Appendix:Mystery Dungeon: Explorers of Sky walkthrough/Chapter 5: Difference between revisions
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== Main Room == | == Main Room == | ||
Once you enter the main room, instead of the usual | Once you enter the main room, instead of the usual morning cheer, Chatot gives grave news to the guild members--a Time Gear has been stolen at Treeshroud Forest! Everyone panics, but Chatot says they all need to stop and go on to their work. The game then stops again to let the player walk around a bit, however Chatot comes again shortly afterward. He tells you about your first official exploration, causing your partner to get overexcited. Once you go upstairs, Chimecho will call you over and talk about how you can now recruit friends. She says some Pokémon, after you defeat them, will become impressed and want to become a team member. | ||
== Marowak Dojo == | |||
The dojo in the town is now open. You can enter it to go through a short, five floor long, type-themed dungeon, and fight enemies for EXP, with the game dividing 17 types across 10 mazes. Please note that the enemies get exponentially stronger with each dungeon and this early into the game you're unlikely to get past floor 3; however, since the game forces you to empty your inventory regardless and fainting here does not progress time, it doesn't hurt to check it out regardless. Additionally, once you manage to complete all 10 mazes, you will be rewarded with a Joy Seed. | |||
== Expanding Your Team== | |||
Before recruiting, let's note that moves that are useful in main series can be less useful in here, and vice versa. For example, move's accuracy in this game does not always correlate to main series. Thankfully, this is the first game that lets you see an approximate accuracy and power rating of a move in-game: | |||
{| class="roundtable" style="margin:auto; background: #{{md sky color}}; border: 3px solid #{{md sky color light}}" | |||
|- | |||
! Stars | |||
! Power | |||
! Accuracy | |||
|- | |||
| 1 | |||
| rowspan="2"|Not used | |||
| 29.99% or lower | |||
|- | |||
| 2 | |||
| 30-49.99% | |||
|- | |||
| 3 | |||
| 4 or lower | |||
| 50-69.99% | |||
|- | |||
| 4 | |||
| 5-9 | |||
| 70-79.99% | |||
|- | |||
| 5 | |||
| 10-13 | |||
| 80-84.99% | |||
|- | |||
| 6 | |||
| 14-17 | |||
| 85-89.99% | |||
|- | |||
| 7 | |||
| 18-22 | |||
| 90-94.99% | |||
|- | |||
| 8 | |||
| 23 or higher | |||
| 95% or higher | |||
|} | |||
In this game, the power of the move is an additive bonus rather than multiplicative and as such, the range of numbers is smaller (as large numbers are not ''as'' important). Here are some numbers for reference: | |||
*Tackle, Pound and Scratch are the three basic starter moves in main series. They all have 6 base power here, but Tackle has 95% accuracy and 30 PP, while Pound and Scratch have 90% accuracy and 27 and 28PP, respectively. This makes Tackle more accurate in this game, despite being the less accurate one in main series at the time. | |||
*The three "decently powerful and accurate" moves of the Fire-Electric-Ice core have 18 power/83.6% accuracy/12PP (Flamethrower), 15 power/83.6% accuracy/8PP (Ice Beam) and 18 power/73.92% accuracy/10PP (Thunderbolt). | |||
*The highest base power of a move is Giga Impact at 60 (but only 4PP and 80% accuracy); the strongest move where the only drawback is somewhat shaky accuracy is Thunder with 45 power, 7PP and 73% accuracy. | |||
*Zap Cannon has 20 power, 9PP and 61.75% accuracy, while DynamicPunc has 10 power, 13PP and 78% accuracy, giving them more PP and accuracy than in main series. Most moves in this game PP-wise tend to be in 10-19 range. | |||
*Focus Blast, infamous for its 70% accuracy, has 80% accuracy here (and 6PP with 25 power). | |||
*Certain moves, such as {{m|Dig}}, secretly double damage at the end of their calculation and are always marked as 8 stars power wise. | |||
===Drenched Bluff=== | |||
Pokémon marked in bold on a list such as the one below can be recruited only in this one dungeon. They might be available via other methods, such as joining after completing a board mission, but these methods are not reliable. | |||
<div class="mw-collapsible mw-collapsed roundy" style="margin:auto; border: 3px solid #{{MD sky color}}; padding:3px"> | |||
*'''Lileep'''. F IQ group. Doesn't learn any notable other than natural Energy Ball at postgame levels and Confuse Ray in main story (as well as the typical Bullet Seed). Notably one of the few non-Water type Pokémon that don't fly or however but can still walk on water. | |||
*'''Anorith''': E IQ Group. Learns Protect naturally relatively early, then Fury Cutter (which in this game hits twice in one turn) and STAB Rock Blast. Like Lileep, it can walk on water, but unlike it, it loses that ability upon evolving. | |||
*'''Shellos (West)''': E IQ Group. While Sticky Hold is very niche in Pokémon Mystery Dungeon due to how losing items works, Storm Drain is very useful. It redirects all Water-type attacks in the room to the user and unlike in main series at the time, neutralizes them, making it an useful partner if your team is weak to Water moves. It also learns some useful moves early on, such as Mud Sport to weaken Electric-type attacks (being one of the few non-Ground Pokémon to learn it and thus benefit from it) or natural Water Pulse (as well as the typical Water-type TMs). | |||
*'''Chingling''': B IQ group; this is the first Pokémon in an IQ group that the starters do not have access to, with B focusing mostly on support skills (most notably being the only group to have access to both Nature Gift and Pierce Hurler, the only other group with Fast Friend, as well as one of only two groups with Haggler, which improves buying/selling prices in shops by 20%). Very shallow natural movepool, with the only usable offensive moves being Astonish and Confusion, and its only notable TM moves being Shock Wave, Shadow Ball and Thunder Wave. It does get access to Levitate however, making it completely immune to Ground-type moves (some of which can become very annoying in the future). Pokémon with Levitate in this game also hover, meaning they can travel through all terrain except walls. | |||
</div> | |||
===Mt. Bristle=== | |||
<div class="mw-collapsible mw-collapsed roundy" style="margin:auto; border: 3px solid #{{MD sky color}}; padding:3px"> | |||
*Machop: D IQ group. No Guard in this game is very niche as it simply ignores ''changes'' to accuracy and evasion, rather than skipping the checks altogether, but Guts can still help once in a while given how many Pokémon you'll have to encounter. All offensive moves it learns are Fighting-type, but thankfully type immunities don't matter as strongly in this game. It has access to Low Kick and Karate Chop early on, which are pretty accurate and have decent amount of PP. For reference, high crit moves in this game are 30%, while normal moves are 8% (with some moves, mostly multi-hit moves, having even lower chance), as well as Focus Energy to guarantee the critical hits. Revenge in this game works like Bide, while Vital Throw simply gives status that makes user throw attackers away. It does learn some type coverage via TMs, such as Poison Jab, Dig, Rock Slide and even Flamethrower. | |||
*Geodude: E IQ group. Naturally learns somewhat interesting moves at main story-ish levels: Rock Blast and Rollout for STAB multi-hit moves (unfortunately Defense Curl does not boost the latter in this game), Magnitude and Earthquake for room damage (though they're risky since they hit allies as well), Selfdestruct and Explosion to inflict 40/80 fixed damage to Pokémon on opposing side within 1/2 tiles of user, while cutting HP of your side's Pokémon by half, or Rock Polish, which while not as useful as Agility due to working only on user, increases its Movement Speed by 2 stages at once, letting it run away in case things get awkward. | |||
*Doduo: D IQ Group. Learns Quick Attack and Fury Attack early on, eventually learns Agility. It also has access to Pursuit (which reflects physical moves in this game) and Accupressure (which in this game not only affects every ally in room, but also has surprisingly high amount of PP for what it does). Early Bird cuts the amount of sleep turns in half, which in this game can be a devastating status. Unfortunately, Run Away is a terrible ability for AI partners, and you will not be able to switch the leader Pokémon for quite a while. | |||
*Spinarak: F IQ group. While its early moveset isn't too interesting aside from String Shot being a projectile that slows down target (effectively being superior to Scary Face in all ways), it eventually learns Shadow Sneak, Sucker Punch, Fury Swipes, and around late main story/early postgame, even Agility and Pin Missile. Notably, it learns Psychic naturally. Insomnia is useful, given how detrimental sleep can be in this game. | |||
*Starly: D IQ group. Gets STAB Quick Attack and Wing Attack, which as you might have witnessed can deals ome decent damage. It eventually learns Whirlwind (which works like Roar), Aerial Ace and even Agility. Unfortunately this Pokémon family does not fly over tiles - many Pokémon that seem like they could fly do not in this game. | |||
*Nidorina and Nidorino: Both are pretty similar, being in C IQ group and having nearly the same TM compatibility (with only difference being Aerial Ace on Nidorina), with some decent moves such as Blizzard or Thunderbolt. Their natural movesets have some similarities: both learn Double Kick early on and Helping Hand (which in this game simply increases teammates attacking stats - and ''only'' teammates), with more notable differences being Nidorino learning Peck and Focus Energy instead of Scratch and Tail Whip, Fury Attack instead of Fury Swipes (with the latter being beter), or Horn Attack and Poison Jab instead of Bite and Crunch (with the latter helping to cover for Psychic-types). | |||
</div> | |||
Once you feel ready, go to Treasure Town and pick Secret Waterfall, where your mission will take place. | |||
== Near the Waterfall == | == Near the Waterfall == | ||
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== Waterfall Cave == | == Waterfall Cave == | ||
Clearly harder than the last two levels. There are plenty of Water Pokémon here, and now that you have the power to recruit members, some may want to be part of your team. | Clearly harder than the last two levels. There are plenty of Water Pokémon here, and now that you have the power to recruit members, some may want to be part of your team. | ||
This is the first dungeon to spawn items meant to be held: in this case, items related to attacking stats: Power Band, Special Band and Twist Band. | |||
<div class="mw-collapsed mw-collapsible roundy" style="margin:auto; border: 3px solid #{{MD sky color}}; padding:3px"> | |||
*'''Psyduck''': C IQ Group. Damp and Cloud Nine can be useful abilities, as explosions in this game can be annoying, though no such threat has shown up yet, and not having to worry about weather effects can also help. Aside from typical Water-type perks, it has access to some coverage, such as Confusion at relatively low level, Disable, or natural Water Pulse. It eventually also learns Fury Swipes ''and'' Screech, which can be a potent combination. | |||
*Poliwag: F IQ Group. Similarly to Psyduck it has Damp, but switches out Cloud Nine for Water Absorb, making it immune to Water moves. Its moveset has Water Sport, Bubble, and Hypnosis (which is far more accurate in this game than in core series). It also learns DoubleSlap and Rain Dance early on, learning BubbleBeam, Mud Shot and Belly Drum (which in this game costs Belly instead of health) later on. Once evolved, Poliwrath has access to DynamicPunch and Mind Reader, while Politoed has access to Perish Song. | |||
*'''Grimer''': G IQ Group. One of the two non-Water types present in this dungeon. Unfortunately the poison status isn't particularly strong against enemies in this game, but it does learn both Mud-Slap and Minimize early on to make it harder to hit, Disable to further debuff enemy, and at higher levels even learns Screech and Memento (which in this game not only does ''not'' cause the user to faint, but targets every enemy in the room). Stench makes attackers occasionally terrified, causing them to run away from other Pokémon and ignore everything else (Sticky Hold isn't particularly useful given how easy it's to retrieve lost items most of the time). It also boasts quite the type variety in TM, learning Thunderbolt and Shock Wave, Shadow Ball, Flamethrower, Dig, Rock Slide and Rock Tomb, or Giga Drain. | |||
*'''Tangela''': G IQ Group. The other non-Water type in this game. It does not have many impressive moves and this early on won't be able to damage many opponents, but it instead has something else: very early Sleep Powder. In a game where being able to get around a stronger enemy can be a massive advantage, learning a move that induces sleep on all enemies adjacent to the user is very useful (especially early in the game when enemy Pokémon won't have any IQ skills that prevent sleep), eventually also learning Stun Spore. Not only that, but Tangela has access to both {{a|Chlorophyll}} and {{a|Leaf Guard}}, which means that during sunlight, it will not only be immune to status conditions, but all moves it uses each turn will be doubled (which as you can imagine can be pretty powerful). It also has access to some slight type coverage via Shock Wave and Sludge Bomb TMs. | |||
*'''Wooper''': G IQ Group. Similarly to Poliwag, it has Damp and Water Absorb, learning Mud Shot for Speed lowering and Mud Sport to help teammates early on, eventually learning Yawn (which while not the best sleep inducing move is better than nothing) as well as natural Rain Dance. Being a Water/Ground type from the get go gives it decent type matchups. | |||
*Lotad: G IQ Group. As the only Water/Grass evolutionary line, Lotad gets perks of both a Grass-type (access to Bullet Seed and Energy Ball) and Water-type (walking on water, access to Water Pulse, Ice Beam, Blizzard). Its early moveset is a bit gimmicky, with Nature Power (which calls a move depending on the current dungeon tileset) and Natural Gift, but eventually learns BubbleBeam and Energy Ball, and even Rain Dance, which synergizes well with its abilities: Swift Swim and Rain Dish, effectively making it attack twice and gradually restore health in the rain, although it learns Rain Dance only as Lotad, as some of its moves get replaced as Lombre (which by itself has the useful Fury Swipes and Water Sport). | |||
*'''Surskit''': D IQ Group. Surskit is somewhat weird, as it's one of the few Pokémon that differs noticeably from its evolved from: swapping out the Bug/Water typing for common Bug/Flying, Swift Swim for Intimidate, different moves it learns via level-up (most notably losing Agility, but being able to acquire both Silver Wind and Ominous Wind, as well as Stun Spore and Scary Face). Surskit in itself doesn't learn many offensive moves without TMs: Bubble, Quick Attack and BubbleBeam, though it learns the supportive Sweet Scent and aforementioned Agility, with access to Water Pulse, Ice Beam and Blizzard as per usual for Water-types. | |||
*Barboach/'''Whiscash''': B IQ Group. This is the first Pokémon with access to IQ Group none of the starters have access to. B IQ group gets access to some useful skills such as Coin Watcher, Non-sleeper, Gap Prober, Wise Healer, Deep Breather, Haggler (sell items at 120% prices and buy at 80% prices), Fast Friend, and most importantly, the only group that has both Nature Gifter and Pierce Hurler. While you can find Barboach in a different dungeon, this is the only dungeon that spawns Whiscash and while you ''can'' eventually evolve Pokémon, sometimes it can be quite annoying, so recruiting evolved Pokémon directly whenever possible is recommended. Learns Water Pulse naturally, has early Mud-Slap as well as being the only Pokémon that learns both Mud Sport and Water Sport via level-up. Unfortunately neither of its Abilities are very useful. | |||
</div> | |||
=== Pokémon Encountered === | === Pokémon Encountered === | ||
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{{mdloc|340|Whiscash|5-8|11-12|0.5}} | {{mdloc|340|Whiscash|5-8|11-12|0.5}} | ||
{{mdloc/f|water}} | {{mdloc/f|water}} | ||
===Items=== | |||
====Ground==== | |||
{{DungeonItem/h|water}} | |||
{{DungeonItem|Poké|4=2-75|3=B1-8|sprite=Poké currency}} | |||
{{DungeonItem|Power Band|Scarf|B1-8}} | |||
{{DungeonItem|Special Band|Scarf|B1-8}} | |||
{{DungeonItem|Twist Band|Scarf|B1-8}} | |||
{{DungeonItem|Geo Pebble|Throwing item|sprite=MDBag Geo Pebble TDS Sprite|B1-8|5}} | |||
{{DungeonItem|Apple|Apple|B1-8}} | |||
{{DungeonItem|Blue Gummi|Gummi|sprite=MDBag Blue Gummi TDS Sprite|B1-8}} | |||
{{DungeonItem|Grass Gummi|Gummi|sprite=MDBag Grass Gummi TDS Sprite|B1-8}} | |||
{{DungeonItem|Orange Gummi|Gummi|sprite=MDBag Orange Gummi TDS Sprite|B1-8}} | |||
{{DungeonItem|White Gummi|Gummi|sprite=MDBag White Gummi TDS Sprite|B1-8}} | |||
{{DungeonItem|Clear Gummi|Gummi|sprite=MDBag Clear Gummi TDS Sprite|B1-8}} | |||
{{DungeonItem|Gray Gummi|Gummi|sprite=MDBag Gray Gummi TDS Sprite|B1-8}} | |||
{{DungeonItem|Pink Gummi|Gummi|sprite=MDBag Pink Gummi TDS Sprite|B1-8}} | |||
{{DungeonItem|Red Gummi|Gummi|sprite=MDBag Red Gummi TDS Sprite|B1-8}} | |||
{{DungeonItem|Yellow Gummi|Gummi|sprite=MDBag Yellow Gummi TDS Sprite|B1-8}} | |||
{{DungeonItem|Cheri Berry|Cheri Berry|B1-8}} | |||
{{DungeonItem|Oran Berry|Oran Berry|B1-8}} | |||
{{DungeonItem|Oren Berry|Oran Berry|B1-8}} | |||
{{DungeonItem|Pecha Berry|Pecha Berry|B1-8}} | |||
{{DungeonItem|Blast Seed|Seed|B1-8}} | |||
{{DungeonItem|Dough Seed|Lookalike Item|sprite=MDBag Seed TDS Sprite|B1-8}} | |||
{{DungeonItem|Dropeye Seed|Lookalike Item|sprite=MDBag Seed TDS Sprite|B1-8}} | |||
{{DungeonItem|Heal Seed|Seed|B1-8}} | |||
{{DungeonItem|Reviser Seed|Lookalike Item|sprite=MDBag Seed TDS Sprite|B1-8}} | |||
{{DungeonItem|Reviver Seed|Seed|B1-8}} | |||
{{DungeonItem|Sleep Seed|Seed|B1-8}} | |||
{{DungeonItem|Slip Seed|Lookalike Item|sprite=MDBag Seed TDS Sprite|B1-8}} | |||
{{DungeonItem|Stun Seed|Seed|B1-8}} | |||
{{DungeonItem|Via Seed|Lookalike Item|sprite=MDBag Seed TDS Sprite|B1-8}} | |||
{{DungeonItem|Warp Seed|Seed|B1-8}} | |||
{{DungeonItem|X-Eye Seed|Seed|B1-8}} | |||
{{DungeonItem|Max Elixir|Health drink|sprite=MDBag Drink TDS Sprite|B1-8}} | |||
{{DungeonItem|Mix Elixir|Lookalike item|sprite=MDBag Drink TDS Sprite|B1-8}} | |||
{{DungeonItem|All-Hit Orb|Wonder Orb|B1-8}} | |||
{{DungeonItem|Blowback Orb|Wonder Orb|B1-8}} | |||
{{DungeonItem|Decoy Orb|Wonder Orb|B1-8}} | |||
{{DungeonItem|Drought Orb|Wonder Orb|B1-8}} | |||
{{DungeonItem|Escape Orb|Wonder Orb|B1-8}} | |||
{{DungeonItem|Foe-Seal Orb|Wonder Orb|B1-8}} | |||
{{DungeonItem|Luminous Orb|Wonder Orb|B1-8}} | |||
{{DungeonItem|One-Shot Orb|Wonder Orb|B1-8}} | |||
{{DungeonItem|Radar Orb|Wonder Orb|B1-8}} | |||
{{DungeonItem|Rollcall Orb|Wonder Orb|B1-8}} | |||
{{DungeonItem|Scanner Orb|Wonder Orb|B1-8}} | |||
{{DungeonItem|Slumber Orb|Wonder Orb|B1-8}} | |||
{{DungeonItem|Spurn Orb|Wonder Orb|B1-8}} | |||
{{DungeonItem|Switcher Orb|Wonder Orb|B1-8}} | |||
{{DungeonItem|Totter Orb|Wonder Orb|B1-8}} | |||
{{DungeonItem|Transfer Orb|Wonder Orb|B1-8}} | |||
{{DungeonItem|Warp Orb|Wonder Orb|B1-8}} | |||
|} | |||
====Kecleon Shop==== | |||
This is the first dungeon to feature Kecleon shops. They might appear on a floor at random; in this case chance is 8-10% depending on the floor. You can sell items to them or purchase from them. You ''can'' steal, but they will fight you and they are by far the strongest enemy in the game, being dangerous even in late postgame at Lv. 100. Stealing from them early on requires some help from items that you don't quite have access to yet. | |||
{{DungeonItem/h|water}} | |||
{{DungeonItem|Cheri Berry|Cheri Berry|B1-8}} | |||
{{DungeonItem|Oran Berry|Oran Berry|B1-8}} | |||
{{DungeonItem|Pecha Berry|Pecha Berry|B1-8}} | |||
{{DungeonItem|Rawst Berry|Rawst Berry|sprite=MDBag Rawst Berry Sprite|B1-8}} | |||
{{DungeonItem|Blast Seed|Seed|B1-8}} | |||
{{DungeonItem|Heal Seed|Seed|B1-8}} | |||
{{DungeonItem|Reviver Seed|Seed|B1-8}} | |||
{{DungeonItem|Max Elixir|Health drink|sprite=MDBag Drink TDS Sprite|B1-8}} | |||
{{DungeonItem|Apple|Apple|B1-8}} | |||
{{DungeonItem|Big Apple|Apple|B1-8}} | |||
{{DungeonItem|Blue Gummi|Gummi|sprite=MDBag Blue Gummi TDS Sprite|B1-8}} | |||
{{DungeonItem|Grass Gummi|Gummi|sprite=MDBag Grass Gummi TDS Sprite|B1-8}} | |||
{{DungeonItem|Orange Gummi|Gummi|sprite=MDBag Orange Gummi TDS Sprite|B1-8}} | |||
{{DungeonItem|White Gummi|Gummi|sprite=MDBag White Gummi TDS Sprite|B1-8}} | |||
{{DungeonItem|Clear Gummi|Gummi|sprite=MDBag Clear Gummi TDS Sprite|B1-8}} | |||
{{DungeonItem|Pink Gummi|Gummi|sprite=MDBag Pink Gummi TDS Sprite|B1-8}} | |||
{{DungeonItem|Red Gummi|Gummi|sprite=MDBag Red Gummi TDS Sprite|B1-8}} | |||
{{DungeonItem|Yellow Gummi|Gummi|sprite=MDBag Yellow Gummi TDS Sprite|B1-8}} | |||
{{DungeonItem|Blowback Orb|Wonder Orb|B1-8}} | |||
{{DungeonItem|Drought Orb|Wonder Orb|B1-8}} | |||
{{DungeonItem|Hurl Orb|Wonder Orb|B1-8}} | |||
{{DungeonItem|One-Shot Orb|Wonder Orb|B1-8}} | |||
{{DungeonItem|Petrify Orb|Wonder Orb|B1-8}} | |||
{{DungeonItem|Rollcall Orb|Wonder Orb|B1-8}} | |||
{{DungeonItem|Warp Orb|Wonder Orb|B1-8}} | |||
|} | |||
== Deep in the Cave == | == Deep in the Cave == |
Latest revision as of 12:57, 8 July 2024
Main Room
Once you enter the main room, instead of the usual morning cheer, Chatot gives grave news to the guild members--a Time Gear has been stolen at Treeshroud Forest! Everyone panics, but Chatot says they all need to stop and go on to their work. The game then stops again to let the player walk around a bit, however Chatot comes again shortly afterward. He tells you about your first official exploration, causing your partner to get overexcited. Once you go upstairs, Chimecho will call you over and talk about how you can now recruit friends. She says some Pokémon, after you defeat them, will become impressed and want to become a team member.
Marowak Dojo
The dojo in the town is now open. You can enter it to go through a short, five floor long, type-themed dungeon, and fight enemies for EXP, with the game dividing 17 types across 10 mazes. Please note that the enemies get exponentially stronger with each dungeon and this early into the game you're unlikely to get past floor 3; however, since the game forces you to empty your inventory regardless and fainting here does not progress time, it doesn't hurt to check it out regardless. Additionally, once you manage to complete all 10 mazes, you will be rewarded with a Joy Seed.
Expanding Your Team
Before recruiting, let's note that moves that are useful in main series can be less useful in here, and vice versa. For example, move's accuracy in this game does not always correlate to main series. Thankfully, this is the first game that lets you see an approximate accuracy and power rating of a move in-game:
Stars | Power | Accuracy |
---|---|---|
1 | Not used | 29.99% or lower |
2 | 30-49.99% | |
3 | 4 or lower | 50-69.99% |
4 | 5-9 | 70-79.99% |
5 | 10-13 | 80-84.99% |
6 | 14-17 | 85-89.99% |
7 | 18-22 | 90-94.99% |
8 | 23 or higher | 95% or higher |
In this game, the power of the move is an additive bonus rather than multiplicative and as such, the range of numbers is smaller (as large numbers are not as important). Here are some numbers for reference:
- Tackle, Pound and Scratch are the three basic starter moves in main series. They all have 6 base power here, but Tackle has 95% accuracy and 30 PP, while Pound and Scratch have 90% accuracy and 27 and 28PP, respectively. This makes Tackle more accurate in this game, despite being the less accurate one in main series at the time.
- The three "decently powerful and accurate" moves of the Fire-Electric-Ice core have 18 power/83.6% accuracy/12PP (Flamethrower), 15 power/83.6% accuracy/8PP (Ice Beam) and 18 power/73.92% accuracy/10PP (Thunderbolt).
- The highest base power of a move is Giga Impact at 60 (but only 4PP and 80% accuracy); the strongest move where the only drawback is somewhat shaky accuracy is Thunder with 45 power, 7PP and 73% accuracy.
- Zap Cannon has 20 power, 9PP and 61.75% accuracy, while DynamicPunc has 10 power, 13PP and 78% accuracy, giving them more PP and accuracy than in main series. Most moves in this game PP-wise tend to be in 10-19 range.
- Focus Blast, infamous for its 70% accuracy, has 80% accuracy here (and 6PP with 25 power).
- Certain moves, such as Dig, secretly double damage at the end of their calculation and are always marked as 8 stars power wise.
Drenched Bluff
Pokémon marked in bold on a list such as the one below can be recruited only in this one dungeon. They might be available via other methods, such as joining after completing a board mission, but these methods are not reliable.
- Lileep. F IQ group. Doesn't learn any notable other than natural Energy Ball at postgame levels and Confuse Ray in main story (as well as the typical Bullet Seed). Notably one of the few non-Water type Pokémon that don't fly or however but can still walk on water.
- Anorith: E IQ Group. Learns Protect naturally relatively early, then Fury Cutter (which in this game hits twice in one turn) and STAB Rock Blast. Like Lileep, it can walk on water, but unlike it, it loses that ability upon evolving.
- Shellos (West): E IQ Group. While Sticky Hold is very niche in Pokémon Mystery Dungeon due to how losing items works, Storm Drain is very useful. It redirects all Water-type attacks in the room to the user and unlike in main series at the time, neutralizes them, making it an useful partner if your team is weak to Water moves. It also learns some useful moves early on, such as Mud Sport to weaken Electric-type attacks (being one of the few non-Ground Pokémon to learn it and thus benefit from it) or natural Water Pulse (as well as the typical Water-type TMs).
- Chingling: B IQ group; this is the first Pokémon in an IQ group that the starters do not have access to, with B focusing mostly on support skills (most notably being the only group to have access to both Nature Gift and Pierce Hurler, the only other group with Fast Friend, as well as one of only two groups with Haggler, which improves buying/selling prices in shops by 20%). Very shallow natural movepool, with the only usable offensive moves being Astonish and Confusion, and its only notable TM moves being Shock Wave, Shadow Ball and Thunder Wave. It does get access to Levitate however, making it completely immune to Ground-type moves (some of which can become very annoying in the future). Pokémon with Levitate in this game also hover, meaning they can travel through all terrain except walls.
Mt. Bristle
- Machop: D IQ group. No Guard in this game is very niche as it simply ignores changes to accuracy and evasion, rather than skipping the checks altogether, but Guts can still help once in a while given how many Pokémon you'll have to encounter. All offensive moves it learns are Fighting-type, but thankfully type immunities don't matter as strongly in this game. It has access to Low Kick and Karate Chop early on, which are pretty accurate and have decent amount of PP. For reference, high crit moves in this game are 30%, while normal moves are 8% (with some moves, mostly multi-hit moves, having even lower chance), as well as Focus Energy to guarantee the critical hits. Revenge in this game works like Bide, while Vital Throw simply gives status that makes user throw attackers away. It does learn some type coverage via TMs, such as Poison Jab, Dig, Rock Slide and even Flamethrower.
- Geodude: E IQ group. Naturally learns somewhat interesting moves at main story-ish levels: Rock Blast and Rollout for STAB multi-hit moves (unfortunately Defense Curl does not boost the latter in this game), Magnitude and Earthquake for room damage (though they're risky since they hit allies as well), Selfdestruct and Explosion to inflict 40/80 fixed damage to Pokémon on opposing side within 1/2 tiles of user, while cutting HP of your side's Pokémon by half, or Rock Polish, which while not as useful as Agility due to working only on user, increases its Movement Speed by 2 stages at once, letting it run away in case things get awkward.
- Doduo: D IQ Group. Learns Quick Attack and Fury Attack early on, eventually learns Agility. It also has access to Pursuit (which reflects physical moves in this game) and Accupressure (which in this game not only affects every ally in room, but also has surprisingly high amount of PP for what it does). Early Bird cuts the amount of sleep turns in half, which in this game can be a devastating status. Unfortunately, Run Away is a terrible ability for AI partners, and you will not be able to switch the leader Pokémon for quite a while.
- Spinarak: F IQ group. While its early moveset isn't too interesting aside from String Shot being a projectile that slows down target (effectively being superior to Scary Face in all ways), it eventually learns Shadow Sneak, Sucker Punch, Fury Swipes, and around late main story/early postgame, even Agility and Pin Missile. Notably, it learns Psychic naturally. Insomnia is useful, given how detrimental sleep can be in this game.
- Starly: D IQ group. Gets STAB Quick Attack and Wing Attack, which as you might have witnessed can deals ome decent damage. It eventually learns Whirlwind (which works like Roar), Aerial Ace and even Agility. Unfortunately this Pokémon family does not fly over tiles - many Pokémon that seem like they could fly do not in this game.
- Nidorina and Nidorino: Both are pretty similar, being in C IQ group and having nearly the same TM compatibility (with only difference being Aerial Ace on Nidorina), with some decent moves such as Blizzard or Thunderbolt. Their natural movesets have some similarities: both learn Double Kick early on and Helping Hand (which in this game simply increases teammates attacking stats - and only teammates), with more notable differences being Nidorino learning Peck and Focus Energy instead of Scratch and Tail Whip, Fury Attack instead of Fury Swipes (with the latter being beter), or Horn Attack and Poison Jab instead of Bite and Crunch (with the latter helping to cover for Psychic-types).
Once you feel ready, go to Treasure Town and pick Secret Waterfall, where your mission will take place.
Near the Waterfall
When you arrive, your partner looks at the waterfall and immediately gets fearful. He/she tries to go through it, however he/she gets battered. Once your partner ask you to go, you touch the waterfall and get battered as well. However, another dizzy spell comes to you, seeing the shadow of a Pokémon jumping through the waterfall. After this, you share this piece of information with your partner, who looks fearful again, but does it because you're with them. You jump through the waterfall and find the cave you found in the dizzy spell. You and your partner take a look around, and then you begin exploring.
Waterfall Cave
Clearly harder than the last two levels. There are plenty of Water Pokémon here, and now that you have the power to recruit members, some may want to be part of your team.
This is the first dungeon to spawn items meant to be held: in this case, items related to attacking stats: Power Band, Special Band and Twist Band.
- Psyduck: C IQ Group. Damp and Cloud Nine can be useful abilities, as explosions in this game can be annoying, though no such threat has shown up yet, and not having to worry about weather effects can also help. Aside from typical Water-type perks, it has access to some coverage, such as Confusion at relatively low level, Disable, or natural Water Pulse. It eventually also learns Fury Swipes and Screech, which can be a potent combination.
- Poliwag: F IQ Group. Similarly to Psyduck it has Damp, but switches out Cloud Nine for Water Absorb, making it immune to Water moves. Its moveset has Water Sport, Bubble, and Hypnosis (which is far more accurate in this game than in core series). It also learns DoubleSlap and Rain Dance early on, learning BubbleBeam, Mud Shot and Belly Drum (which in this game costs Belly instead of health) later on. Once evolved, Poliwrath has access to DynamicPunch and Mind Reader, while Politoed has access to Perish Song.
- Grimer: G IQ Group. One of the two non-Water types present in this dungeon. Unfortunately the poison status isn't particularly strong against enemies in this game, but it does learn both Mud-Slap and Minimize early on to make it harder to hit, Disable to further debuff enemy, and at higher levels even learns Screech and Memento (which in this game not only does not cause the user to faint, but targets every enemy in the room). Stench makes attackers occasionally terrified, causing them to run away from other Pokémon and ignore everything else (Sticky Hold isn't particularly useful given how easy it's to retrieve lost items most of the time). It also boasts quite the type variety in TM, learning Thunderbolt and Shock Wave, Shadow Ball, Flamethrower, Dig, Rock Slide and Rock Tomb, or Giga Drain.
- Tangela: G IQ Group. The other non-Water type in this game. It does not have many impressive moves and this early on won't be able to damage many opponents, but it instead has something else: very early Sleep Powder. In a game where being able to get around a stronger enemy can be a massive advantage, learning a move that induces sleep on all enemies adjacent to the user is very useful (especially early in the game when enemy Pokémon won't have any IQ skills that prevent sleep), eventually also learning Stun Spore. Not only that, but Tangela has access to both Chlorophyll and Leaf Guard, which means that during sunlight, it will not only be immune to status conditions, but all moves it uses each turn will be doubled (which as you can imagine can be pretty powerful). It also has access to some slight type coverage via Shock Wave and Sludge Bomb TMs.
- Wooper: G IQ Group. Similarly to Poliwag, it has Damp and Water Absorb, learning Mud Shot for Speed lowering and Mud Sport to help teammates early on, eventually learning Yawn (which while not the best sleep inducing move is better than nothing) as well as natural Rain Dance. Being a Water/Ground type from the get go gives it decent type matchups.
- Lotad: G IQ Group. As the only Water/Grass evolutionary line, Lotad gets perks of both a Grass-type (access to Bullet Seed and Energy Ball) and Water-type (walking on water, access to Water Pulse, Ice Beam, Blizzard). Its early moveset is a bit gimmicky, with Nature Power (which calls a move depending on the current dungeon tileset) and Natural Gift, but eventually learns BubbleBeam and Energy Ball, and even Rain Dance, which synergizes well with its abilities: Swift Swim and Rain Dish, effectively making it attack twice and gradually restore health in the rain, although it learns Rain Dance only as Lotad, as some of its moves get replaced as Lombre (which by itself has the useful Fury Swipes and Water Sport).
- Surskit: D IQ Group. Surskit is somewhat weird, as it's one of the few Pokémon that differs noticeably from its evolved from: swapping out the Bug/Water typing for common Bug/Flying, Swift Swim for Intimidate, different moves it learns via level-up (most notably losing Agility, but being able to acquire both Silver Wind and Ominous Wind, as well as Stun Spore and Scary Face). Surskit in itself doesn't learn many offensive moves without TMs: Bubble, Quick Attack and BubbleBeam, though it learns the supportive Sweet Scent and aforementioned Agility, with access to Water Pulse, Ice Beam and Blizzard as per usual for Water-types.
- Barboach/Whiscash: B IQ Group. This is the first Pokémon with access to IQ Group none of the starters have access to. B IQ group gets access to some useful skills such as Coin Watcher, Non-sleeper, Gap Prober, Wise Healer, Deep Breather, Haggler (sell items at 120% prices and buy at 80% prices), Fast Friend, and most importantly, the only group that has both Nature Gifter and Pierce Hurler. While you can find Barboach in a different dungeon, this is the only dungeon that spawns Whiscash and while you can eventually evolve Pokémon, sometimes it can be quite annoying, so recruiting evolved Pokémon directly whenever possible is recommended. Learns Water Pulse naturally, has early Mud-Slap as well as being the only Pokémon that learns both Mud Sport and Water Sport via level-up. Unfortunately neither of its Abilities are very useful.
Pokémon Encountered
Pokémon | Floors | Levels | Recruit Rate | |
---|---|---|---|---|
Psyduck | 1-8 | 9-10 | 8.2% | |
Poliwag | 1-8 | 9-10 | 6.4% | |
Grimer | 1-8 | 9-10 | 6.4% | |
Tangela | 1-8 | 10-11 | 6.4% | |
Wooper | 1-8 | 10-11 | 8.2% | |
Lotad | 1-8 | 10-11 | 6.4% | |
Surskit | 1-8 | 11-12 | 6.4% | |
Barboach | 1-8 | 11-12 | 8.2% | |
Whiscash | 5-8 | 11-12 | 0.5% | |
Items
Ground
Item | Floors | |
---|---|---|
2-75 Poké | B1-8F | |
Power Band | B1-8F | |
Special Band | B1-8F | |
Twist Band | B1-8F | |
5 Geo Pebble | B1-8F | |
Apple | B1-8F | |
Blue Gummi | B1-8F | |
Grass Gummi | B1-8F | |
Orange Gummi | B1-8F | |
White Gummi | B1-8F | |
Clear Gummi | B1-8F | |
Gray Gummi | B1-8F | |
Pink Gummi | B1-8F | |
Red Gummi | B1-8F | |
Yellow Gummi | B1-8F | |
Cheri Berry | B1-8F | |
Oran Berry | B1-8F | |
Oren Berry | B1-8F | |
Pecha Berry | B1-8F | |
Blast Seed | B1-8F | |
Dough Seed | B1-8F | |
Dropeye Seed | B1-8F | |
Heal Seed | B1-8F | |
Reviser Seed | B1-8F | |
Reviver Seed | B1-8F | |
Sleep Seed | B1-8F | |
Slip Seed | B1-8F | |
Stun Seed | B1-8F | |
Via Seed | B1-8F | |
Warp Seed | B1-8F | |
X-Eye Seed | B1-8F | |
Max Elixir | B1-8F | |
Mix Elixir | B1-8F | |
All-Hit Orb | B1-8F | |
Blowback Orb | B1-8F | |
Decoy Orb | B1-8F | |
Drought Orb | B1-8F | |
Escape Orb | B1-8F | |
Foe-Seal Orb | B1-8F | |
Luminous Orb | B1-8F | |
One-Shot Orb | B1-8F | |
Radar Orb | B1-8F | |
Rollcall Orb | B1-8F | |
Scanner Orb | B1-8F | |
Slumber Orb | B1-8F | |
Spurn Orb | B1-8F | |
Switcher Orb | B1-8F | |
Totter Orb | B1-8F | |
Transfer Orb | B1-8F | |
Warp Orb | B1-8F |
Kecleon Shop
This is the first dungeon to feature Kecleon shops. They might appear on a floor at random; in this case chance is 8-10% depending on the floor. You can sell items to them or purchase from them. You can steal, but they will fight you and they are by far the strongest enemy in the game, being dangerous even in late postgame at Lv. 100. Stealing from them early on requires some help from items that you don't quite have access to yet.
Item | Floors | |
---|---|---|
Cheri Berry | B1-8F | |
Oran Berry | B1-8F | |
Pecha Berry | B1-8F | |
Rawst Berry | B1-8F | |
Blast Seed | B1-8F | |
Heal Seed | B1-8F | |
Reviver Seed | B1-8F | |
Max Elixir | B1-8F | |
Apple | B1-8F | |
Big Apple | B1-8F | |
Blue Gummi | B1-8F | |
Grass Gummi | B1-8F | |
Orange Gummi | B1-8F | |
White Gummi | B1-8F | |
Clear Gummi | B1-8F | |
Pink Gummi | B1-8F | |
Red Gummi | B1-8F | |
Yellow Gummi | B1-8F | |
Blowback Orb | B1-8F | |
Drought Orb | B1-8F | |
Hurl Orb | B1-8F | |
One-Shot Orb | B1-8F | |
Petrify Orb | B1-8F | |
Rollcall Orb | B1-8F | |
Warp Orb | B1-8F |
Deep in the Cave
Once you finish the dungeon, you are in a cave full of gems. Wow! You and your partner are so awed you forget to explore. After a while, however, your partner notices a huge gem at the end of the cave. He/she tries pulling it out, so he/she could bring it back to the guild, but no avail. He/she asks you to try, and you do, but it's the same result. However...what's this dizzy feeling?
You get another dizzy spell, witnessing the same shadow of the Pokémon that jumped through the waterfall earlier. The shadow goes up and happens to press the gem...what's happening? What's that low rumble? ...Soon, the shadow of the Pokémon gets washed away.
Meanwhile, your partner is trying to still pull it out. But then...what's this?...he/she pressed the gem! Soon, the same rumble comes up and you and your partner get washed away like the poor shadow of the Pokémon. Oh dear.
Hot Spring
You and your partner, after being washed away by the flood, land in the Hot Spring. There are a lot of Pokémon there, including a Teddiursa and a Mankey. However, there is a Torkoal who is not in the Hot Spring. The Torkoal ask where you came from, and when your partner answers, he lets you rest in the Hot Spring for a bit.
B3F
Back at the guild, you and your partner are explaining that, despite finding a huge gem at the end of the cave, could not take it back since they were washed away by a flood when you pressed the gem. Chatot said it was OK, leaving him and your partner happy. However, you are still brooding over the shadow of the Pokémon. It looked strikingly familiar. As Chatot and your partner continue to be glad, you ponder over the shadow...there's no mistaking it...that was Wigglytuff!
You mention this to your partner and Chatot, who looks alarmed. He then goes to ask Wigglytuff. A few moments later, he is back with the answer. He says that Wigglytuff indeed went to Waterfall Cave, while Wigglytuff exclaimed, "Ah, fun times! Fun! Fun!". Your partner gets to the downside since they thought they made a huge achievement. Oh well.
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Mystery Dungeon: Explorers of Sky walkthrough |
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This article is part of Project Walkthroughs, a Bulbapedia project that aims to write comprehensive step-by-step guides on each Pokémon game. |