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