keystone. Additional Odd
Keystones can be dug up in the Underground. However, you unfortunately _will_
be forced to see an additional 32 people, but not 32 additional people since
you put in the odd keystone , in case you had seen more than 32 since you got
your first Spiritomb. In other words, no matter what, 64 is all you need for
the second Spiritomb to appear, and no matter what, 96 is what you need for the
third, etc.


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8) Old Chateau: Getting Rotom
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In Eterna Forest, there is an old building towards the back, accessible only by
cutting down some bushes. Gardenia may be standing near its entrance, and will
briefly talk about it before leaving.

The only wild Pokemon inside the building are low-level Gastly. In the room
straight ahead on the first floor is an Antidote in a trashcan to the back-
left. On the second floor, the first room on the left has an Old Gateau (which
acts like a Full Heal).

Also on the second floor, past the door at the very north is a hallway. In the
room accessed from the very left door of the hallway is a Dread Plate for the
Arceus you don't have. TM90 (Substitute) is in the room on the opposite side of
that hallway, to the very right.

There is a room, second door from the very left in the hallway, with a
television in it. If you press A on the television at night and select the
option to "Thump" it, the legendary Pokemon Rotom will attack you at level 15.
This makes it the lowest-level legendary Pokemon ever. You need the National
Pokedex, however, for this to happen.

Rotom is of the Electric/Ghost-Type, so Ghost and Dark-Type moves are twice as
effective against it. Also, know that Flying, Poison, Bug, Steel, and Electric-
Type moves' power is halved when used against Rotom. Normal, Fighting, and
Ground-Type moves are completely ineffective against it.

Be very careful with it, since it's at a low level. I caught it with full
health, merely paralyzed, with my third Dusk Ball. After you catch it, you
might as well leave.


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9) Battle Zone: Getting Heatran
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=---------------------------------=
=- a. Fight Area -=
=---------------------------------=

After you beat the Elite Four, an entire new region opens up to you, called
Battle Zone. To access Battle Zone, head over to Snowpoint City, where at the
far south of the place is a sailor who will take you there.

As soon as you arrive, your rival will give you his updated plans of improving
himself. Someone named Buck will show up while your rival is talking. He'll
challenge your rival's claims of becoming the best, and also bets that he'll
reach the treasure at the Volcano (Stark Mountain) towards the north of the
Battle Zone before anyone else. Your rival obviously doesn't give a flip,
because he says that right now he'll be heading to the Battle Tower.

Buck will then actually introduce himself as Buck as your rival leaves. Buck
himself will then leave, and that leaves you to do whatever you want for now.

At the Battle Zone, there's quite a bit of new places to explore. For now, I'll
be explaining about all there is to see in the general area.

In this town, called Fight Area, are people who might block your path almost as
soon as you have reached the place if you don't have the National Pokedex. You
won't be able to go any further for now if you don't have at least that. For
details on the National Pokedex, use Ctrl + F to search for "2) National
Pokedex" in order to quickly go to that section of this guide.

Anyway, at the very northwestern part of the Fight Area is a fisherman who will
give you the Super Rod. In the Pokemart in the Fight Area is an older woman who
will give you the Scope Lens, which boosts the holder's critical-hit ratio.

In front of the entrance within the Fight Area to the Battle Park will be your
rival on weekends, every Saturday and Sunday, ready to fight you with his
strengthened team. He'll have level 60s, so be prepared.

=---------------------------------=
=- b. Battle Park -=
=---------------------------------=

You access the Battle Park by an entrance from the Fight Area. Once you go
inside the building that leads towards Battle Park, five receptionists will
stop you and give you a Point Card. Everything that you might need to know
about the Battle Park and everything within it can be explained by the first
three receptionists.

Once inside the Battle Park, there's a Razor Fang at the bottom-left corner of
the Park. As soon as you walk in between the two entrances of the Exchange
Service Corner on either side of the road, "Tower Tycoon" Palmer, who looks
like your rival's older brother, will run into you just like him. After he
greets you, your rival will run into you just like Palmer. Both leave without
saying much.

Inside the Exchange Service Corner, the left counter will give you items for
your Battle Points and the right counter will give you TMs for your Points.

There are many prizes to be won at the Battle Tower, but if you manage to beat
100 matches in a row, you'll earn a star for your Trainer Card. Every so often,
like the 21st and 49th consecutive battles, you will face Tower Tycoon Palmer,
who has, by far, the strongest Pokemon you'll face inside the tower.

Lastly, for the Multi-Battles, you may use any person you have teamed up with
in the game before as a partner. That includes Cheryl from Eterna Forest, Mira
from Wayward Cave, Riley from Iron Island, Marley from Victory Road, and Buck
from Stark Mountain. All of these five people will use _much_ stronger Pokemon
to help you out in your Multi-Battles than what they originally used. That
about covers what you need to know about the Battle Park and Battle Tower.

=-------------------------------------=
=- c. Routes 230-229 and Resort Area -=
=-------------------------------------=

While you can immediately head north to Route 225 towards the Survival Area and
towards Stark Mountain, know that Heatran is level 70, so let's procrastinate
as long as possible before you head _way_ up into Stark Mountain. From the
Fight Area, head east to Route 230. Remember that if your path is blocked, it's
because you don't have the National Pokedex.

Before you head into the water, know that there are some Kelpsy and Grepa
Berries north from the water. Go ahead and fight everyone you can, as you will
need as much power as possible to handle Heatran. However, I still used repels.
The first couple of trainers can turn into a Double Battle if you want it to be
one. Because such battles take too long in my opinion, I didn't make it so. You
can just talk to them separately if you want to fight them that way.

Swimmer Sophia will start off with a level 50 Mantyke, then finish with a level
52 Mantine. Swimmer Sam has a level 51 Chinchou (Water/Electric-Type), and its
evolved form, a level 51 Lanturn. Remember that Electric attacks won't harm
either of Sam's Pokemon--I forgot...

The trainer who swims in circles, Swimmer Glenn, has a level 51 Seel (Water-
Type) and Starmie (Water/Psychic-Type). In the small island north of Glenn is a
hidden Carbos to the north, behind a breakable rock and a visible Rare Candy in
a Pokeball to the east. Also in the small island are quite a number of new
Pokemon to the Sinnoh region.

Past the small island are quite a number of trainers. To the top of the water
route is Swimmer Mallory, who has a level 50 Seel (Water-Type) and level 54
Dewgong (Water/Ice-Type). Only Fighting, Grass, Electric, and Rock-Type moves
are super effective against the Dewgong. Towards the middle of the water route
is Swimmer Joanna, wielding a level 50 Luvdisc (Water-Type) and level 54 Lapras
(Water/Ice-Type). Past Joanna is Swimmer Kurt, who only has one level 53
Crawdaunt (Water/Dark-Type).

While you do technically cross over into Route 229, you don't have to do a
thing there because the path to the Resort Area to the south completely
bypasses it. However, at Route 229 are battles to be fought, items to be
collected (Protein/Big Mushroom/Nugget/Full Restore/Reaper Cloth), and new
Pokemon to be found. Spend as much time there as you wish before and after you
visit the Resort Area. Route 228 is to the northwest from Route 229 by land.

Once you get to the Resort Area, you can do a couple of things. To the very
southeast part of town is a visible Nugget inside a Pokeball. Other than that,
there are berries to pick and then there's the Ribbon Syndicate.

When you enter the Ribbon Syndicate, you'll need at least one Pokemon on your
team that has 10 Ribbons or more if you plan not to be kicked out. Once you
show them a Pokemon that has at least 10 Ribbons, making you a full-fledged
member, you can deposit that Pokemon and bring anything you like from now on.

At the front counter are three Ribbons up for sale. You first have the option
of paying for a Gorgeous Ribbon for 10,000 Pokedollars. The Royal Ribbon will
then be sold for 100,000 Pokedollars. Lastly, a Gorgeous Royal Ribbon will be
sold for a stupid 999,999--the maximum amount of dough that you can hold. If
you ever purchase the last one, the Ribbons sold will recycle back to the
Gorgeous Ribbon. The biggest perk of being a member is a free daily spa
treatment, on the second floor, for one of your Pokemon. The amount of
happiness that your Pokemon grows by from a spa treatment is far greater than
if it was given a massage by the girl at Veilstone City.

That's about all there is to do around here. Now that you've become more
familiar with the Battle Zone and now that you've procrastinated a little
longer, you might as well fly back to the Fight Area and head north to Route
225.

=----------------------------------=
=- d. Route 225 and Survival Area -=
=----------------------------------=

Now I could listen to this song almost all day. If you rock climb immediately
to the left, you'll find a visible HP Up in a Pokeball. Immediately north is a
weird trainer set-up. So you don't have to get yourself in a needless Double
Battle, press A separately to the trainer on the bottom-left and upper-right.
Bird Keeper Audrey to the bottom-left has a level 52 Farfetch'd and level 54
Swellow. Psychic Daisy to the upper-right has a level 51 Slowpoke (Water/
Psychic-Type) and level 55 Slobro. PkMn Trainer Ashlee to the upper-left has a
level 50 Zigzagoon and level 56 Skarmory. To the right of this immediate area
is a Rare Candy behind shrubbery.

Now this area is over-the-top. It'd be difficult for me to explain exactly how
you need to pass this place, because the trail is all over the place. Luckily
for you, it's a short route distance-wise, and there's only one direction to
go. Just know to run away from Raticate (Normal-Type), as their Super Fang move
halves your Pokemon's HP, or just use repels. The basic direction is to climb
high and cross bridges to curve south towards the left, where you'll eventually
reach a house, but not before a couple of optional trainer fights and a Revive.

Inside the house is a construction worker who will give you some Fresh Water.
To the left of the house behind some shrubbery is something called Lax Incense.
If you give that item to a female Snorlax when you breed, instead of a baby
Snorlax hatching from the egg, a baby Munchlax will. After the house the route
will become more direct, so that will allow me to walk you through the rest of
the route.

Up the slope next to the house is a pond. If you surf across the pond to the
left, you will reach a visible Dubious Disc inside a Pokeball. That item will
evolve your Porygon2 into a Porygon-Z. If you walk down the grass path on the
right side, you won't have to fight Ace Trainer Quinn's level 53 Pinsir and
Mightyena. Past him the path is pretty straightforward until you reach ground
level, as in, you're no longer on a rocky elevation. To the left of the slope
that took you to ground level is Ace Trainer Deanna with her level 53 Flaaffy
and Tropius (Grass/Flying-Type). To the left are some berries, most notably the
Tamato berry, behind some shrubbery.

Heading to the right, opposite of Ace Trainer Deanna, will do you no good, as
you might have soon figured out if you had traveled north a bit, above the
visible dead-end. Rock climbing the wall on your way out nets you a battle with
Dragon Tamer Geoffrey. He has a level 53 Dratini and level 55 Dragonair--both
pure Dragon-Type. Your reward is the Dawn Stone behind him. After all this is
the Survival Area.

At the Survival Area, a karate man in the house at the very bottom of the town
will give you TM42 (Facade). Why was there only that one thing to do here? You
need to know that the only reason there's a town called Survival Area is so
that you have a resting place before you go into the biggest wild area of the
entire game. Stark Mountain is up ahead, so bring many healing supplies as you
head east to Route 226.

=----------------------------------------=
=- e. Routes 226-227 and Stark Mountain -=
=----------------------------------------=

For such a big area, I'm thankful that the song for Route 225 carried over. If
you take a look at your map, you'll see Route 228 at the far right. You don't
need to go there, and because of that I won't walk you through it. You can if
you want to, however, access that place from Routes 226 or 229, but it's
optional anyway. Obviously there are battles, TM37 (Sandstorm) and other items,
and Pokemon like any other place. Know, however, that there is a constant
Sandstorm in that area. The Move Tutor is also there, who teaches all four
generations of fully-evolved starter Pokemon 150 Att/90 Acc, 5 PP moves.

Back to route 226, if you rock climb to the immediate north, you can travel
west back into the Survival Area to a house. Left of the house is a hidden Max
Revive. Inside the house is a hiker with nothing to give. By the way, use Max
Repels. You only have one healing stop at Route 227. If you rock climb back
down, then to the south rock climb back up, you can fight Ace Trainer Graham's
one level 56 Skarmory. Below him two platforms is a visible Carbos. Above him
are some berries.

Continue through the ups and downs until you shortly get to an optional, though
dividable Double Battle, but not before you collect a visible Lagging Tail
inside a Pokeball along the way. Bird Keeper Geneva has a level 53 Golbat and
level 57 Xatu. Dragon Tamer Stanley has a level 56 Seadra and Gyarados.
Fighting them only nets you TM53 (Energy Ball). Down from them is the ocean to
the right. Inside the grass that you can only access by rock climbing, right
before you reach the ocean, is a hidden TinyMushroom.

Once you hit the ocean, you have the option of fighting Swimmer Lydia's three
Pokemon. She has a level 52 Bibarel, Azumarill, and Sealeo. Immediately south
of Lydia is a water path that takes you to a hidden Big Pearl on some beach. As
you soon reach land with a house on it, don't miss the Pokedex upgrade from the
hiker inside the house. After your Pokedex gains the capability of reading
Pokedex entries of different languages (basically, now a certain 14 foreign
Pokemon's Pokedex entries can be read in other languages), the hiker will
afterwards give you the option to trade him a Finneon for a German Magikarp.

The list of the Pokemon that are affected by this:
Ekans/Pikachu/Psyduck/Ponyta/Staryu/Magikarp/Wobbuffet/Heracross/Sneasel/
Teddiursa/Houndour/Wingull/Slakoth/Roselia

Surfing the water path south of the rocky barrier to the right only takes you
to one fight with Swimmer Wade. He has two level 51 Carvanhas, and one level 54
Sharpedo. Surfing north from the house will have you come across a small inlet
of land with a hidden PP Up. Now surf the water path above the rocky barrier to
the right to reach land again. Soon you will have the option of heading right
to the completely optional Route 228, or to head north to Route 227 and
eventually to Stark Mountain.

Once you hit Route 227, you'll immediately notice that volcanic pumice and rock
are falling--while that won't ever stop from here on, it won't affect your
battles. The first ramp requires the top gear, fourth, of your bike to cross
over. Because you'll be healing soon, I didn't pass Ace Trainer Saul's one
level 55 Tauros. PkMn Ranger Felicia's level 57 Lickitung and Vigoroth are also
optional opponents. Jump down one, but not two ledges, and then move towards
the left to eventually come upon your rival and Gym Leader Crasher Wake of
Pastoria City talking. After they talk with you and leave, make sure you heal
inside the house before you continue up the ramp.

After you heal up and walk up the ramp, ride your bike like a madman across the
barely 1 foot-wide log. As soon as you get to the other side, Buck will talk
with you some more. If you want, you can hop down the ledge to your left and
collect a Zinc after you ride your bike back across the other log. After this
you have to fight Ace Trainer Mikayla, who wields a level 56 Meowth, Persian,
and Hypno. If you rock climb to the land down below, you can pick up a visible
Charcoal to the right. After the detour, heal again and head back to where Buck
was.

From where Buck stood, cross the grass to the only place you can go, and jump
down two ledges. Fight Black Belt Griffin, who has a level 57 Cacturne (Grass/
Dark-Type) and Machamp. As you head up into the actual Stark Mountain, rock
climbing to the left nets you a visible Life Orb, a hidden Protein which makes
you backtrack, and a possible fight with Dragon Tamer Darien's one level 60
Gyarados.

There is a visible Ether inside of a Pokeball in the upper-right corner of the
grass field you pass while heading left to inside the mountain.

Once inside, push the boulder first to the right, then _down_ the slope until
it can go no further. To the left from down there is an Escape Rope, while
towards the right is an old puzzle. Push two of the boulders on either side of
the one in the middle right once, then push the middle boulder either up or
down from the other side to get by. When you get to the split, take the
southern one first for an invaluable PP Up. Then travel back the other way up a
ramp to the next elevation.

Push the boulder left to pass, then move around towards the left to pick up a
Burn Heal. Break the next rock to reach the next level, but only push the next
boulder far enough for you to get to the next slope, so you don't close off the
Full Restore on the other side of the second slope back down on the same level.
On your way through the dark opening, your rival will complain about having
gotten owned by Buck. Walk through the dark opening.

In the next room, Buck will talk about literally "owning" your rival, and will
then team up with you. There are three points of interest inside this gigantic
cave that I'll explain how to get to.

If you're interested in a Flame Plate for the Arceus you don't have, walk left
from the fork in the path, then down the slope above, then up the slope to the
left. Then walk forward to reach a slope going down to the left to find the
hidden item at the wall. Down from and to the north of the plate is a Technical
Machine, as you should see a visible Pokeball.

If you're interested in TM50 (Overheat), walk left from the fork in the path at
the beginning, the down the slope above. From there, walk north completely,
then move left, pushing a boulder out of your way, to get to a fight with Ace
Trainers Stefan and Jasmin, who wield a level 57 Larvitar, level 59 Drapion
(Poison/Dark-Type), and level 57 Magcargo. Past them is the TM.

In order to pass all unnecessary crap and just get past the great room, first
start off going right from the fork. Travel north immediately (but not going
down the slope) by simply breaking the rock on the higher elevation, then
continue going up until you reach a slope going down to the left. From there,
travel north for a short distance, then immediately travel west, breaking a
rock along the way. Afterwards, travel up the slope going south to run into the
only mandatory fight in the whole cave, pitting you against Dragon Tamer Drake
and Black Belt Jarrett.

First up is a level 57 Vibrava (Ground/Dragon-Type) and level 59 Machamp. A
level 57 Seadra replaces the Vibrava, and a level 57 Dragonair replaces the
Seadra. From that fight, move around left, then north, then east, then down the
slope. At the bottom of the slope, push the boulder across to the right and out
of your way so you can go up the second slope. Once you go up the slope, Buck
will leave you. Walk into the dark opening and Buck will leave after you talk
to him.

From wherever you are, use an Escape Rope. Once you are outside of the cave,
fly to the Survival Area. Walk into the house to the left of the Pokemon Center
to find Buck again. Buck was apparently given a lecture by the older man, as he
says that he'll put the Magma Stone back where he found it. Now in order to get
the opportunity to fight Heatran, you will have to run all the way back up the
mountain the same way as last time. The next time you reach that room where
Buck originally got the Magma Stone, Heatran will instead be there, waiting
for you.

Heatran won't attack first, so get up to his face and save. Note that you're
inside a cave, so no matter what time of the day it is, you'll always get the
4x capture rate out of your Dusk Balls.

Heatran, when you fight it, will be at level 70. It is of the Fire and Steel-
Type, and it has a 50% chance of being either male or female. However, even if
you manage to get a male and female Heatran, they will not mate inside the Day
Care Center in order to perhaps produce another one.

Ground-Type moves are 4x as effective against it and Fighting and Water-Type
moves are twice as effective against it. Normal, Flying, Ghost, Psychic,
Dragon, and Dark-Type moves are half as effective against it, and Bug, Steel,
Grass, and Ice-Type moves only do one-quarter as much damage to it. Heatran is
immune to Poison-Type moves.

It has the moves Lava Plume (80 Spec. Att/100 Acc, a Fire-Type move that may
induce Burn), Scary Face (which harshly lowers your Speed), Fire Spin (15 Spec.
Att/70 Acc, a Fire-Type move that traps your Pokemon for 2-5 turns), and Iron
Head (80 Phy. Att/100 Acc, a Steel-Type move that may cause your Pokemon to
flinch).

Know that it took me three restarts, using 30 Dusk Balls the first two times,
and then catching Heatran with my 19th, or should I say 79th, Dusk Ball. After
that, use another Escape Rope and leave forever if you'd like--you're done.
Congratulations on capturing Heatran!


-------------------------------------------------------------------------------
10) Spring Path: Getting Giratina
-------------------------------------------------------------------------------

If you have beaten the Elite Four and gotten the National Pokedex, another rare
Pokemon becomes available for your taking, called Giratina. Once you have met
the two requirements, you'll notice on your map a new area, called the Spring
Path. The Guide Map calls it "The fourth lake of Sinnoh that was kept secret."
However, you won't see a lake within the spot on your map. Obviously you'll
need to access it from Route 214, so go there.

When you arrive at Route 214, preferably from Veilstone City, travel halfway
through it until you see a new opening in the forest to your right. Travel
through the path, continuing into the new area, called "Sendoff Spring".

I suggest you use repels for the grassy field. Obviously climb the rocky wall.
Move around the other side of this donut of a structure and climb down into the
center of it. Walk into the Turnback Cave. I strongly suggest you get a Pokemon
that knows Defog--not because you're worried about seeing well, but because you
don't want to miss your attacks when you fight Giratina.

As you enter, you'll notice a pillar in front of you that says, "...Past three
pillars...to the sleeping...before 30 is surpassed..." What that means is that
you have 30 tries to get this puzzle right before...I've never failed that
badly myself, so I wouldn't know. Don't worry--with a little advice, you can do
it in one try.

On the upper level of the room you'll find four doorways. What you're going to
find frustrating is that where it takes you is not always the same place. When
you enter a door, you'll wind up in one of three places--a room with a lot of
rocks all around inside of it, the entrance from the other side, or a room with
a pillar in the center. Walk into the doorways until you find a room with
breakable rocks all around.

What you're looking for is irregularities in the rock formations. Usually, in
the symmetrical rock formations, is a rock out of place near one of the doors.
The door you need to talk into is the one _opposite_ the odd one out--that
means you need to find the asymmetrical formation, then choose the correct
formation on the other side to advance. There are a couple of formations that
don't follow this pattern, like this:
or ^ or / or < > or or / /
v /

I honestly have no clue how these work. I do know that I successfully advanced
by walking up for the third formation. I also went down for the second
formation, which turned out to be successful. If you're having problems, like
the rest of the world and myself, here's a good rule of thumb: When in doubt,
don't go back the way you came from.

Anyway, as you continue this process, you'll eventually come upon a pillar.
When you read the inscription on one of these pillars, there'll be two numbers.
The top number shows how many different pillars that you've come across (you're
gunning for three, like the hint at the entrance said), and the bottom number
shows how many times you've failed. Remember that you want less than 30.

When you come across a pillar and the top number says "3", it won't matter what
doorway you take, as you will walk straight into Giratina's chamber. My bottom
number was 12, just in case you were curious. Walk up to Giratina's face and
save. Press A to begin your fight with this monster.

Giratina is at level 70 and is of the Ghost/Dragon-Type. The four moves of it
are Slash (70 Phy. Att/100 Acc, Normal-Type move with a high critical-hit
ratio), Earth Power (90 Spec. Att/100 Acc, Ground-Type move that may lower
Spec. Def), Heal Block [100 Acc, preventing you from healing for 5 turns (you
can still use healing items, however)], and finally, Shadow Force (120 Phy.
Att/100 Acc, Ghost-Type move where Giratina disappears the first turn and
attacks the next).

From this, you may or may not have figured out that a Normal/Flying-Type
Pokemon like Staraptor is immune to three out of Giratina's four attacks.
Unfortunately, you won't be able to use a Dusk Ball (which I hope is the only
thing you're using) on this legendary while it has disappeared.

It took me 18 Dusk Balls to catch this beast. Congratulations on capturing it!
When you're done, the inscription behind the thing reads, "This is...That where
life sparkles...That where life has faded...A place where two worlds
overlap..." You don't have to use an Escape Rope, because any doorway will take
you to the entrance of Turnback Cave. Notice that the inscription on the wall
in the entrance has changed. Now it reads "...Past three pillars...offer up
...to the...before 30 is surpassed..."

Interesting...whatever. Leave this place forever--I know you want to.


-------------------------------------------------------------------------------
11) Snowpoint Temple: Getting Regigigas
-------------------------------------------------------------------------------

There is one last rare Pokemon you can get without the need of a special
Nintendo event-acquirable item (it's something else this time), and that is
obviously Regigigas. This Pokemon is at Snowpoint City, in the temple there, so
go there.

Now you're going to be stopped by a woman at the entrance. If you've beaten the
game and gotten the National Pokedex, instead of being turned away, you'll be
asked to leave...but not before Candice of that city's Gym will walk up and
give you permission. Apparently Cynthia thinks you're good enough--you are, so
don't worry about it. However, Regigigas, when you do find it, won't fight you
unless you have its subjects, the three Regis, from Pokemon Ruby/Sapphire/
Emerald--that's the something else--you need them.

Doesn't that suck? Well...I don't know what to tell you other than don't bother
continuing unless you have those three with you.

...have 'em? Good. Obviously in the first room go down one floor. In the next
floor down you can go ahead and pick up the Calcium on the way down to the next
floor below. In the next room, you can break the rocks if you don't want to
waste steps for your repels.

In the room where it actually takes skill to pass, start at the very left side.
Slide down into the steel rock on the left side of the ice, in the middle of
it. From there, slide right. After that, slide up into the rock on the right
side of the staircase, and then slide left back into another steel rock.
Following, slide down onto the only space without ice, then slide right into a
steel rock, south into the back wall, west into the left side, north into the
steel rock from the bottom side, right all the way to the other side of the
room, then north to where you need to go.

In the next room, you'll need to push the boulder from below then right over
the icy pad in order to make a stopping point. This gives you access to the
NeverMeltIce inside the visible Pokeball.

Up next is the last room, which is obvious from the immediately visible
Regigigas. There is a steel rock surrounded by icy tiles close to the entrance.
As you stand on the normal ground above the iciness, position yourself one
space to the west of that steel rock. From there, run south, sliding past that
steel rock on the right into a non-icy space in the puzzle below. Slide south
into the rock, then east into a steel rock, then north onto another non-icy
space, then west into a steel rock, south into yet another steel rock, and then
finally east right into a steel rock right in front of the monster.

Don't worry about it automatically attacking you, so walk right up to it and
save directly in front of it. This massive Pokemon is at level 70 and is of the
Normal-type.

It's moves are Confuse Ray (guess what it does), Superpower (120 Phy. Att/100
Acc, Fighting-Type move), Stomp (65 Phy. Att/100 Acc, Normal-Type move that may
cause flinching), and Zen Headbutt (80 Phy. att/90 Acc, Psychic-Type move that
may cause flinching). It's ability "Slow Start" halves its Attack and Speed for
the first 5 turns of battle.

While I didn't have the easiest time whittling down its HP, I caught it with my
first Dusk Ball (that's using only one, ever) while it was in critical health
and paralyzed. Congratulations for capturing this Pokemon when you do. Use an
Escape Rope to get out of there when you want to.



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