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.
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.
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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