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Discussion of Serebii & Coronis' Mystery Dungeon 2 Discovery Thread

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something ive thought of:

the bank duskull will evolve in dusknoir in the future
Lt. Magnezone is the evo of the magnemite of MD1

i think there will be much more evolutions like this

also, does someone know if you have to enter a dungeon with your starter team? and if you can enter dungeons with a team of 4 members?

I agree with the magnezone connection, thats a possibility.
 

Christopher

Well-Known Member
Yeah, I can't wait. ^^
 

Dynamic Mimiroll

Well-Known Member
Good news everyone!

Celebi and Mewtwo can be gotten inthe opposite versions! (Mewtwo in Time and Celebi in Darkness)
Assuming you've got the Japanese game, you can get them by going to the main screen, and choosing the fourth option, then the second, then the Wi-Fi option. Wait about a minute or so, and a list of missions will show up (including the event dungeons) Two of these (I forget which ones) Will send you to the Mystic Forest (Celebi) or Dark Crater (Mewtwo) to rescue them. Both missions can be gotten in both games.

So this shall end the debate over which version everyone will be getting. I knew Nintendo'd have a way to get them both.

I knew it seemed strange for them to be truly version-exclusive! ...I was suspecting them to be at the end of Zero Island South or something. (Does anyone actually know what lies at the end of Zero Island?) Do you actually need to have Wi-Fi set up to do those missions? I'm assuming so; maybe this will motivate me to actually install my Wi-Fi. XD

something ive thought of:

the bank duskull will evolve in dusknoir in the future
Lt. Magnezone is the evo of the magnemite of MD1

i think there will be much more evolutions like this

also, does someone know if you have to enter a dungeon with your starter team? and if you can enter dungeons with a team of 4 members?

Speaking of connections with the first game, there is extremely strong evidence that Wigglytuff of the Wigglytuff Guild is the brother of the Wigglytuff who runs the Friend Club in the first game. Not only do they both use similar verbal expressions such as "Friend! Friend!" and "Yom-taaaahh!", but I noticed they appear together in a piece of official artwork for - oddly enough - the first Mystery Dungeon. If anyone has the Prima guide, try looking toward the back of the book and you will see the picture of the two Wigglytuff siblings dancing around a Friend Bow. They must have planned to give Friend Club Wigglytuff a brother from the start or something. o_O

There are several dungeons that you must enter the first time with only yourself and your partner, usually because of an important plot event. However, you will often have a very powerful escort traveling with you and helping you. You can indeed enter dungeons with a team of four now; in fact, there really is no excuse not to do so, as you can still recruit Pokémon even when your team is full (they will be instantly sent back to the team base). Be sure to raise at least two other Pokémon in addition to your starters, as having a team of four makes many dungeons much easier.
---
I've been busy with school lately and haven't had time to finish the song list, although I have time now and will probably finish it very soon. Since it's been a while since I posted the incomplete song list, I'll just post the finished one in a new post (or, if no one posts until then, edit it into this message). I still have some nifty discoveries to talk about, though!

To start with, here's an incredibly minor one I forgot to mention earlier: I now concretely know the gender of every Pokémon in the Wigglytuff Guild. Chimecho and Sunflora are female, and all of the others (Wigglytuff, Chatot, Croagunk, Diglett, Dugtrio, Bidoof, and Corphish) are male. I don't know if anyone cares, but I thought I'd mention it. XD

I tried exploring the different regions of Zero Island to see what they are like. Generally, the Lv. 1 Dungeons (East, West, and South) are like the Lv. 1 dungeons in the first game except with a better entry curve; by "better entry curve," I'm referring to the fact that the early Pokémon are very easy to level up against (even when you're Lv. 1) and that you won't be overpowered by rogue Jigglypuff on the first floor if you bring in your unevolved starters. XD I actually made it to about Floor 20 of Zero Island South with my Piplup before I had to warp out; if I hadn't gone twenty floors without a single Max Elixir, I probably could have kept going, but having no PP for any moves got too annoying.

Zero Island North is very interesting and nothing like anything from the first game. It sounds easy - since the only restrictions are that you can't gain experience or recruit Pokémon - but it really isn't easy at all; it starts out fairly easy but quickly grows more difficult and becomes extremely hard around Floor 40. Not only are the wild Pokémon very high-leveled (I'm guessing around the 60s, level-wise), but they have massive wellsprings of Dungeon IQ and - most frightening of all - every single Dragon-type knows Draco Meteor. Apparently, Draco Meteor can be learned by Dragon-types naturally at the proper Dungeon IQ (like such moves in the first game). What makes this move so devastating is that it works like Heat Wave and Silver Wind, hitting all foes in the room, and does upwards of 150 damage to each target! You'll probably want to level up a lot before trying to reach the end of Zero Island North because the massive amounts of Dragonite and Kingdra will be constantly using Draco Meteor on sight. However, as I observed earlier, stat boosters are extremely common, so you can always bring an Escape Orb, find as many stat-boosters as possible, and then warp out.

Speaking of crazy dungeons, I explored all of the Marowak Dojo mazes. They are completely different from the Makuhita Dojo mazes. Instead of two floors followed by a mini-boss battle, there are five floors of slowly increasing difficulty (although none of them will be hard if you've completed the main plot). You cannot bring any items, but you will find plenty of Oran Berries and Escape Orbs (the mazes are, in fact, the best places in the game to stock up on Escape Orbs). What makes these mazes difficult, however, is that you have an extremely short time in which to find the exit; I've actually seen the "Something is stirring..." message while still looking for the stairs, so try to make finding the stairs your first priority. The Final Maze, however, is completely different from the others. Every kind of wild Pokémon in the Marowak Dojo mazes can be found together - and recruitable - in the Final Maze. The Final Maze looks like an icy cave for most of the trip; periodically, the scenery will change for one floor, which indicates that a recruitable legendary Pokémon lives on that floor. The main problem with the Final Maze, though, is that it requires you to traverse 48 floors without a single Apple. There are no Apples anywhere in the entire maze, and you will probably need to be saved by a Reviver Seed just to keep from starving. It seems that you obtain a random ribbon every time you make it through rather than some grand and amazing reward. Oh, well. >_<

Piplup's Dungeon IQ is now 6.5, and I've discovered several new IQ Skills. I really need to get around to manually translating them, but I've still noticed some through experience.
1. This skill can be very effective if you luck out. Sometimes, when a foe tries to attack a Pokémon with this skill, they will instead cringe from fear and be unable to use the move. I actually had a wild Loudred miss four attack opportunities in a row against Turtwig because of this skill; on the other hand, Turtwig missed three attack opportunities in a row when battling Palkia. Be careful, because Palkia has this skill and it activates often!
2. I really like this skill. It cannot be removed (it has a star instead of a check mark) and it increases the Max PP of all of the Pokémon's moves by 5. This allows the Pokémon to go much longer without having to use a Max Elixir.
3. This quirky (and useful) skill causes the Pokémon in question to have a random chance of completely destroying a trap instead of activating it. It has a very high success rate (from my experience, around 70%), and I'll often randomly see a message saying "Piplup disarmed the trap!" while walking through a dungeon, since it even works on ones that have not been revealed. It will, by the way, destroy Wonder Tiles, so be careful.
4. This is the most useful IQ Skill I've obtained yet. When you arrive on a floor, a little arrow will pop up showing the general direction in which the stairs are. This allows you to walk directly toward the stairs instead of randomly flailing about the entire floor. This skill is basically essential for the Final Maze of Marowak Dojo. For the curious, if you enter a floor standing on top of the stairs, the arrow will point down. XD
5. You'll see this skill activate a lot with a certain Pokémon (whom I won't reveal to avoid spoiling the plot) who will help you on a late-game plot mission, but your Pokémon can obtain it, too. Whenever you enter a new floor, one of your moves will regain a single PP. This skill has a 100% chance of activating and will only choose moves that are not at full PP, so you will always regain PP unless it is completely full for every move. This skill also saves you from having to use as many Max Elixirs.
As an afterthought, because I've never seen anyone but the team leader activate unseen traps, I have suspicions that there is an IQ Skill that causes this; I'll have to check to be sure, though.

As a final observation, I've found a pattern as to when you can first unlock the secret dungeons that are unlocked by "Destination ???" missions. I'll impart my findings on that with the complete song list, so look forward to it if you care. XD
 
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Christopher

Well-Known Member
... ... ... That's a lot of writing. Thanks for the info. But it's coming to Europe in Sept-Dec 2007, so I'm happy ^^
 

Jonouchi

Chibi-cario
To start with, here's an incredibly minor one I forgot to mention earlier: I now concretely know the gender of every Pokémon in the Wigglytuff Guild. Chimecho and Sunflora are female, and all of the others (Wigglytuff, Chatot, Croagunk, Diglett, Dugtrio, Bidoof, and Corphish) are male. I don't know if anyone cares, but I thought I'd mention it. XD

I understand the others, but how's Wigglytuff male? What do they say exactly that make you so sure?
 

Herr Rotom

Disgruntled Rotom
Hmm, now you've driven my interest in the Zero Islands. I may see about attempting to get to the bottom of each of them. I've got three Lv. 100s so North shouldn't be much of a problem.Though I've always hated Lv. 1 dungens, so the other ones may take longer. The impediment of not being able to read Japanese could stop finding anything interesting at the bottoms...
 

Herr Rotom

Disgruntled Rotom
Well, if you haden't already looked at Serebii, Zero Island North has:
Golden Mask (greatly raises recruit rate)
Wonder Chest (raises exp)
2 Miracle Gummis
 
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Dynamic Mimiroll

Well-Known Member
Well, if you haden't already looked at Serebii, Zero Island North has:
Golden Mask (greatly raises recruit rate)
Wonder Chest (raises exp)
2 Miracle Gummis
I didn't get far enough to find any of those, but I did find lots of Chiffons inside locked rooms (although I somehow managed to obtain a Miracle Gummi in a completely different dungeon, although I can't remember how). Incidentally, how did you get all of your Pokémon to Lv. 100 so quickly? Is there a certain place where leveling up is really easy, or were you just really patient? My team is still only around Lv. 66. :/

How can my salamence learn draco meteor in this game?
Draco Meteor should be able to be relearned courtesy of Electivire when Salamence (or any Dragon-type) has a high enough Dungeon IQ; I know this because the Dragon-types of Zero Island North (who have extremely high Dungeon IQs) spam Draco Meteor like there's no tomorrow. Basically, just keep giving Salamence Gummis until Draco Meteor pops up under the list of relearnable moves. Oh, and be sure to let me know how high its Dungeon IQ needs to be, because I'm really curious. XD

I understand the others, but how's Wigglytuff male? What do they say exactly that make you so sure?

The genders of the Wigglytuff Guild members are concretely confirmed when you meet them or team up with them during a mission. If the Pokémon is a direct teammate, you can see its gender below its name if you choose the option to make the top screen function as a status screen. Otherwise, whenever the Pokémon uses a move, you can see the gender symbol pop up beside its name in the descriptive text at the bottom of the screen. Without spoiling anything, because the player ultimately meets and/or escorts every Wigglytuff Guild member sometime within a dungeon, it is possible to confirm their genders. I was kind of surprised that Wigglytuff was male, too, but it distinctly said, "Wigglytuff(male symbol) used Disable!" and "Wigglytuff(male symbol) used Doubleslap!" You can also use this trick to determine the gender of bosses (most non-legendaries are male) and determine that every member of Team Charms is indeed female.
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Here's the complete song list, with some handy notes. I haven't completed any part of Zero Island yet, but, judging by my long foray into Zero Island North, I believe they just play the same cycle of songs throughout.

A dungeon surrounded by parentheses cannot be revisited, while an ellipsis before a dungeon name means that it is the second part of the dungeon before it (if a dungeon has a second part and I don't mention it, it means that it plays the same songs as the rest of the dungeon). If four songs are listed, one of them will be randomly selected to play whenever you reach a new floor. If a dungeon has asterisks beside it, look at the asterisk key at the bottom of the list.

The Unofficial Song List of Mystery Dungeon 2

Calmtide Cave: Budding Journey
Brine Quarry: Seaside Picnic
Mt. Needlespire: Mounting Pressure
Waterfall Grotto: Beneath the Surface
Apple Grove: Woodland Waltz
(Petit Path: A Taste of Tomorrow)
Seaside Tunnels: Joys of the World
(Rocky Path: A Taste of Tomorrow)
Mt. Hornpeak: Across the Mountain Pass
(Tree-lined Path: A Taste of Tomorrow)
Fogbound Forest: When Time Stood Still
Steamsprings Cave: One Degree Beyond the Boiling Point Part 1
...Steamsprings Cave Depths: One Degree Beyond the Boiling Point Part 2
Lightning Plateau: Electric Technopop Part 1
...Lightning Plateau: Electric Technopop Part 2
Northern Desert: Metaphor of Life
Quicksand Subterrane: Perils of Promise Part 1
...Quicksand Subterrane Depths: Perils of Promise Part 2
Crystal Cave: Echo Reverie Part 1
Grand Crystal Tunnel: Echo Reverie Part 2
Spatial Crevasse: Paramount Struggle
Murkwind Flats: Nightmare Made Manifest
Sepulcher Gaol: Crying Through Futility Part 1
Sepulcher Gaol Depths: Crying Through Futility Part 2
Black Forest: Plight Beneath the Trees
Wooded Plateau: The Earth's Desperate Plea
Sensebrink Forest: Lost Secrets Part 2
Coastal Cave: The Life of Discovery Part 1
...Coastal Cave Depths: The Life of Discovery Part 2
Mirage Country: Transience Part 1
...Mirage Country Depths: Transience Part 2
Dimensional Tower: The Fated Hour Part 1
...Dimensional Tower Heights: The Fated Hour Part 2
Mystic Woods: Sanctified Soul
Blizzard Island: Snows of Nostalgia
Flashfreeze Crevice: When Time Stood Still, Perils of Promise Part 2, Purest Insight, Sweet Dreams
Cradle Sea: Ripple in the Sea Part 1
Miracle Sea: Lost Secrets Part 1
Sentinel Cave: Solving the Ancient Riddle Part 1
Introspection Peak: Purest Insight
(Nightmare Core: Sweet Dreams)
Sky Fissure: Paramount Struggle
...Sky Fissure Depths: Crying Through Futility Part 1
Void Crater: Facing the Phantom of Fear Part 1
...Void Crater Depths: Facing the Phantom of Fear Part 2
Hidden Ruins: Solving the Ancient Riddle Part 2
Sea Resort: Budding Journey, Joys of the World, The Life of Discovery Part 1, Ripple in the Sea Part 2
Bottomless Sea*: Seaside Picnic, Crying through Futility Part 2, The Life of Discovery Part 2, Ripple in the Sea Part 1
Shimmering Sands*: One Degree Beyond the Boiling Point Part 1, Metaphor of Life, Perils of Promise Part 1, Perils of Promise Part 2
Mt. Avalanche*: Mounting Pressure, Nightmare Made Manifest, Snows of Nostalgia, Purest Insight
Titan Volcano*: One Degree Beyond the Boiling Point Part 1, One Degree Beyond the Boiling Point Part 2, Facing the Phantom of Fear Part 1, Facing the Phantom of Fear Part 2
Abyssal Reaches*: Paramount Struggle, Crying Through Futility Part 2, Solving the Ancient Riddle Part 1, Sweet Dreams
Escalade of the Skies*: Echo Reverie Part 1, Echo Reverie Part 2, Lost Secrets Part 1, Lost Secrets Part 2
Mysterious Jungle*: Crying Through Futility Part 1, Snows of Nostalgia, Solving the Ancient Riddle Part 1, Solving the Ancient Riddle Part 2
Silent River**: Mounting Pressure, Beneath the Surface, Echo Reverie Part 1, Ripple in the Sea Part 2
Rolling Cavern**: Budding Journey, Beneath the Surface, Paramount Struggle, Snows of Nostalgia
Lifegreen Meadow**: Seaside Picnic, A Taste of Tomorrow, Across the Mountain Pass, The Earth's Desperate Plea
Microcosm Field**: Mounting Pressure, Woodland Waltz, A Taste of Tomorrow, Joys of the World
Labyrinth Cave***: Perils of Promise Part 1, Paramount Struggle, Crying Through Futility Part 2, Solving the Ancient Riddle Part 2
Oran Grove**: The Practice Session
World's End Lake****: Echo Reverie Part 1, Echo Reverie Part 2, Sanctified Soul, Ripple in the Sea Part 1
Joy Cape****: Metaphor of Life, The Earth's Desperate Plea, Lost Secrets Part 1, Lost Secrets Part 2
Mt. Squall****: Seaside Picnic, Joys of the World, Crying Through Futility Part 1, Facing the Phantom of Fear Part 1
Radiant Hill****: Echo Reverie Part 1, Echo Reverie Part 2, Lost Secrets Part 1, Lost Secrets Part 2
Stark Badlands****: Electric Technopop Part 1, Electric Technopop Part 2, Nightmare Made Manifest, The Earth's Desperate Plea
Midnight Weald****: The Practice Session, When Time Stood Still, Plight Beneath the Trees, The Earth's Desperate Plea
Zero Island North*****: Budding Journey, Lost Secrets Part 2, Ripple in the Sea Part 2, Sweet Dreams
Zero Island East*****: Joys of the World, One Degree Beyond the Boiling Point Part 1, Paramount Struggle, The Life of Discovery Part 2
Zero Island West*****: Crying Through Futility Part 2, Lost Secrets Part 1, Sanctified Soul, Ripple in the Sea Part 1
Zero Island South*****: Seaside Picnic, One Degree Beyond the Boiling Point Part 1, Crying Through Futility Part 1, The Life of Discovery Part 1
All Marowak Dojo Mazes: The Practice Session

Asterisk Key
If there are no asterisks, the dungeon is unlocked normally through the plot.
* = This dungeon can be unlocked by a special Wonder Mail mission any time after clearing Flashfreeze Crevice for the first time.
** = This dungeon can be unlocked by accepting a "Destination ???" mission from the left Mission Board any time after clearing Steamsprings Cave for the first time.
*** = Labyrinth Cave can be unlocked by a special Wonder Mail mission any time after clearing Steamsprings Cave for the first time.
**** = This dungeon can be unlocked by accepting a "Destination ???" mission from the left Mission Board any time after clearing Dimensional Tower Heights for the first time.
***** = The Zero Island dungeons are automatically unlocked after clearing Mystic Forest for the first time, but you do not need to complete them to advance the plot.
 
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Draco Meteor can be learnt by any dragon type pokemon at LV.72 if the pokemon's IQ is 3*s or above. For those dragons who are over LV 72 but don't have enough IQ, just feed them more gummi and when they reach 3* they will be able to recall the move at Electivire's link store.
The 12 starter's ultimate move are learnt via the same method.^ ^
 

Herr Rotom

Disgruntled Rotom
I didn't get far enough to find any of those, but I did find lots of Chiffons inside locked rooms (although I somehow managed to obtain a Miracle Gummi in a completely different dungeon, although I can't remember how). Incidentally, how did you get all of your Pokémon to Lv. 100 so quickly? Is there a certain place where leveling up is really easy, or were you just really patient? My team is still only around Lv. 66. :/

The items I listed there where at the bottom (Fl. 75) And I've been playing the game since Christmas, and I absolutly love PMD. I had to get my Turtwig to Lv.80 or so before I could finally beat Dark Crater. So I spent a lot of time hunting down new recruits, usually in the Sky Fissure. My team, often consiting of Turtwig, Mudkip and Rotom (all Lv.100), and a variety of other fourth members (Staraptor Lv.66, Gardevoir Lv.53, Froslass Lv.67, Mismagius Lv.81 and others), have done plenty of leveling for the Crater.

Something I want to mention, Kecleon's became much more godly in this game. Even with three level 100's, no one managed to top 2 damage per attack on it. So being able to recruit one of these is going to be even tougher than before.
 
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Jonouchi

Chibi-cario
Anyone know the purpose behind Team Razorwind? You know, Zangoose, Scyther and Sandslash? Are they just there or do they have some sort of significant purpose in the game. If they had the PMD2 Special to themselves I'd imagine they'd have some sort of role in this game.
 

Dynamic Mimiroll

Well-Known Member
Anyone know the purpose behind Team Razorwind? You know, Zangoose, Scyther and Sandslash? Are they just there or do they have some sort of significant purpose in the game. If they had the PMD2 Special to themselves I'd imagine they'd have some sort of role in this game.

In the game, they just seem to be another exploration team that hangs around in Treasure Town. Like the other teams, they give helpful advice and say silly things, but - unless I missed something - they don't seem to have any major plot relevance. It sort of reminds me of Team MAD and the nonexistent team on the cover of Darkness in the way that they seem important but have no effect on the main plot. :/
---
I'm fairly sure that I've maxed out Piplup's Dungeon IQ (since the message that appears when I give her a Gummi says that it had no effect). Apparently, Dungeon IQ maxes out at ten IQ Stars now instead of twelve and does not display the word "MAX" like in the original. I noticed that she never got Super Mobile or Trap Seer like I expected she would; she also didn't get some IQ Skills that Turtwig (who has six IQ Stars) learned fairly early. The last IQ Skill she learned gives her an innate Pierce Scarf effect (any thrown item passes through everything, damaging all foes in its path, and disappears from sight). I wonder if Super Mobile and Trap Seer were completely removed from the game or if only certain Pokémon can learn them. It would be interesting if completing a side of Zero Island unlocked the ability to learn different skills such as those; I do seem to recall, after some plot event that I can't exactly remember, suddenly having every one of my Pokémon (as well as every one I recruited afterward) innately having an unremovable IQ Skill (which I really need to get around to translating). At any rate, I can't think of any other reward Zero Island could offer, considering that there are no undiscovered legendary Pokémon. Has anyone actually completed a side of Zero Island to see what lies at the end? Also, am I right in believing that ten IQ Stars signifies a maximized Dungeon IQ, or can I increase it further through some method? (It doesn't say "MAX" on the status screen, after all).

Oh, and before I forget, it turns out that Piplup really does have an IQ Skill that prevents partners from activating (or revealing) invisible traps. The other day, I switched places with Chimchar and activating a Confuse Trap in the process. >_< Also, I noticed something amusing with the IQ Skill that causes a Pokémon to hop backward out of harm's way if it misses with an attack: if the Pokémon uses a move that hits all targets in the room (like Silver Wind and Land Power) and misses at least one target, it will jump backwards even if the move actually connected on some targets. I found it funny when this happened with a wild Camerupt, as it almost seemed like it was angry that it had hit Piplup, Turtwig, and Chimchar but missed Pichu. XD

By the way, I have a question. Has anyone figured out the precise base recruitment rates of wild Pokémon and the recruitment bonuses yielded by leveling up and held items? I've tried (and failed) to recruit Mewtwo almost twenty times now, and I've also yet to recruit any Eevee evolution, so I'm wondering if anyone would know if the team leader needs to reach a certain level or hold a particular item to recruit certain Pokémon. (Either that or I'm just really unlucky, which is actually pretty likely given my previous records. XD)

Lastly, here's a bit of trivia: Azurill was most likely born at Sea Resort. When you journey through Azurill's subconsciousness, you'll meet phantasmal memories of certain wild Pokémon; interestingly enough, the same assortment of wild Pokémon is found at Sea Resort. It makes sense, considering that Azurill's subconsciousness probably retains memories of the inhabitants of her birthplace; I thought it was kind of neat when I noticed. (Actually, though, I seem to recall encountering Skitty and Delcatty in Nightmare Core, both of which are not found at Sea Resort, but Serebii's listings indicate otherwise. Am I going crazy, or did I really encounter those two Pokémon in Azurill's dream? o_O)
 

Dynamic Mimiroll

Well-Known Member
is there a place where i can read the story?

A basic outline of the plot can be found in the Mystery Dungeon Discovery Thread (which is stickied just a few topics below this one). However, I most highly recommend not spoiling the story for yourself! There are some really big plot twists that are incredibly amazing when you experience them firsthand without any prior knowledge, and I really think you should wait and experience them yourself so you can get the full impact. Reading a plot synopsis really can't capture the story's amazing qualities, since the plot is so well choreographed and will constantly surprise you, but you can look up that topic if you really want to spoil it for yourself. I recommend against it, though.
---
The other day, I finally got to the very end of Zero Island North! The dungeon is seventy-five floors long, with the last floor being a treasure room, and has four different backgrounds: the beach of a tropical island, lush wetlands with blue flowers and surrounded by massive sand dunes, a deep blue stone ruin interior filled with elaborate mazes of tunnels and showing signs of dilapidation, and a steel gray ruin interior that is visually identical to the blue passageways except for the color difference. The same four songs play throughout, randomly changing each time you enter a new floor: Budding Journey, Lost Secrets Part 2, Ripple in the Sea Part 2, and Sweet Dreams.

Anyone wanting to explore this dungeon should definitely bring at least two Lv. 100 Pokémon, and even then you'll have lots of trouble, as the Pokémon here are horrifically strong, surpassing by far any other wild Pokémon elsewhere in the game. For some odd reason, the middle floors are much tougher than the early and late floors, so don't give up when the trip seems tough, as it will get much easier later on. Be sure to bring X-Ray Specs, lots of Reviver Seeds, a few Apples (only a few, as later on your belly will be refilled whenever you're saved by a Reviver Seed), a hefty amount of Iron Thorns/Sticks/Silver Spikes to throw from a distance, a few Max Elixirs, some Keys to unlock the locked doors and find rare items, and an Escape Orb or two. As you proceed through the dungeon, be on the lookout for Gummis, stat boosters, and TMs to bring back. In fact, you can actually stock up on these rare items by repeatedly running through the early easy floors, getting as many rare items as you can find, and warping out with an Escape Orb. (If you need extra Escape Orbs, they are extremely common in any Marowak Dojo maze other than Final Maze.)

The early floors are filled with fairly easy Pokémon including Electrode, Smoochum, Persian, Horsea, Forretress, and Ivysaur who are not terribly high-leveled and don't know many threatening moves. The only real threats early are Smoochum's Perish Song and Remoraid's assortment of ranged attacks (including Bullet Seed). As you approach the ruins, it starts to get tougher, with Raichu using Thunderbolt and Seadra launching surprise attacks with Hydro Pump.

Around Floor 40, there is a sudden difficulty spike. You will begin to exclusively encounter the twelve fully evolved starters of all four generations (among these being Sceptile with the ranged and powerful Leaf Storm and Blastoise with unusually high resilience to even super-effective attacks), Dragonite and Kingdra who strike the whole party at once with the fearsome Draco Meteor (and use it again and again without mercy), Metagross and Skarmory who resist many types and use an assortment of powerful moves, Tyranitar who kick up a sandstorm (and stop you from debilitating Monster Houses with a Petrify Orb), Manectric who render your party's Electric attacks useless with their Lightningrod ability, and frighteningly powerful blue Shellos (yes, the unevolved Shellos) who surprise you with their high offensive power and amazing resilience and render all of your Water moves useless with their Storm Drain ability. Water-types and Electric-types will need to rely on other kinds of moves here (since Water and Electric moves always fail as long as Shellos and Manectric are on the floor), but everyone will have trouble keeping up with this powerful assortment of Pokémon. If you move cautiously and check enemy locations with X-Ray Specs, you should be able to last long enough to escape this very difficult section.

The later floors toward the end of the blue ruins and throughout the gray ruins are a welcoming respite after the horrifically difficult blue ruins, but don't let your guard down. The foes here are easier, but still pack a punch. Be on the lookout for surprisingly low-leveled and easy Weepinbell, Swalot who repeatedly use a ranged Sludge Bomb, Miltank who have high defenses and HP, Vespiquen who have good moves counterbalanced by their fairly low level, and Gengar and Mismagius who love to run through walls and ambush you. Because the Gengar here have the Trap Seer IQ Skill, they will oddly enough reveal invisible traps (even though wild Pokémon are immune to traps) when they cross over them, allowing you to easily avoid traps toward the end of the dungeon. o_O

Finally, on Floor 75, there is a treasure room (with gray ruins scenery) with two Miracle Gummis that profoundly boost IQ and may raise a stat by 3, a Joy Box that increases the holder's gained experience, and the legendary Golden Mask that causes the holder's recruitment rate to skyrocket. (The Golden Mask, like the Enigma Part and Cryptic Tablet, is a unique item that cannot be sold. The Joy Box, while just as rare as the Golden Mask, is apparently not so unique, however, so be sure not to accidentally sell it.) These seem to be the only rewards for clearing Zero Island North (although the Golden Mask alone is worth the trip), so you don't gain an Exploration Star or anything by clearing it. When I finally explore the other areas of Zero Island, I'll let you know what I discover.
 
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