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The Legend of Zelda: The Wind Waker.
- Happy Birthday! -

You'll start out asleep on top of the watchtower. Your sister, Aryll,
will wake you up, remind you that it's your birthday (how could you
forget?), and tell you that your grandmother wants to see you. Climb
down the ladder, then go left and across the bridge, and go into the
second house you see. In here, climb the ladder, then approach your
grandmother. She'll give you the Hero's Clothes, and then talk a bit
about tradition, and then tell you to get Aryll. Go back to the
watchtower and approach Aryll, who will loan you her Telescope. She'll
tell you to check out the house, so equip it and look at your mailbox.
You'll see a weird bird thing at your mailbox, who will then go crazy.
Then, look at the sky, and you'll witness a scene in which some pirates
attack a gigantic bird holding a girl, who will then fall into the
forest.

- S-Words -

Aryll will ask you to help the girl, but will hint that you don't have
anything to fight enemies off with. Leave the tower, then cross the
bridge and enter the first house. Talk to Orca, then roll against the
wall when he says so. If you do it correctly, he'll offer to give you
some sword training; if you complete it, he'll give you the Hero's
Sword. Go along the path opposite the watchtower, then cut down the
trees and go through. When you reach the bridge, cross it, then go into
the hole in the rock. You'll see the girl hanging from the tree.

- Save Tetra -

Go forward and slightly to the right, across the rock. Defeat the enemy
with your sword, then climb up onto the rock and jump to the higher
ground. Go forward and across the log, then defeat the two bad guys. The
girl will fall out of the tree. After a short cutscene (in which you
discover her name is Tetra), you'll see your sister get captured by the
same bird that took Tetra. After some more scenes, Tetra will agree to
let you on her ship, but you'll need to get a shield first. There was a
shield on your coat of arms, so go back home and climb the ladder to see
it - it's gone! Somehow or another, your grandmother has it. She'll give
you the Hero's Shield. Go back to Tetra and tell her you're ready.

- Out To Sea -

Talk to Tetra, and she'll tell you to go below deck to Niko. Go into the
door of the ship and down the stairs, where you'll see Niko. He'll tell
you that you have to take the test. He'll show you the ropes of switches
and rope swinging (I don't intend to make such bad puns). Step on the
switch, then swing on the ropes to get to the next room. He'll then let
you have what's in the treasure chest, which turns out to be the Spoils
Bag. You'll then be summoned above deck. Tetra will have you climb the
ladder to the crow's nest, where you'll discuss the Forsaken Fortress.
You'll end up being launched over in a barrel. Once you collide with the
wall, you'll lose your sword and drop into some water.

- Forsaken Fortress

Tetra will contact you mysteriously, and reveal that she slipped a stone
into your pocket that allows her to communicate with you; she'll tell
you that if you see A on the screen, press it. Go up the stairs and pick
up a barrel to put it over your head; this way, if a light comes across
and you stop moving, you won't get in trouble. Go across and through the
right set of large doors. If you are caught, you'll get thrown in a jail
cell; to get out, jump from the table to the shelf, move the jar, and
crawl out the hole. Follow the path, then grab the dungeon map. Swing
across, then go through the door and back outside.

Once you're through the doors, go to the left into the passageway. Pick
up the barrel and put it on, then proceed past the guard. Be careful; if
you are in the lantern's light at all, you'll be thrown in the cell. Go
through the next room, then sneak past another guard. In this next room,
an iron thing from above will attack you with lasers. As soon as he
stops firing, climb up the ladder, then go to the left and up another
ladder and out the door. In this area, go into the area on the right,
and Tetra will tell you something about the searchlight. Climb up the
ladder. Up there, a monster will attack you. Deflect its bat with your
shield, then when he drops it, pick it up, and hit him with it; hit him
enough times to defeat him. Then, go towards the next searchlight and do
the same.

Once that one is defeated, go back down towards the first searchlight,
then follow the path back to the room with the laser thing. Swing across
to the other side, then go through the door. Go to the other door, while
peeking in both areas. Tetra will then discover something about the
tower. In the next room, make your way to the door that is pointed out
without being spotted.

Climb up the stairs, then pick up the barrel and sneak past the guard.
Go up the ramp and sidle past two ledges. Climb the stairs and you'll
see your sword. Go pick it up, then do battle with the enemy; you can
pick up his sword afterwards. Go through the door, and you'll be
snatched by the giant bird and taken to the top of the tower, then
thrown off a great distance. You'll find yourself in a boat.

- Dragon Roost Island

- The Rito People

- Sailing The Seven Seas -


The boat will explain exactly what is going on, and then will tell you
to go find a sail. Go up into the village, and find a small row of boxes
with an Eskimo behind them; he will sell you a sail for 80 Rupees.
Return to the boat, and it will tell you about sailing the sea. After it
is done, climb on, hoist the sail and follow the wind to your next
destination, Dragon Roost Island.

- Mountain Climbing -

Your next task is to climb up to the top of the island and ask the
dragon, Valoo, for Din's Pearl. The boat will give you the Wind Waker,
and give you a small training exercise, then head towards the green
grass. Go around to a path blocked by a giant rock, then blow it up by
picking up the flower (hereinafter Bomb flowers) and dropping the bomb
next to the rock. Blow up the next rock, then go on to the bomb flower.
Pick it up, then throw it up at the rock so it will blow it up. Sidle
past the ledge, then drop down and blow up another rock, dropping two
blocks. Go forward to the Rito you saw earlier. You'll talk, then he'll
leave. Proceed forward.

- Prince Komali -

Once inside, a long scene will occur (the mailman's name is Quill!), and
you'll be asked to talk to Prince Komali. You will also be given a
Delivery Bag. Your first task is to find a girl named Medli and receive
something from her. Go up the ramp and enter the first room you see;
that's her in there. She'll give you Father's Letter, and will ask you
to come to the entrance of Dragon Roost Cavern later. For now, go back
to the first floor and enter the unguarded room. Go inside and give
Prince Komali the letter, and he'll get rather touchy. He also
challenges you to find someone who can get to Valoo. Exit his room and
go through the path with the guard next to it.

- Enter The Caverns -

Follow the path and jump down from the bridge, then talk to Medli. After
some talk, she'll ask you to throw her up to the ledge. Back up a bit
and climb on the rock, then, when the wind blows towards the ledge, toss
her up. She'll decide to climb Dragon Roost by herself, and she'll give
you an empty bottle, then she'll run away. Climb up the broken bridge,
then go back and talk to Prince Komali. It is revealed that the item he
holds is Din's Pearl, although he refuses to let you have it. Go back to
where you threw Medli and put some of the water left in the pond in your
bottle. Go to the dried-up Bomb flowers and pour the water on one, then
blow up the rock blocking the spring. Cross the pond, then pick up a
Bomb flower and throw it into the pot. The statue will fall and make a
platform. Do the same for the other, then cross into Dragon Roost
Cavern.

- Dragon Roost Cavern

Upon entering the cavern, you'll see three statues. Pull out the one on
the left, and move the center one to the left to reveal a doorway.
Defeat the two enemies, then pick up one of the flaming sticks. Go
forward to the two unlit torches and set them on fire. A chest will
appear that contains a key. Use it to unlock the door. Go in and use
your sword to break through the wood.

In this room, follow the wooden platforms to the left. When you reach a
large gap with a platform underneath, drop down, pull the block out,
climb onto it, then jump onto the wooden platforms again. Jump to the
rock pillar and cross the bridge, then pick up a Bomb flower and use it
on the rock. Go through the door.

In this room, pick up one of the jars with water drops on them, throw it
into the lava river, then cross it. Cross to the next platform to
receive the dungeon map, then jump back and climb the ladder, then go
through the door. In this room, an enemy will break out of one of the
board sets, so defeat him, then pick up his sword. Use it to break
through the wood, then use it to break through some more wood in the
next room. Behind it is a small key. Go through the next door.

In this room, use your spin attack to hit one of the Bomb flowers, which
will then blow up the rock. Continue that way to end up somewhere
familiar. Go through the locked door. In this room, an enemy will break
out of some wood. Defeat it (picking up a Joy Pendant), then pick up its
stick. Set it on fire, then burn the wood with it. Step on the switch,
then go through the door.

Out here, cross the bridge, defeat the baddy, then climb the ladder,
timing it so you won't get hit by lava. Defeat another baddy, then sidle
across the ledge, watching out for more lava. Go to the other side of
the rock, then grab onto the wood, but don't climb up; just hang there.
Inch your way across, then get up. Climb up, then use the Bomb flower on
the rock, and go through the door.

In this room, pull one block out of each column, then climb up and go
in. In here, pull the block out, then climb up and open the chest to
receive the compass. Next, pick up a stick, then set it on fire and
throw it at the wood barrier. Jump down, then climb up to the small key.
Go back and through the locked door.

Once again outside, jump across the broken stairs, then battle the bird
creature and get the key from its nest. Open the door and go inside.
It's dark in here, so light a stick and follow the path. Light the
torch, put down the stick and defeat the bats, then pick the stick back
up and burn the wood barrier. Light two more torches, then go into the
next room.

In this room, pick up a Bomb flower and blow up the rock to open up the
warp vase that warps to the first room. Go across the bridge, then into
the next room. Defeat the enemy, then smash the pots to find an enemy
with a stick. Defeat it, then use the stick to light the unlit torch.
Open up the new chest to get a Treasure Chart. Climb the ladder and run
across the platforms, then drop down onto the low shelf. Smash the pot
to reveal an enemy, then defeat it to open the doors. Go through the
door on the platforms.

In here, use the water vases to get to the platform, then throw one
where the lava tends to spout, so the platform will rise. Jump to the
wooden platforms, then go through the door. Remember this room, as the
Boss door is in here. Use a Bomb flower to remove both rocks, one
uncovering a warp vase, then go through the door on the left.

Once out here, run up the stairs, as they collapse behind you. Go in,
then beat up two baddies. Another one (remember the guards from Forsaken
Fortress?) will be dropped in. Defeat him (use parries), then talk to
Medli. She'll give you the Grappling Hook. Go up the stairs to the
platform, then use the grappling hook on the branch to get to the other
side. Go forward, use the grappling hook again, then use your sword to
bust the barrier. Drop down to the platform, then use the grappling hook
to get across several platforms, and go through the door.

Drop both baddies into the lava below, then take a stick, set it on fire
and burn all the ropes on the bridge. Stand on it until it falls, then
drop down, get the chest, and go into the next room.

In here, go into the cage and stand on the platform. Cut all the ropes
at once with a Spin attack so the platform falls. Cross to the suspended
platforms, then jump over to the ladder. Climb it, then use your
grappling hook on the branch to pull it out and open the door. Go
through.

In this room, cross to the platform to the right with the grappling
hook, then cross the platforms and use your grappling hook again and go
through the door. In here, defeat the enemy with a jump attack, then
place it on the switch and get the Big Key.

Now you must backtrack to the room with the Boss door (Hint: the easiest
and cheapest way is to save, exit the game, restart, and use the vases).
Backtrack to the room where you burnt the bridge, then pick up a water
jar and throw it where the lava rises to go back up. Continue back to
the room, then use the grappling hook to cross to the boss door,
grabbing the Knight's Crest from a chest along the way.

-- Boss: Gohma --

First, use the grappling hook on the dragon's tail, then jump off. This
will make the dragon fall onto Gohma, cracking the shell. Do this two
more times, then the next stage begins. Use the grappling hook on his
eye, then slash away with your sword. Continue until he's dead. Grab the
Heart Container, then enter the warp. Everything will return to normal.

Back at the base of the island, Komali will thank you and give you Din's
Pearl. Medli will hint at the Wind's Shrine, so go through the hole in
the wall to go to the Wind Shrine; use the Wind Waker next to the purple
statuette to learn the Wind's Requiem. A toad on a cloud will show up,
and introduce himself as Zephos, the God of Winds. He'll warn you of
cyclones at sea, then leave. Conduct the Wind's Requiem and have the
wind blow south, then climb on the boat and sail towards the island.
You'll be stopped by a fish, which will put Dragon Roost Island on your
sea chart. Continue to Forest Haven.

- Forest Haven

- The Deku Tree

- Outside -

Climb up the first few rocks, then you'll meet a plant enemy. To defeat
them, just use your sword a bunch, but if you use your grappling hook,
you can get a Boko Baba Seed. Continue to the right and up, then use the
grappling hook on the branch. To defeat the octopus enemies here, just
deflect the things they shoot at you with your shield back at them.
Cross the platforms, then use the grappling hook again and enter the
next area.

- Inside -

Go to the right and climb up where the water falls, then go forward and
do it again. Approach the Great Deku Tree to find he's infested with
Chuchus. Roll into him to knock them off, then defeat them with your
sword. He'll talk to you, then call out the Koroks. Apparently, you're
just in time for a ceremony, but the Koroks are worried about Makar, who
fell into the Forbidden Woods. Guess who gets to rescue him. The Deku
Tree will summon a Deku Leaf, then ask you to go get it. Find the Baba
Bud, then jump into it. Use it to shoot up into another Baba Bud.
Continue until you reach a platform of leaves. Here, use your grappling
hook to launch into another bud. Continue from bud to bud until you
reach the leaf. Use it then to reach the platform that the Korok is
standing on.

- Outside Again -

Go through to the end of the platform, then turn the wind SW and float
to the platform. Cut the grass to get more magic, then turn the wind NW
and jump into the cyclone (remember, it's farther away then it looks).
You'll be thrown upward, so avoid the enemies and float to the entrance
to the Forbidden Woods.

- Forbidden Woods

Go to the right to receive the dungeon map, then go towards the far left
to a nut. Cut it down and pick it up, then go towards the door and throw
it at the plant to destroy it. Go through the door. In the next room,
jump into the Baba Bud and get shot out. At the peak, use your Deku Leaf
to go to the next bud. Continue to the platform, then pick up a bomb and
blow up the plant on the door.

In the next room, use the Deku Leaf to blow air at the contraption to
your left. It will spin, and a platform will come down. Get on, then use
your leaf on the wall behind you to go up. Go through the door. In here,
go up and defeat the plant enemies, then jump into the Baba Bud to the
right and get on the high platform. Do it again, then use the leaf on
the spin thing to being down a platform. Get on, then use the leaf to
make the platform go. At the top, get off and get a nut, then get back
on and go back down. Throw the nut at the plant, then go through the
door.

In this room, use your Deku Leaf to move the nut to the door, then pick
it up and destroy the plant and go to the next room. In here, go to the
right and use your grappling hook on the branch to get across, then jump
across the moving platforms to the nut. Pick it up, then jump to the
door with the plant and destroy it, and go through.

In here, go to the ledge, blow away the rocks, then jump across and go
through the door. In here is an invisible maze, with the walls being
dictated by appearing vines. Follow the left wall and bomb the barrier
to get the Compass, then pick up another bomb and bomb the other
barrier. Go back to the start, then go in the other direction. Follow
the path to a small key, then use the Baba Bud to float back to the
start. Go back to the locked door and go through.

Use your leaf to blow the enemy away, then use it on the contraption to
bring down a platform. Use it to get to the other side, then go through
the door. In here, defeat all the enemies, using the stick to break the
hives, then jump into a Baba Bud holding a stick to get to the upper
level. Break more hives, then go up another level. Break the last of the
hives, then go through the door.

In here, defeat the butterfly by using your sword, then pick up the
Golden Feather and get the Boomerang. Using the Boomerang, target both
the switches above the door, then go through. Back in here, destroy both
plants on the door and go through.

In this room, use your Boomerang to cut all the ropes, then float
across, nab the Joy Pendant and go through the door. In here, cut all
the ropes holding up the giant plant to have it drop down. Jump down
after it, then go through the door.

Defeat all the enemies with your Boomerang, then jump across the
platforms on the right. Defeat the Chuchus and tentacles, then go into
the next room. In here, cut the four ropes, then drop down onto the
flower. Go pick up a bomb flower and use it to blow up the wood barrier.
Go through to the next room.

Remember that this room is optional: if you don't want a Treasure Chart,
skip this paragraph. In here, jump across to a platform and defeat the
plant enemy, then go to the central platform, defeating all enemies
along the way. Jump up some platforms to a Baba Bud, then jump up and
float to the platform. Use your leaf on the spin thing, then, when the
platform arrives, travel to the other side. Pick up the bomb and throw
it in the main tree to unlock a chest with a Treasure Chart.

Go back to the previous room and cut the four ropes again. Use your leaf
to blow yourself towards the longer tunnel, destroying Octoroks along
the way. At the end, jump onto the platform, and go through the door. In
here, walk to the top of the platform, then use the Boomerang to hit all
of the switches, then get the Big Key. Two guards will be dropped;
defeat them, then go back up top and use the grappling hook to get up to
the higher platform. Go though the door, then go back to the room with
the flower.

Use your leaf on the spin thing, then launch up with the bud, take out
your leaf, and get lifted to the higher floor. Up here, use the
Boomerang to free up the door, then go through. In here, defeat the
enemy, then go through the door. In here, avoid the cones and go through
to the boss.

-- Boss: Kalle-Demos --

Approach the flower to bring out a giant plant, which will attach itself
to the ceiling. Use the Boomerang to cut all the ropes that hold the
plant on the ceiling, then cut the creature inside with your sword.
Repeat until Kalle-Demos is defeated. You'll talk to Makar, then take
the Heart Container and enter the warp. After some talk, the Great Deku
Tree will give you Farore's Pearl, and the ceremony will begin. Once
done, the King of Red Lions will have you sail to Greatfish Isle.

- The Next Part Of The Walkthrough

Making up names for sections is harder than you'd think.

- Jabun's Treasure

- Again With The Pirates -

Upon arriving at Greatfish Isle, you'll find that it is deserted. Quill
will come and tell you to go see the pirates, who are on Windfall, so
set a course northeast. Once you arrive, you'll need to find out what
the pirates are up to. Go to the Bomb Shop (the building on the ledge to
the right) and go around to the left. Sidle across the ledge, climb up
the vines, and crawl through the hole to see the pirates stealing some
Bombs. An interesting cutscene will occur, during which you learn the
password to the pirate ship (it's random).

- More Ropes -

Go towards the other ledge and jump onto the pirate's ship, then tell
the password to the door and go in. Go downstairs and talk to Niko,
who'll make you take another test. Swing directly from rope to rope to
get across, and Niko will give you Bombs. Tetra will talk to you (oops!
She was watching!), and mention a treasure on Outset Island. Go there.

- Fairies Are The Best Medicine -

Upon arriving at Outset Island, you should go see your grandmother.
Sadly, she's lost her mind after losing both of her grandchildren.
Talking to Orca's brainy brother will reveal that fairy dust can help
her. Head toward the bridge into the Forest of Fairies to find that it
is out. No matter! Climb up onto one of the posts, jump off, and use
your Deku Leaf to float to the other side. Follow the forest path to the
rock and blow it up, then drop in. Inside, you'll talk to the Great
Fairy, who'll give you a bigger Rupee bag that lets you carry up to
1000. Then she'll disappear and be replaced with fairies; capture one,
then leave. Return to your grandmother, then stand in front of her and
use the fairy. She'll regain her senses and give you some Elixir Soup,
which refills your health and magic and gives your sword double strength
until you're hurt once.

- The Mysterious Vortex -

Return to the King of Red Lions and go around to the back of the island,
where you'll be trapped in a vortex. While you're in it, use your bombs
to give your boat a cannon. Shoot at the cracked portion of the stone
wall until it breaks, then continue until the wall is gone. The vortex
will disappear, and you'll go inside to talk to Jabun. After some
strange talk, you'll receive Nayru's Pearl.

- Placing Pearls -

The King of Red Lions will tell you to place the pearls in certain
places. Check your Sea Chart, then go to the nearest location, which
will be a tiny island. Place Nayru's Pearl into the statue's arms, then
go north to the next location and place Din's Pearl. Go to the final
location and place Farore's Pearl. The three statues will explode,
revealing what appear to be the three goddesses. They'll form a
Triforce, and make a tower appear in the center. Go into the Tower of
the Gods.

- Tower of the Gods

First, go to the northeast corner of the room; get on the platform, pick
up the statue and place it on the switch. Go through the door. In here,
defeat the yellow ChuChu by hitting it with your Boomerang, then slicing
it. Jump in the water, then, when the water lowers, pick up a box and
place it on the switch to make a bridge appear above. Go back up when
the water rises, then when it lowers again, cross the bridge. Pick up
the statue, then leave the room. Place it on the plus-shaped hole in the
golden area to open a gate.

Go through where the gate was, then get on the platform. Place a statue
on each switch, then go through the door. In here, drop down into the
water, then when it lowers, push the blocks until they form a pseudo-
bridge that you can jump across. When the water rises again, go up and
get a stick from a pot, then light it. Cross to the other side and light
both torches to get a key. Defeat all the yellow ChuChus, then leave the
room.

Go back to the main area, then go into the southeastern corner. When the
water lowers, go onto the platform and through the door. Defeat the
ChuChu, then, when the water rises, bomb the wall on the south wall in
the center. Get the Dungeon Map. Leave the room; there's nothing else of
interest.

Bomb the west walls of the main area, then get off the boat and go
through. Go through the upper door to get the Compass. Leave, then get a
stick and light it. Run down the stairs as soon as the water lowers and
light both torches to make a chest with a Joy Pendant appear. Go
through.

In here, defeat all four ChuChus to make stairs appear. Grab the statue
and leave. Run back up the stairs and place the statue in the plus-
shaped hole to change the waterfalls in the main area. Go through the
now-opened hole to the door to the next room.

In this room, pick up a statue, then run around the perimeter of the
room so as not to get hurt by lasers. Place it on one of the switches,
then go back and do it again. Then, stand on the third switch to make
some platforms move. Use them to climb up to the door, then go in.

In here, go through the glowing door on the right. Defeat the ChuChu,
then cross the platform, defeat more ChuChus, then go through the door.
Climb up the stairs to the platform, then jump down to the pillar. Press
R to call the statue, who will come down and begin to follow you. Guide
it through the maze until you reach a large gap. Pick up the statue,
then run across the gap and go through the door.

Cross the platform and go through the next door, then the statue will
place itself properly, making a statuette appear in the center of the
room. Use your Wind Waker in front of it to learn the Command Melody and
unlock a door. Go through.

In here, use your grappling hook to cross to the other side of the room,
then go through the door. Use your grappling hook again to cross the
large gap, then call the statue with R. Stand on the switch to make a
bridge appear, then use the Command Melody to control the statue. Have
it cross the bridge, then, as you again, cross with your grappling hook.
Pick up the statue and go through the door. Place the statue on the
switch, then cross to the newly opened door and go through.

In here, you need to defeat a Darknut. Start with a parry to remove its
armor, then you can slash like crazy to defeat it. The chest will give
you the Hero's Bow. Go back through the door and shoot the eye to create
moving platforms. Use your grappling hook to cross to where the statue
is, then use the platforms to get to the other side. Go through the
door, and the statue will place itself, unlocking the last door. Go
through.

In this room, jump down into the water and go into the door on the
right. Jump onto the platform, then jump to the platform in front. Shoot
the eye to make the platform move, then jump onto it. Open the chest to
get a small key, then jump on the moving platform to the left. Get up
onto the top platform, shoot the eye to make the platform move, then
shoot another eye to the right to make a chest appear. Get the chest,
which contains a Joy Pendant, then go back to the beginning and exit the
room.

-Optional for Treasure Chest-
Climb up the ladder, then jump onto the platform on the left. Blow up
the wall (avoid the bat), then go through. In here, stand on the blue
pad on the floor, then play the Wind's Requiem. A treasure chest will
appear, and the statues will attack. Throw bombs in their mouths when
they are open to defeat them, then open the chest to find a Treasure
Chart. Leave the room.

Climb back up the ladder, then toss two statues onto one of the
platforms. Jump onto the other, then climb to the higher ground and go
through the door. In here, jump up onto the box, then jump to a statue
on either side. Jump to the next statue, then jump down to a statue on
the side of the lasers, then drop in. Call the statue, then use the
Command Melody and send it through the lasers to stand on the switch. As
Link, go and pick up the statue, then go through the door.

In this room again, put down the statue, then cross to the other side
and defeat the enemy. Throw three statues onto one of the platforms,
then go up to the high ground, pick up your statue, cross and go through
the door. The statue will place itself, revealing a warp on the central
platform. Go in.

In this room, place the two statues on the two switches near the lasers,
then stand on the third to reveal the Big Key. This will also make the
two statues attack you. When they're facing away from you, hit them with
your sword twice to destroy them. The door will open, so go through.

Out here, use your Bombs on the blue laser things when they're shooting
their lasers to defeat them. When you pass a red one, use your shield to
protect yourself as you inch past. You'll reach the boss door.

-- Boss: Gohdan, The Great Arbiter --

To defeat this thing, shoot arrows at its hands to stun them, then shoot
arrows at its eyes as well. Once that is done, throw a Bomb in its
mouth. Repeat two more times to win. Don't worry about running out of
something; if you do, the boss will supply more of it. Once you win,
you'll get a Heart Container and access to a warp. Enter it to be sent
outside. Here, climb the ladder, then use your grappling hook to ring
the bell, which will give you access to a warp. After some talk, you'll
enter it and be sent to a mysterious castle.

- The Confusing Part

-- The Castle

- The Master Sword -

Go forward into the castle, then go more forward, ignoring the frozen
enemies, until the King of Red Lions contacts you. In this area, you'll
be standing next to a Triforce on the ground (the lighter triangle
panels). Push and pull the three large triangle blocks until they hide
the Triforce symbol. A statue will move, revealing a staircase. Go down
to an altar, then proceed forward and collect the Master Sword.

- Many, Many Enemies -

Up above, time will restart, and you'll now have to fight off all the
Moblins and Darknuts. Good luck. Once you're done, the electric fields
blocking the doors will disappear. Exit back to the King of Red Lions,
then go back through the warp to the world above. Head for Forsaken
Fortress.

-- Return To Forsaken Fortress --

Once you arrive, you'll need to break down a wall, but if you get
spotted, the cannons will probably do it for you. Once you enter, head
for the door, and you'll face a Phantom Ganon.

-- Mini-Boss: Phantom Ganon --

When he throws energy at you, hit it back at him with your sword. Do
this until he's hit with it, then hit him with your sword. Do this
again, then parry his attack and slice again. He'll then die, and you'll
get the Skull Hammer.

Go towards the ramp and smash the pedestals with your Skull Hammer, then
go up the ramp and through the door to the left. Defeat the enemy, use
your Deku Leaf to get across, smash the pedestals with your hammer, then
go through the door. Go through the next door, then cross with the Deku
Leaf again and go through the door.

Go through another door, then defeat a guard and go through the big
door. Proceed up a few flights of stairs, then go up a ramp and smash
some pedestals. Sidle past two ledges, then go up some more stairs and
smash the switch to open the door. Go through.

You'll have a short reunion with your sister, which will be interrupted
by the pirates. After a short cutscene, Tetra will redirect your
attention to the top of the fortress. After some more scenes, you'll
face off with the bird.

-- Boss: Helmaroc King --

Run to the top of the tower, avoiding the bird's charges, then hit the
bird's head with the hammer; it'll fall into the water. Continue up and
the bird will return. It will fly around and eventually try to hit you
with its head. When it gets stuck, hit it with the hammer. Do this three
more times, and his helmet will crack. Now, when it sticks its head in
the ground, use the sword on it. Do this another time, then it will
start flapping its wings. After it's done, shoot it with your bow.
Repeat the last step two more times and the bird is done. You'll get a
Heart Container and access to the top of the tower. Continue forward to
the giant door to meet Ganon.

In the world's strangest cutscene, Ganondorf shows that the Master Sword
is dull, you'll discover that Tetra is Princess Zelda, Valoo will torch
Ganondorf's hideout, and you'll be rescued by Ritos. You'll end up on
the boat, and you'll return to the castle with Tetra.

-- Return To The Castle

- Secrets Revealed -

Enter the castle and return to the altar that held the Master Sword. In
a revealing cutscene, you'll find that the King of Hyrule was speaking
to Link in the stone, and they are in Hyrule Castle. The king was also
the King of Red Lions. After a long story of Hyrule's fate, Tetra will
be turned into Princess Zelda, and the king will call you back up to
your world. Return to the King of Red Lions, and he'll tell you to go to
the Wind and Earth Temples to see the Sages. Return to the water land,
and your boat will talk more about the Triforce, then you'll set sail
again.

-- The Sage Of Earth --

No, you cannot go to either temple first. The Earth Temple will always
come first.

-- Dare To Prepare --

- Queen Of Fairies -

Your next objective is to obtain the Ballad of Gales. Sail the ocean
until you're caught in one of Cyclos' cyclones (try going to Windfall).
Shoot him three times with your bow and he'll teach you the Ballad of
Gales. This will allow you to warp to various points on the ocean. Use
it, then warp to the farthest point northwest. You'll land in a Fairy
Fountain, and a liquid fairy will talk to you. She introduces herself as
the queen of the fairies, and gives your bow fire and ice arrows.

- Much Magic -

Go one square east of the temple entrance at the bottom of the map to
G4. You'll get caught in a vortex and a giant squid will appear. Use
your bow or boomerang to hit the eyes. Once all the eyes have taken two
hits, it will disappear and a fairy will appear in its place. She'll
give you twice your magic power.

- Super Strength -

One square south of Dragon Roost Island, at C6, is a volcano. Shoot an
ice arrow into the fire at the top to start a five-minute timer. Climb
up the volcano and drop in the top. Cross from platform to platform
until you get to the end. Defeat the enemies with parries to make a
chest appear. Inside are the Power Bracelets. Grab and toss the giant
rock, then exit the volcano.

- Heavy Feet -

One square west of Forest Haven, at F5, is the last island, shrouded in
an icy mist. Shoot a fire arrow at the dragon's head to start another
five-minute timer. Get on the island and carefully make your way to the
dragon's head, and drop in the hole. In here, cross the icy platforms
and carefully slide down the slide to the Iron Boots. Use them to walk
past a large gust of air and back out of the area.

-- Entering The Temple --

- New Song -

Now that you're equipped properly, head to the marked location on the
southern part of your map. Pick up the stone shaped like a head, then
enter the cavern. Use the Wind Wake in front of the wall to learn the
Earth God's Lyric. An apparition will appear, introducing herself as
Laruto, a Zora sage. She'll tell you to find the one who plays a harp.
(Hint: M_DLI.)

- Returning The Favor -

Go to Dragon Roost Island and head into the Mail Center. Climb up to the
second floor and enter the second door you see. Go to the right and use
your grappling hook to get across, then climb up and talk to Medli. Show
her the Wind Waker and play the Earth God's Lyric. She'll faint, and
you'll see a scene with Medli and Laruto, which I didn't get to see
because I just had to move the other TV into the kitchen. She'll wake up
and realize that she's a sage. Komali will fly overhead, and Medli will
tell you to get going, which you will mysteriously do; you'll skedaddle
all the way back to the boat.

- Opening The Seal -

Return to where you found the Earth God's Lyric, and the King of Red
Lions will talk to Medli about a monster in the temple ahead. He'll also
command Medli to follow you if you press R, and to allow you to lift her
if you press A. Lastly, if Medli is stuck, play the Command Melody.
Approach the wall and conduct the Earth God's Lyric, and Medli will
follow along, opening the path to the temple, and you'll both go inside.

-- Earth Temple --

Note: In order to get Medli through doors, you need to be holding her.

Throw Medli across to the next door, then use your Deku Leaf to get
across and go through. In the next room, defeat all the enemies, then
climb to the top of the stairs and try to float to the pillar; you'll
fail. Medli will tell you to use the Command Melody to control her.
After you have her fly around a bit, she'll presume that she can carry
you. Pick her up and go to the top of the stairs, then fly across to the
pillar and stand on the switch. Use the Command Melody to control Medli,
then fly across to the other switch and stand on it. The door will open,
so go through.

In the next room, defeat the red and green ChuChus, then lure the black
ones to the light. They'll turn to stone, so pick them up and throw them
to defeat them. Use the Command Melody on Medli, then have her stand in
the light. When she's facing the liquid chest, press A and aim the beam
of light at the chest to make it appear. Get the Dungeon Map, then go
into the newly unlocked door.

In here, use the Command Melody, then have her shine light on the switch
in the blue fog. As Link, use the hammer on the switch to open up a new
door. Go through with Medli.

Defeat the two Red Bubbles, then climb up the ladder and pull the giant
block to reveal light. Have Medli shine light on the chest to make it
appear, then get it as Link; it's a key. When the black hand appears, it
will go after Medli, which actually hurts it. Shoot it with arrows to
defeat it. If Medli is captured, she'll appear in the last room in a
jail cell, which is where you need to go anyway. Use the Command Melody,
then have her fly up and out. Go through the locked door.

In here, send Medli to the upper ledge so she'll be out of the way, then
defeat ChuChus until the black ones appear, then burn the left curtain
with a fire arrow to expose some light. When they jump into the light,
they'll turn to stone, so put two on the switches to make stairs appear.
Climb up and push the block off the edge to open the door. Go through.
Defeat the hand with some arrows, then push the block to the left to
expose some light. Have Medli shine light on the statue to make it
disappear, then push the block in to expose a chest. Have Medli shine
light on the vines on the wall to make that part of the wall crumble.
Doing this will expose a vase and a block. Send Medli onto the ledge,
then push the block along the path to open the door. Go up and open the
chest to get the Compass, then go through the door with Medli.

In here, defeat the guards, then send Medli up onto the ledge. Have her
shine light onto the statues, then shine light on the wizard. As Link,
slice the wizard to defeat it, then grab the chest to get a Joy Pendant.
Bring Medli back down, then go up the stairs and through the open door.

In this room, put down Medli, then jump down and stand in front of the
coffins to summon Redead. When they latch on, press buttons to get them
off, then slash away with your sword. When they're all gone, a ladder
will lower. Open the remaining coffins until you get the key, then go
back into the other room and go through the locked door. You'll
automatically drop Medli.

In here, slice at the skeleton, then slice at the head until it's gone.
Three more will appear, so defeat them. Once they're gone, go up and
receive the Mirror Shield. A hole in the roof will open, revealing
light. Shine light on the moon symbol until it becomes a sun symbol to
unlock the door.

Go back to where Medli is, then have Medli stand in the light and shine
it down on the floor. As Link, stand in the light and reflect it in the
vine wall so it disappears. Go in with Medli to more light. Have Medli
destroy the statue, then have her aim light at the corner near where the
statue was. As Link, stand in the light and break the vine wall. Get the
80 Rupees, then go through the door. You'll be back in the blue fog
room.

Drop down and have Medli shine light on the right eye of the statue,
then use your shield to shine light on the left. A stairway will appear,
so go down. In the next room, cross the bridge and play the Earth God's
Lyric next to the wall to open it. Go through the door.

In here, defeat the Redead, then stand in the light. Use your light on
the statue and both mirrors, then go through the door on the right with
Medli. In here, go down the stairs, then navigate through a maze of blue
fog and hand monsters to get a small key. Go back to the other room and
go through the other unlocked door.

Defeat the first hand, then run across avoiding the second. Hit the
switch with your hammer, then push the ladder forward into the light,
then go back into the previous room. Throw Medli up to the locked door,
then push the block to the edge and climb up. Go through the door.

Defeat the Bubble, then use the light to defeat the wizards. Break the
first two statues, then command Medli to stand in the light and aim
light toward where the statues were. Then, as Link, redirect the light
to the final statue. Bring Medli through the door.

In here, put Medli down, defeat the bats, then make all the coffins in
the room fall, collecting items and defeating enemies. Once you find the
wall with the song on it, bring Medli over to it and conduct the Earth
God's Lyric. The rock will break, revealing a door. Go through with
Medli.

Go down the winding stairs to the chasm. Go to the right and blow up the
rock blocking the vase. Go down the stairs on the left, have Medli cross
the chasm by controlling her, then climb across the wall, drop down to
the next platform, go down the stairs with Medli and through the door.

In this room, control Medli and send her to the central platform, where
she should stand on a switch, opening a sunroof. As Link, jump down and
push two mirrors into place, then look for where the light is shining.
Stand on the platform in the light's way, then use the light to get rid
of a statue. Pull the mirror behind it into place, then take control of
Medli again. Have her go down to the platform you were standing on, then
make her direct light towards a smaller platform to the side. As Link,
stand on that platform, then use the light to destroy a wall. Push and
pull the next mirror into place, then follow the light to the next
platform. Use the light to destroy a wall, then have Medli stand on the
platform and aim the light toward the smaller platform. Use that light
to destroy a larger wall, then put the next mirror into place; as you're
doing that, a statue will shatter, revealing another mirror. Put that
one into place, then you'll take notice of two platforms. Have Medli
stand on one and shine light into one eye, while you shine light into
the other. You'll open up the path to a door; take Medli and go through.

Optional: Instead of going through the door, go through the door behind
the vine wall that was destroyed. Stand in the light and shine it on a
coffin to reveal a Stalfos. Defeat it, then open another coffin and
defeat the Stalfos, then repeat once more. Go up and get the Treasure
Chart. Go back and into the original door.

In here, defeat the bubbles by putting them out with your Deku Leaf,
then slashing them, then take care of the Darknut; you'll gain access to
the Big Key. Return to the room with the boss door, then have Medli fly
over to that platform. Use the Deku Leaf to get yourself over, then go
through to the boss.

-- Boss: Jalhalla, Protector Of The Seal --

To defeat this guy, hit him with a light beam, then pick him up and
throw him into the spikes. Once you've done that, destroy as many
wizards as you can before he regroups. Repeat until he's history. Grab
the Heart Container and enter the triangle to watch the Master Sword get
powered up. Medli will tell you to go to the Wind Temple for one more
prayer.

-- The Sage Of Wind --
-- Entering The Temple --
- Another Song -

Go to the northern location pointed out on your map (one square above
Windfall Island). Get on and use your Iron Boots to walk up to the giant
wind thing; break it with your hammer and go in. Use your Wind Waker
next to the wall to learn the Wind God's Aria. Another apparition will
appear, claiming to be Fado of the Kokiri tribe. He'll ask you to look
for the one who plays the violin. That would be Makar. Head to Forest
Haven.

- Find Makar -

Go up to the second waterfall, where music is coming out. From the lower
ledge, have the wind blow south, then jump and use your Deku Leaf to
enter another area. Go forward to find Makar. Talk to him, then use the
Wind Waker. He'll ask for you to conduct him, so play the Wind God's
Aria. He'll realize that he's the sage of the Wind Temple, and ask you
to take him there. You'll end up on your boat, so go to the Wind Temple
entrance and play the Wind God's Aria to open the path to the Wind
Temple.

-- Wind Temple --

Note: As was the case with Medli, to bring Makar through a door, you
have to be holding him.

Go through the door with Makar, then put him down in the next room. Jump
down and defeat all the enemies, then have Makar fly up to the other
side and hit the switch to stop the wind. Jump on a spring and use the
Iron Boots to press it down, then take them off to fly up. Do the same
with the other spring and use the Deku Leaf to fly to the other side. Go
through the door.

In this room, defeat the statues, then use your Deku Leaf on the spin
contraption to open the wall. Throw Makar past the razor, then have him
plant two trees to open the door. Go through with Makar. In the next
room, have Makar fly up to the platform and plant a tree, then plant a
tree on the next platform. Fly up to the ledge and plant one more tree,
then the doors will open and Makar will be captured. Go through the
newly opened door where Link is.

In here, defeat all the enemies (throw bombs into the mouths of the
giant statues), then go into the next room. Defeat the two enemies, then
drop down and kill the hand with your sword. Use your leaf on the
contraption, then use the nearby spring to throw up a wall. Use the
spring to get back up, then cross and go through the door.

In here, float to the wind tunnel with your leaf, then float to the
platform and hit the switch. Float to the newly opened platform, then go
to the right and destroy the enemy. Go through the gate, then open the
chest to get the Dungeon Map. Go back to the central wind and go to the
left, then cross the platforms to the end. Defeat the enemies, then go
through the door.

Here, step on the switch with Iron Boots to open the floor. Float to the
platform on the other side, then jump down to the bottom and go through
the door. In here, step on one of the weak bits of ground with Iron
Boots to fall through. After defeating the hands, push the spring block
to the marked square, then push the other block next to it. Climb up to
the spring and use it to get up to a key. Jump down and go back through
the door, then go through the locked door.

In here, you'll face a bunch of enemies, including wizards, birds, and a
Darknut. Defeat them, then defeat the orange wizard and you'll receive
the Hookshot. Look up for a target, then use the Hookshot on it, then
smash the switch to open the door. Leave.

Back in here, use your Hookshot on the low target on the wall to get on
the platform. Use this to go up until you can go up no more, then use
your Deku Leaf to float across to a chest containing the Compass. Use
the spring to get to the next platform, then use the Hookshot to go up
to the spring, which you should use to go up to the top platform. Go to
the end, then Hookshot up to where Makar is. Put on the Iron Boots, then
use your Hookshot on the statue to knock it over, freeing Makar. Go in
to get a Joy Pendant, then go back out. Jump down to the bottom. Bring
Makar down, then have him plant two trees to make a gigantic wind
tunnel. Fly up to the very top, then fly to a platform that has four
tall statues and a door. Have Makar fly up to where you are, then go
through together.

In here, defeat all the statues, then go through to get a key. Leave,
then drop down a floor and go to the alcove on the left, bring Makar
down, then go through the door. In here, use your Hookshot on the trees
to go up to the door. Defeat the enemies, call Makar up, then go
through.

Here, defeat the bubbles that you can with your Hookshot, then have
Makar plant tress on all the platforms; when he's done, put him on a
safe platform. Hookshot up to the door, defeating the last bubble on the
way, then defeat the hand and bring Makar back up. Go through the door
and place Makar on one switch, then stand on the other. The floor will
open, and so will the gate. Jump down one floor and go to the alcove on
the left, destroy the statues, bring Makar down, then go through.

Defeat the enemies, then go down to the lower floor. Defeat the hand,
then use the leaf on the contraption and spring back up. Walk across and
defeat the enemies, then play the Wind God's Aria to break the wall,
then go through. You'll face two Darknuts and one shielded Darknut.
Defeat them, then get the Big Key. Go back into the central room with
Makar. Jump down all the way to the bottom, then bring Makar down, then
go through the locked door.

In here, defeat the enemies, then grab the target on the wall with your
Hookshot. Keep going up with your Hookshot until you reach the switch.
Step on it with Iron Boots to open the door. Go through with Makar.
Defeat the enemies in the next room, then have Makar fly above the wind
and plant a tree, which will stop the wind. Use the Hookshot to get
across, then defeat the enemies and go through the door with Makar.

In this room, put on the Iron Boots and push the center block forward so
it cuts off the paths of the two razors. Push it towards the wall until
they can't move. Take another block and place it so it fills up a gap at
the end of the room. Take the last block and shut the farthest razor
between the block and the wall so it doesn't move. Go back and pick up
Makar, then walk across to the other side of the room. Play the Wind
God's Aria in front of the wall to break it, then go through, open the
vase, and enter the boss room.

-- Boss: Molgera, Protector Of The Seal --

Jump down into the pit to release what seems to be a giant sandworm. It
will sink into the sand. When it sticks it head up with its mouth open,
hookshot its tongue, then slice it with your sword. Be careful that it
doesn't eat you. It will then release smaller snakes; to defeat them,
hookshot then slice. Once again slice Molgera's tongue. Now it will fly
up and try to grab you when it comes back down. Again, slice its tongue
when it appears. Continue until it dies. Get the Heart Container, then
enter the triangle to power up the Master Sword.

Next is a small scene in which your boat talks to a fish. Apparently,
the Forsaken Fortress has been deserted. You'll have to get the shards
of the Triforce now.

-- The Eight Triforce Pieces --

-- Tingle --
Go to Windfall Island and head for the giant red building. Go through
the door to see Tingle in a jail cell. After some talk, move a few pots
to get at a switch which opens the cell door. He'll give you the Tingle
Tuner and the Tingle Chart. Follow the chart to Tingle's Island. Talk to
Tingle at the top, then go towards the Northern Fairy's Island. There,
check the mailbox and pay the 201 Rupees to get the IN-credible Chart,
which shows the location of all the Triforce Charts. Now, go in the
shell to the fairy fountain to get a Rupee bag that holds 5000 Rupees.

- The Triforce Of Courage -

Once you get a chart, you need to make it readable. To get a chart
deciphered, take it to Tingle's Island. He'll interpret it for 398
Rupees. 8 charts x 398 Rupees = 3184 Rupees. Go to the Savage Labyrinth
and make it to floor 40 and you'll get serious cash. After that, just
follow your nose to where the Triforce is buried.

Chart #1: E2. Head to the island and go inside. Head to the platform,
then play the Wind's Requiem on the pad to make a chest appear; the
chest contains the Triforce Chart.
-
Chart #2: Go to Windfall Island and talk to Miss Marie in her school;
agree to capture the Killer Bees. Then, challenge the kids to a game of
hide and seek; find them all.

1. Hiding in the tall tree next to the docks. Ram it.
2. Behind the Bomb Shop.
3. Behind the gravestone where the man danced the Song of Passing.
4. Go through the arch to the left of the school. Behind a bush to
the left.

You'll get a Piece of Heart as a reward. Afterwards, talk to Mrs. Marie,
then exit the school. You'll talk to Ivan about Mrs. Marie's birthday,
and you need to find a Joy Pendant in a tree, specifically the tree next
to the Bomb Shop. Roll attack it to get the Joy Pendant. Give it to Mrs.
Marie, then give her 20 more Joy Pendants; she'll give you the Cabana
Deed.

Go to E5, the cabana house. Show the Cabana Deed to the door, then go
inside. In here, use your grappling hook on the ceiling to open a path
in the fireplace. Go in. Follow the straightforward path to the ladder,
then climb down. Crawl into the hole on the left, then go right,
forward, forward, forward, right. Climb up the ladder, then hit both
switches and go through the gate on the left. Climb down another ladder,
then crawl through the hole on the right to yet another ladder. Go up,
then drop through the hole with no ladder. Defeat two Redeads, then
smash the pots and crawl through the hole. On the other side, climb up
the ladder, then play the Wind's Requiem to get the Triforce Chart.
-
Chart #3: E7. Go to the smaller island, then use your bow to shoot down
as many birds as you can. Use a Hyoi Pear to attract a seagull, then
have it fly through all of the switches in the nests of the birds. Go
through the opened gate and into the hole, then play the Wind's Requiem
on the pad to get the chart.
-
Chart #4: F1. Go to the island and hookshot up to the tree. Hookshot
from tree to tree up to the top, then drop in the hole. In here, go into
the vase, then break the vase and pick up the stick. Burn the vase
covers, then enter the vase to the right of the vase you entered with.
In here, kill the hands and burn the vase covers, then enter the pot on
the right on the opposite wall of the pot you entered in. In this last
area, kill the hand, then go towards the far torch and burn the cover to
the vase on the left of the torch, then enter. Quickly defeat the hand,
then go to the chest and get the Ghost Ship Chart.

Leave this area and wait until nightfall (or play the Song of Passing),
then check your Ghost Ship Chart and go to the Ghost Ship. Sail into it
to enter. Jump down and defeat the enemies to lower a ladder to the next
room. Go in and get the Triforce Chart.
-
Chart #5: E1. Destroy the golden ship west of the island, then pick up
the treasure it leaves behind (use the grappling hook around where the
pearl is).
-
Chart #6: Outset Island. Go up the slope behind Grandma's house, then
use your Hookshot on the tree. Lift the rock, then go through the hole.
You'll be in the Savage Labyrinth. On each floor, defeat all the enemies
to gain access to the next floor. After 30 floors, you can play the
Wind's Requiem on the pad to get the Triforce Chart.
-
Chart #7: E3. Go to the island, then lift up the stone and go down.
Here, defeat all the enemies behind the four doors, then defeat the two
Darknuts. Go into the newly unlocked door, then play Wind's Requiem on
the pad to get the Triforce Chart.
-
Chart #8: A7. Sail to the island, then, from your boat, use the Hookshot
on the lowest tree. Hookshot from tree to tree, then drop in the hole.
Down here, go through the door. You'll have to defeat all the enemies
behind all four doors, then four Darknuts will appear in the central
room. Once they are all defeated, go through the newly unlocked door and
play the Wind's Requiem to make a chest appear with the final Triforce
Chart in it.

Your Triforce Shards will fuse together to make the Triforce of Courage.
The King of Red Lions will tell you to go to Hyrule, so go back to the
Tower of the Gods. Link will show the Triforce to the Gods, then the
warp will open and you'll go in.

- Zelda Disappears -

Enter the castle, then go to the altar of the Master Sword. You'll see
Zelda disappear, and Ganondorf will taunt you. Defeat the two black
Darknuts*, then exit the altar. You'll see a barrier disappear, then
exit the castle. Use the Master Sword on the invisible wall to make it
disappear. Follow the path to the broken bridge, then use your Hookshot
to cross both gaps. Keep going to Ganon's Tower.

* Note: It was brought to my attention by a reader that if you die
fighting the Darknuts, and continue, you'll end up in the arena with
three hearts and no way of restoring your health, aside from anything in
your bottles. Never fear, you can still win, with three easy steps:

1. Keep your distance from the Darknuts, staying locked onto one, until
a good chance to parry arises. Do so. Continue until the armor of one
Darknut has been removed.

2. Use arrows on the Darknut that has no armor until it is defeated.

3. Defeat the other Darknut, in a similar manner if you so desire.

-- Ganon's Tower --
First off, go to the center platform. For the sake of directing readers,
we'll say you're now facing up. Go on the lower-left path, defeat the
enemy, and go through the door. Use your grappling hook to cross the
platforms until you can grapple onto the third bar. Climb up until
you're standing on the bar, then float to the other side with your Deku
Leaf. Defeat the bubbles, then go through the door. You'll fight the
boss from Dragon Roost Island; see section 4.22 if you've forgotten how
to defeat it. Once you're done, you'll reappear at the original center
platform.

Go to the upper-left bridge, defeat the enemy and go through the door.
In here, use your Deku Leaf on the spin contraption to bring down a
moving platform. Get on, then use your Deku Leaf to push the platform
until it stops. Get on the branch platform at its low point, then use
your Deku Leaf on the other spin contraption to bring another moving
platform. Float to it with your leaf and go forth to the next platform.
Jump on, then to the next, then float to the other side. Go in to face
the Forbidden Woods boss; see section 4.32 on how to beat it.

Go to the upper-right bridge, defeat the enemy and go through the door.
In here, walk past numerous coffins, defeating enemies and getting
powerups, then go up the stairs. Go past the next set of coffins to open
them, then use the light on the enemies and defeat them. Keep one stone
black ChuChu to place on the switch, then run to the stairs. Up here, go
to the other side and defeat the skeleton. Stone a black ChuChu, then
run it back to the other side and place it on the switch. Run back and
up the stairs, then go through to fight the Earth Temple boss. If you
need info on beating it, see section 4.63.

Go to the lower-right bridge, defeat the enemy and go through the door.
In here, defeat the wizard, then stand on the spring, put on the Iron
Boots, then take them off, then use your Deku Leaf to float to the other
end of the room (float in between the two wind gusts). Defeat all the
enemies, then use your Hookshot on the target and go through the door.
You'll fight the Wind Temple boss; see section 4.72 if you've forgotten
how to defeat it.

With all four bosses gone, go through the newly opened door. Go up the
stairs, defeating enemies, then go through the door. In here, go through
the door on the right, and take notice of the order the number of
candles (1, 2, 3, 4) is in. Go back into the door on the left and hit
the switches with your Boomerang in the same order. You'll make a portal
back to the Great Sea. Go get anything you may need, then come back.

Go back through the door on the right and drop into the hole. Head
towards the door and Phantom Ganon will appear. He's the same as before,
except he has giant purple energy balls. When he charges it, make sure
you keep moving widely until it's done. When you strike him once with
your sword, he'll disappear, and his sword will fall. The direction the
hilt points is the door you have to enter. You'll go through several
rooms like this until you get to a room with locked doors. Defeat
Phantom Ganon here, then follow the hilt to make a chest appear. It
contains the Light Arrows. Go through the next door to return to the
center and fight Phantom Ganon again. Now, when he makes the giant
purple energy ball, shoot him with a Light Arrow to defeat him. Pick up
his sword and slice the wall with it, then go through.

Go up the stairs, fighting enemies (you can defeat anything in a single
shot of the Light Arrow), then go through the big doors. No cheating and
running past people, the door won't unlock otherwise. Ganondorf will
talk for a while, then you'll do battle.

-- Boss: Puppet Ganon --

First, cut all the strings holding him with your Boomerang. When the
tail falls down, hit it with a Light Arrow. Do this two more times, then
he'll turn into a spider. He'll start dropping on you, so keep moving
around, and stay near the sides. When he falls, hit his tail with a
Light Arrow. Do that two more times, then he'll become a snake and start
spinning around. Hit its tail with the Light Arrow three times, and he's
done.

Ganondorf will talk to you, then stand on the platform in the middle and
jump to the rope. Climb all the way up, then use the grappling hook on
the beam. Climb up that rope, then go into the middle and smash the pots
to get powerups. Use the grappling hook on another beam, then climb up.
Go into the center, defeat the small enemies, smash the pots and burn
the top to the vase. Hookshot to the target on the small wooden alcove,
then go through the door. You'll talk with Ganondorf again, then you'll
lose your sword, and Ganondorf will form the Triforce. The king will
beat him to it, and wish for Hyrule to be washed away again. Rain will
pour from the sky, and you'll get up, and Zelda will hand you your
sword. You'll then face off with the final boss.

-- Boss: Ganondorf --

Zelda will be firing at Ganondorf, so go towards Ganondorf and set all
hell loose with your sword. If you use parries, you can slice him up
good. After a few hits, Ganondorf will knock Zelda out. Fight a bit
more, then Zelda will get back up. By this time, Ganondorf has probably
learned your attack patterns, and you won't be able to hit him anymore.
After some more hits, Zelda will tell you to deflect an arrow at
Ganondorf. Move around with your shield up until Zelda fires. Stand
still, then the arrow will hit Ganondorf. Go forward and use a parry,
then you'll insert your sword into his head.

-- ENDING --
Ganondorf will turn to stone, and the King will talk of how he was like Ganondorf because he lived for the past. He will tell you and Zelda to live for the future, and say goodbye. Zelda offers to bring the King of Hyrule along, to form the next Hyrule. The king says no, it will not be Hyrule, but your land. The rain will come down, and you and Zelda will return to the world above. You'll try to save the king, but you'll fail.You and Tetra will come to in the ocean, and Prince Komali will come by, along with the pirate's ship; Aryll's on the ship as well, with almost everyone important in the game. Credits and bubbles. Tetra, the pirates,and you will set sail from Outset, at the mercy of the wind. Aryll will wave goodbye.


Samus Aran
  Metroid Prime
Frigate Orpheon - Distress =
================================

Sammy will pull into the space craft, hop out of her snazzy Gunship, and
you'll immediately take control to find out why the heck there's so much
distress in the world...

For the record, in addition to your basic equipment of the Power Suit, Power
Beam, Combat Visor, and Scan Visor, you'll also have the Varia Suit, the Morph
Ball, Morph Ball Bombs, the Charge Beam, the Grappling Beam, and 15 Missiles.

Exterior Docking Hangar: Use L to lock onto the four red lights. Shoot all to
turn them green and drop the force field. After passing the field, you'll
soon come upon another, but the lights are offline. Use the Scan Visor on the
nearby console to activate them. There are six lights for this field, and
you'll have to use R to aim up and shoot the higher two. Jump up the ledge
and walk up the pathway to the door. Shoot it to open it. Scan some of the
data points on the wall if you wish, and shoot the door on the far end to
enter the next room.

Air Lock: Scan the console to repressurize the air lock. Head through the
far door.

Deck Alpha Access Hall: Shoot far door to continue.

Emergency Evacuation Area: In this room are a couple of Parasites that won't
really bother you, but you can practice shooting them. Note all the dead
things in the area. Freaky, eh? Watch out, the last Space Pirate in this
room is only mostly dead. Finish him off and move on.

Deck Alpha Umbilical Hall: Charge up your beam by holding A and bust down the
rubble. Continue on.

Map Facility: Watch the nearby Parasites run through a little tunnel. Press X
to drop into your Morph Ball and follow them in the little pathway. Hop on
the map pedestal to download the map of this place. Roll back out and take
the other door to the next room.

Connection Elevator to Deck Beta: Scan the console to activate the elevator.
Step in the hologram and ride down. Leave by the other door.

Deck Beta Conduit Hall: Hop into your Morph Ball. Watch out for the fire and
electricity and roll through the small path and head to the next room.

Biotech Research Area 1: There must have been some kegger last night, because
the two Space Pirates in this area are not looking too well. Blast them and
head through the next door.

Deck Beta Security Hall: Around the left turn is an Auto Turret. Lock on and
quickly fire a Missile using Y to blow it to pieces. Head to the next room.

Biohazard Containment: Another Auto Turret to bust open here. See what you
can scan in this area. Of particular note is one of the consoles that has a
red square, which upload a Pirate Data in your Log. Activate the elevator at
the other end of the room and ride up. Take out the Space Pirates up here.
Use Missiles or Charge Beams on the standing ones, as they're not as bad off.
Take the other door out of here.

Deck Beta Transit Hall: Scan some of the data points on the wall if you wish,
then head through the other door.

Cargo Freight Lift to Deck Gamma: Blast the Auto Turret, scan the console and
ride the elevator down to the next deck. Take out the Pirate at the bottom,
scan the console, roll up into the Morph Ball, and drop into the hologram to
open the door.

Reactor Core Entrance: Once inside, quickly use Missiles on the Auto Turrets
here. Head through the door on your left and use the Save Station. Head back
out, scan the console, and roll into the switch to open the door to the
Reactor Core.

Reactor Core: Walk in and you'll find your first nasty boss person, the
Parasite Queen. Check the Bosses section to find out how to defeat her. Once
she's down, she'll fall into the core, making it very unstable. Bad. You
have seven minutes to evacuate, so get moving. Head to the door you're now
facing.

Deck Gamma Monitor Hall: Don't mind the monitors flashing near you. Just
hop up the ledges and head to the opposite door.

Connection Elevator to Deck Beta: Scan the console and quick hop into the
hologram to ride up. Scan the next console you see to shut down the Auto
Turret in the hallway. Head through the door.

Biotech Research Area 1: Back here now. You can't leave by any of the ways
that were open before. You'll see some Pirates fighting another huge
Parasite, then an explosion will kill them all. Hop up the broken platforms
at the far end of the room, then kill the two Pirates up here. A hatch will
bust open. Head into it.

Subventilation Shaft Section A: Head down the pipes. You may find it
quicker if you hop into your ball form and roll the whole way. The path is
rather obvious. Watch out for the clusters of Parasites that pop out, but
don't fret too much if you get gooped. Head through the door at the end of
this shaft.

Subventilation Shaft Section B: Roll down more pipes. Eventually, you'll
reach the Cargo Freight Lift, but you won't be able to go down anywhere.
Just cross into the next room.

Main Ventilation Shaft Section A: Run (or roll) up the pipes.

Main Ventilation Shaft Section B: Blast the two Auto Turrets here and move
on.

Main Ventilation Shaft Section C: Move on through the pipes, watching out for
Parasites.

Main Ventilation Shaft Section D: Keep moving. You're getting close.

Main Ventilation Shaft Section E: There's a big piston here. Follow it as it
retracts and slip into the exit on the right.

Main Ventilation Shaft Section F: Nothing special here. Just move.

Biotech Research Area 2: Hey, do we know that guy? After he leaves, face the
icons hanging out across from you and hold L to start grappling. Let go and
press again to latch onto the next one, then let go and exit the other side.

Connection Elevator to Deck Alpha: Scan the console to shut off the Auto
Turret, then head through the tunnel. Watch the electricity, then scan the
console to activate the elevator. Oh, crap. That hit you took wasn't too
good. In fact, it was so bad that you lost all your cool stuff (besides
Power Suit, Power Beam, Combat Visor, and Scan Visor). Ride up the elevator.

Deck Alpha Mech Shaft: Run through these little tunnels to get back to...

Air Lock: Depressurization will happen automatically. Open the door and
head out.

Exterior Docking Hangar: Just run. You're at the end. As soon as you get
outside, Samus will take over. You'll see your friend again, then jump onto
your Gunship and give chase.

================================================
5B. Tallon Overworld/Chozo Ruins - Basic Items =
================================================

You'll make a speedy entry onto the surface of Tallon IV, then hop out and
deploy your rugged independence. You lost your target that you were
tracking, so you'll have to do the old-fashioned walk-around recon.

NOTE: From here on out, if the way out of the room is quite obvious, I won't
bother telling you to "leave" or "go into this door". I think you guys will
live... ^_^

Landing Site: There five doors in this area, and you can go through three of
them. Don't bother with the one up near the waterfall, as you won't get far.
There's one tucked away to the back left of your ship, which you don't need to
bother with either. So, for now, just head to the right of your ship, hop up
the ledges, and through the door there.

Canyon Cavern: As you approach the sand, two Beetles will pop out. Proceed to
through the next door.

Tallon Canyon: Lots of Zoomers, and one Geemer crawling around. Don't
bother with any climbing right now. Just walk through the canyon to the other
end, taking out more Beetles in the ground. Head through the far door.

Transport Tunnel A: A couple of Zoomers.

Transport to Chozo Ruins West: Scan the nearby console to get the lift going.
Ride up to the Ruins.

Ruins Entrance: More Beetles in the sand. Notice that wavy wall above the
exit? Scan it, and you'll learn a piece of Chozo Lore...

Main Plaza: Still more Beetles, and you'll find some War Wasp Hives if you
start climbing up the far end. Don't do so, yet. Head to the far end of the
plaza and bear left to the next room.

Nursery Access: Scarabs line this corridor. Shoot carefully.

Eyon Tunnel: Just like it says. There are several Eyons lining the walls.
Shoot them to get them to let up the beams.

Ruined Nursery: There's a weird wavy wall across from you. Scan it to get
another Chozo Lore. Take out the Beetles in this room. As you hop up the
platforms, a couple of War Wasps will get snippy. Stop by the nearby Save
Station if you wish, or move on.

North Atrium: More Scarabs.

Ruined Gallery: Some War Wasps above you, and Blastcaps and Tangle Weed below
you. Head for the door on the far side of the room.

Totem Access: Some Plazmites. Bask in their glow, then move on. Shoot the
nearby crate for some energy.

Totem Hive: Watch the water here. It's nasty. Head up to the pedestal and
get ready to tango with a bunch of Ram War Wasps. The water will fill,
trapping you on the pedestal. Take out the Wasps that come out, being sure to
scan them first, then shoot up the Hive Mecha at the far end, making sure to
scan it first (the actual scan point is below the part you shoot). Keep doing
this until you shoot out three red lights on the Mecha, and you'll be able to
get the Missile Launcher. Shoot the Blast Shield off the door at the far end.

*** EARNED MISSILE LAUNCHER ***

Transport Access North: All there is to do here is collect your first ENERGY
TANK. Woohoo! Now, backtrack until you reach the...

Ruined Gallery: There's a weak wall right near the floor in the poisoned
water. Bust it open with a Missile to get a MISSILE EXPANSION. Also, blast
open the Missile Door to get the map of the Ruins. Continue on back.

Main Plaza: There's a Missile Door on ground level, here. Bust it open.

Ruined Shrine Access: Mind the Scarabs.

Ruined Shrine: Hop up and over the low wall. In this area, you'll have to
take out about twenty Beetles and one Plated Beetle. Once they're dead, you
can take the Morph Ball. Yay! Head back to the Main Plaza.

*** EARNED MORPH BALL ***

========================================
5C. Chozo Ruins - Capture the Flaahgra =
========================================

Main Plaza: Now, it's time to climb up those rocks around the outside of the
plaza, and cross the root to that door near the War Wasp Hives.

Ruined Fountain Access: Curl up in your Morph Ball and just ride on through
the whole mess of Scarabs, under the roots, and all the way to the door,
unless you feel like taking them out, which is entirely up to you.

Ruined Fountain: That doesn't look healthy... Note all the Plazmites floating
around. Note that it's also pretty dark in here. If you blow a lot of them
up, you won't be able to see, so be careful. Circle the stones around the
right side, past the fountain and take the door on the left. Oh, and there's
another Chozo Lore on the wall for you to read, behind the fountain.

Arboretum Access: Watch out. Incoming Shriekbats.

Arboretum: There are Reaper Vines to your left. Shoot their bulbs to make
them retreat, then hop across the platforms to the center tree. Climb up the
platforms around the tree, then hop onto the little bridge. Take a left at
the wall and make your way down to the door, shooting the Reaper Vines in the
way.

Gathering Hall Access: Just some steam. No big...

Gathering Hall: There's a Save Station here (you'll have it marked on the map,
already). To the right of where you came in are some platforms leading
higher up. Make sure you blow up the Blastcaps sitting on them before you
jump. Also, you'll be dive-bombed by Shriekbats. Climb up and roll into a
little red tunnel. You'll be across a door, with more Shriekbats on the
other side. Take them out, then jump across.

East Atrium: A few Shriekbats.

Energy Core Access: There are three Eyons. Blast them and move on.

Energy Core: You'll be playing more with this place later. For now, just
turn left, head down the tunnel. Roll into the little shaft.

Burn Dome Access: Just keep rolling.

Burn Dome: This is the Incinerator Drone. Scan it to find its weak point,
which is the red eye that pops up. Try to avoid the flames as it rotates.
Shoot its eye once you get a clean shot. You'll stun it and it will burn the
hive on the ceiling. Barbed War Wasps will pop out. Scan them now, because
you won't get another chance. Keep shooting the red eye and fending off the
Wasps and you'll bust the Drone open, and you'll receive the Morph Ball Bombs.
Use them right away to bomb the wall in the little water canal. Roll through
and get a MISSILE EXPANSION. To get out of the Burn Dome, just elevate
yourself with Bomb blasts to get up to high pipes. Make your way back to...

*** EARNED MORPH BALL BOMBS ***

Energy Core: Head back through the pipe and have a chat with the Stone Toad.
Roll up and have him swallow you and Bomb him from the inside. You'll bust
down the wall behind him. Roll and Bomb Jump into the switch, then Bomb it to
lower the water. Roll out the little socket into the main room, then into
the second Bomb switch. That will raise some platforms. Climb back up to the
beginning of this room and hop up the platforms to the passage indicated when
you blew the second switch. Run all the way up and blow the third switch.
The platforms will rise high enough so you can pass to the next room.

West Furnace Access: Next room, please...

Furnace: Roll into the little ball course. Bomb Jump into the next room,
which has an ENERGY TANK. Yay! Now, you can go back to...

Energy Core Access: Nothing huge, but you can blow the box before the ledge
for a little shortcut past the Eyons.

Gathering Hall: Your next destination is the only remaining door in the room.

Watery Hall Access: You can take a scan at some of the orange thingies if you
wish. There are a few Shriekbats here, as well. At the bottom, blast a
Missile into the brick wall to find a MISSILE EXPANSION.

Watery Hall: At the other end of this large room is a gate, and you need to
find and scan four runes to open it. The first rune is to the right of the
entry door, and you can see it if you hop to a platform near the water. The
second is under a pile of Blastcaps at water level. The third and fourth are
both near the gate itself, one near water level, and the other next to the
gate. Once all four are scanned, scan the fifth rune that appears on the
gate, and grab yourself the Charge Beam. Don't worry about the Eyons that
pop up just yet. There's a small wall that you can Bomb nearby. Blow it
and head through to the next room.

*** EARNED CHARGE BEAM ***

Dynamo Access: Head to the next room.

Dynamo: Not much to be done here but bust open the gate across the way with a
Missile. Grab the MISSILE EXPANSION and head back out. It's time to
backtrack all the way to the Arboretum.

Arboretum: There are four more runes to scan in this room. The first is at
water level, underneath a bunch of Venom Weed. Shoot to get them to
retreat and scan the rune. The second is about halfway up the tree, where you
can take the path to the Gathering Hall. Get on the bridge, and look at the
tree. The third rune is further along the path. Head higher along the
outside of the room. Use Missiles to take out War Wasp Hives so they don't
bug you. Roll into the small crevice and Bomb the boxes in your way. After
you get out, scan the rune that's right on the near wall. There's another
crevice after that has Venom Weed. Shoot it and roll through. The last rune
is up at the top near the door, right on the tree in front of it. Once the
door opens, Bomb the small wall behind it and roll through to the next room.

Sunchamber Lobby: Shoot all the Reaper Vines and Venom Weed in your way and
push forth.

Sunchamber Access: More Reaper Vines and Venom Weed. Shoot the nearby boxes
to refill supplies.

Sunchamber: You'll face off against Flaahgra here. If you're going for all
the Enemy scans, make sure to scan both him and his Tentacles near the floor.
Although shooting him directly won't harm him, a lot of shots will daze him.
To defeat him, you must shoot the red button on the sun panel that's warming
him up. Flip it all the way up and he'll collapse to the ground, and his
roots will retract from the canals near his bottom. Roll into one of those
canals, attach yourself to the socket at the end, and set a Bomb. For the
next round, you'll have to flip two sun panels. Be sure to shoot him to keep
him dizzy, because he'll flip the panels back down given a few seconds to
compose himself. Once both panels are flipped, you'll have to pick a different
canal, since you blew up the last one. Then, you know how it goes, you have
to do three sun panels, canal, boom. Lastly, all four, and Flaahgra will be
but a memory. The water will be purified, and you'll be able to take the
Varia Suit. Head out the other door.

*** EARNED VARIA SUIT ***

Sun Tower Access: Cross this room. Shoot the boxes if you're low on
supplies. Watch out for the Pulse Bombu...

Sun Tower: Hop down and face off against all the War Wasps. Read the Chozo
Lore on the wall. You can't do anything else, so proceed to the next room.

Transport to Magmoor Caverns North: We don't wanna leave just yet. Take the
left door.

Vault Access: There's a little lift in here that you can only fit on in ball
form. Roll onto it and through the pipes to the next room.

Vault: To open the Vault containing the sweet sweet MISSILE EXPANSION, you'll
need to blow the lock. The first two locks have little gates in front of
them. Blow the first one with a Bomb, then Bomb Jump up to the second one and
drop a Bomb in front of it. Enter both these locks and lay Bombs to open
them. The last lock is pretty high up, and you'll need to do a Double Bomb
Jump to get in (check the Bombs section for my preferred method). Lay a Bomb
in the lock and you'll open the vault. Read the Chozo Lore on the wall and
head out the other door.

Plaza Access: Kill the Beetles.

Main Plaza: Hey. Sitting right on top of an ENERGY TANK ain't half bad, eh?
Now, there are a couple more things to do in this area... Head to the
following places:

*Ruined Nursery (near the Missile Launcher area): There's a small ball maze on
the wall here. The trick is to go to the bottom first to get the metal box
out of your way. Roll, blast, and Bomb Jump your way through to a MISSILE
EXPANSION.

*Ruined Gallery (near the Missile Launcher area): Bomb Jump up to one of the
holes in the wall (either one) and roll through to get a MISSILE EXPANSION.

With those out of the way, go back to the Trasport to Magmoor Caverns North
and head down to toasty land. To get back to the Transport, you must use the
area past the Totem Hive (called Transport Access North) to get there (if you
don't remember the Totem Hive, it was the place you found the Missile
Launcher), as the other ways are either sealed off or out of reach.

=====================================================
5D. Magmoor Caverns/Phendrana Drifts - Fire and Ice =
=====================================================

Burning Trail: Hop down the shaft in front of you and proceed along the path.
There's a Save Station behind a Missile Door nearby. Watch out for the
Shriekbats out here. There's also a Grizby near the end.

Lake Tunnel: Watch out for more Grizbies, some flame jets, and a Burrower in
this room.

Lava Lake: Ah... Nice music, eh? Take out the Magmoor and all the Puffers
in this room. Hop across the platforms (be careful, some of them sink).
Near the crates is a bombable wall. Take it out and roll on through and Bomb
out the other side. Kill the Puffers and hop across more platforms to the
other side.

Pit Tunnel: To get through here, you'll have to go down into the area with the
Triclopses. Bomb them if they get close.

Triclops Pit: Several Puffers in the room, as well as Triclopses under the
grating. To get under the grating, drop onto it, then look for a passage to
the right and behind you leading down to a small tunnel. Roll through, and
look for another little tunnel in the back right section of the Triclops Pit.
This will lead to another door.

Storage Cavern: Grab the MISSILE EXPANSION in plain sight.

Triclops Pit: Hop up the grating platforms up near the entrance of this room
to get to the next door.

Monitor Tunnel: Take out the Puffers, hop across the platforms.

Monitor Station: Careful. There are three nasty Auto Turrets across the way
here and one more on a higher up level. There are also plenty of Puffers.
For now, just head to your left to the door at ground level.

Shore Tunnel: Walk through. Enjoy the view.

Fiery Shores: There are Magmoors and Triclopses in here. Cross over to the
ball tunnel and Bomb Jump up to it. Once out the other side, blow up the
nearby crates and ride up the little ball course here, where you'll have to
Bomb Jump up to the top, then carefully roll across the catwalks and grab the
MISSILE EXPANSION. That's all there is to do here. Fall off the catwalk
onto the ledge and jump back to the platforms and make your way back to...

Monitor Station: Take out the Auto Turrets and start climbing along the
outside to the second floor of the station. Cross the bridge to the door.

Transport Tunnel A: Roll up and head to the little ball course in here.
There's an ENERGY TANK in here, but you'll have to do three Double Bomb Jumps
to get it. Start at the first metal box and do your first one, then keep
pulling to the left and continue with your second and third jumps to get to
the Tank. The boxes break apart with two bombs, so be careful. To leave,
just roll out the bottom of the course to the left.

Transport to Phendrana Drifts North: Time to get out of the frying pan and
into the freezer...

Shoreline Entrance: Use Charge Beam shots on the ice walls to clear the way.

Phendrana Shorelines: Pretty. Lots of Crystallites wandering around. To your
left is a gate thing that you can blow with a Missile. Do so and you can scan
the console behind it to unlock the door above you. Hop up to that door.

Ice Ruins Access: Watch out for the Scatter Bombus. Roll past their currents.

Ice Ruins East: Be very careful of the Baby Sheegoths in the area. Cross to
the far side of the area and hop up on platforms. Make your way across them
back near the entrance, then around some more to the other door.

Plaza Walkway: Take out the bunch of Ice Burrowers in here and move on.

Phendrana Shorelines: Walk around this top area to the nearby door to your
left.

Ruins Entryway: There are three Pulse Bombus dropping on here. Be careful and
move on.

Ice Ruins West: Baby Sheegoths here, too... Duck into ruins for cover when
you can and make it to the door low and to the right from your starting point.

Canyon Entryway: More Scatter Bombus...

Phendrana Canyon: There are several Crystallites and a Baby Sheegoth here.
Drop down to the bridge below you and scan the console to your right to raise
some platforms. Climb up them and you'll collect the Boost Ball. Use it to
get out of the halfpipe like canyon area and climb back up to the exit.

*** EARNED BOOST BALL ***

Now, it's time for some backtracking. Head all the way back to the Transport
area and make your way to the Magmoor Caverns. Head to the...

Fiery Shores: Bomb up to the little tunnel again, and this time go left
instead of taking the ball course. Hop across the gaps, watching out for
flame jets. Kill the Magmoor here and roll up the little ball course along
the wall. Roll across the little suspended track and to the door.

Transport Tunnel B: Proceed through the Tunnel to...

Transport to Tallon Overworld West: Time to head back to base, so to speak...

========================================================
5E. Tallon Overworld/Phendrana Drifts - Rocky Research =
========================================================

Transport Tunnel B: Move through the cavern, taking out the Zoomers. Drop
down below the bridge into the steam for a MISSILE EXPANSION.

Root Cave: Watch out for Beetles and Zoomers, and start climbing the path
until you reach a door.

Root Tunnel: Take out the Bloodflower by blowing the nearby Sap Sacs.

Tallon Canyon: Ah, memories... This place has a half-pipe for using your
Boost Ball, so boost your way up the side that has a platform at the top, then
move across the roots. Bomb the little barriers in your way and head to the
next room.

Gully: Pass through, shooting the minor enemies.

Landing Site: Stay up here on the ledge and walk over to the door to your left
that's up here.

Alcove: Hop down into the center and grab the Space Jump Boots. Awesome, eh?

*** EARNED SPACE JUMP BOOTS ***

Landing Site: First, look behind your ship for a hole you can roll into and
grab a MISSILE EXPANSION. Now, I think it's time to check out the door that's
high up next to the waterfall...

Temple Hall: Take out the Seedlings on the roof and head through the Tangle
Weed to...

Temple Security Station: Scan the console here to get some Pirate Data.

Temple Lobby: Walk through...

Artifact Temple: Read the two Chozo Lores on the walls here, then head down
the ramp to the main room. Take the first Artifact and scan the other totems
in the area for info on more Artifacts.

Now that you have a direction here, it's time to head back to Phendrana
Drifts. Go through the Transport back to Magmoor Caverns. On your way...

Monitor Station: Use your Space Jump to climb to the top of the platform.
Hop in the Spinner and Boost to extend the bridge. Hop over to the far wall
and make your way around to the high door.

Warrior Shrine: Claim your second Artifact, the Artifact of Strength.

Now, it's on to Phendrana, where you'll head to...

Phendrana Shorelines: With the Space Jump, you can hop across the floating
platforms. Cross them over to that temple-y structure there and head inside.

Temple Entryway: Pulse Bombus and Scatter Bombus...

Chozo Ice Temple: Crystallites, Ice Parasites, and a Baby Sheegoth hang out
here. Climb up the ledges on the right side of the room to eventually reach
the top. There will be a iced-over fountain ahead of you and four statues
lining the walls. The gate to the right says that you need the Shaman to
open it. Scan all the statues and you'll find that the Shaman has Brinstone
in it. Bust it with a Missile, then head through the gate.

Chapel Tunnel: Roll up and head through this ball course, by bombing the
breakable boxes below the pillars so you can move ahead.

Chapel of the Elders: There's the Wave Beam, but you'll have to do some work
to get it. Four Baby Sheegoths will attack, then a big Sheegoth. The mama
Sheegoth is a larger version of the babies. The trick is to get close to it
and try to circle around it so it doesn't run you over, then wait until it
tries to breathe on you, which it will only do if you're close. After that,
it'll be tired, so you can slam a Missile into it. Just keep doing that over
and over again. It takes a lot of Missiles (around 25, I think). You'll find
more later on, and they're easier to take out once you earn the Super Missile
Beam Combo. Oh, several people tell me they have an easier time taking out a
Sheegoth with Bombs. I usually get trampled, but use whichever you like. Once
they're toast, take the Wave Beam. Now, you can open purple-lined doors.
Yay!

*** EARNED WAVE BEAM ***

All right, now it's time to explore some pirate activity. Head to...

Ice Ruins West: Near the entrance to your right is a structure. Start
climbing up insdie it. As you reach the highest point, you should see a
stalactite hanging relatively low. Slam a Missile into the base of it to make
a stepping stone. Cross across the structures and make your way towards the
purple door at the far end.

Courtyard Entryway: Take out the enemies in your way...

Ruined Courtyard: There are two "Spinner" machines in this room. You activate
them by rolling into them and Boosting until the flap goes all the way down.
Spin both and you'll activate a switch higher up. Jump up and Bomb it to
raise the water level for a limited time. Cross the ice floes and roll into
the little tunnel to find an ENERGY TANK. Go back out and do it again, only
climb around the platforms in the middle to reach the top of the platform.
You can reach all three doors up here. One has no power going to it, another
is a blue door that has a Save Station, and the last is a purple door. Take
that door for now.

NOTE: This upcoming complex is chock full of stuff to scan, so whenever you
get a moment to breathe, start scanning everything. You'll find a TON of
Pirate Data here...

Specimen Storage: Careful. The Space Pirates know you're here now, and you'll
have to smack one down as soon as you enter. Pass through to...

Research Entrance: Start by blowing the Auto Turret near the ceiling, then
walk in, where you'll be attacked by several Space Pirates. Use your best
combat skills to waste all of them to unlock the doors in the room. On the
ground floor is a Map Station for this place. Go up the ramp to the next room.

Hydra Lab Entryway: Take out the minor enemies here and be on your way.

Research Lab Hydra: Plenty more Space Pirates and some Auto Turrets here.
Make your way up the ramps.

Observatory Access: Scan the console nearby to drop the force field into the
Observatory.

Observatory: A few more Space Pirates in here. Your next destination is two
ball switches on some ledges. Bomb both of those, then drop down to the floor
and activate all four Spinners to fire up the hologram of the planetary
systems. Check out all the planets. Of particular note should be Zebes and
Tallon IV. Start climbing up the metal ledges to the top of the room and
you'll find the Super Missile Beam Combo. There's a Save Station up here, too.
Head through the purple door.

*** EARNED SUPER MISSILE BEAM COMBO ***

West Tower Entrance: Some minor bad guys here.

West Tower: Ride up the elevator.

Control Tower: You'll face off against both Space Pirates and Flying Pirates
(which are a real pain). Fight your best, and you can jump inside the towers
above you for some cover if you need it.

East Tower: Ride down the elevator.

Aether Lab Entryway: There's an Ice Beetle in here. Neat, eh?

Research Lab Aether: Whoa... Familiar looking critter in that jar, eh? It'll
bust out soon, so plug some Missiles to kill your first Metroid of the game.
More Turrets and Pirates in this lab, as well as cool stuff to scan. There's
also a containment tank that holds an ENERGY TANK. Just bust it open with a
Missile. Also near the top are some catwalks. Bomb Jump up to them and roll
around to get a MISSILE EXPANSION.

Research Core Access: Remove the bad guys in your way and move on.

Research Core: More Pirates, some Flying Pirates. Scan three consoles all
along this route and you'll open the Thermal Visor containment unit. Better
get used to it quick, because the lights will dim, and Shadow Pirates will
start attacking.

*** EARNED THERMAL VISOR ***

Basically, it's time to get out of this crazy place, and the only way out is
the same way you got in. Keep the Thermal Visor on for as long as you can
and retrace your steps through this place. When you reach the top of the
Research Core, look at the door with your Thermal Visor and you'll see a
power conduit. Shoot it with the Wave Beam and the door will unlock. Keep
moving back through all the areas. You'll face off against more Shadow
Pirates, as well as Flying Pirates, some Metroids, and some Auto Turrets.
It's a long, hard ride, so keep your chin up and make your way all the way
back to...

Research Lab Hydra: Examine the nearby pillar, which has Cordite in it. Blast
it open with a Super Missile to get a MISSILE EXPANSION. Keep moving back
and you'll get to...

Ruined Courtyard: Some Flying Pirates here, now. Remember that door that
wasn't getting any power? Put on your Thermal Visor. See that Power Conduit?
There's a Cordite wall hanging in the way. Use a Super Missile and you'll
uncover the power conduit. Scan it and the door will get power. Head on
through.

Quarantine Access: Pass through to...

North Quarantine Tunnel: Curl up in your ball form and roll through here.
Watch out for the Pulse Bombus.

Quarantine Cave: Here you will face off against Thardus, the big ol' rock
monster. It can roll up in a ball to try to run you over, raise some rocks
out of the ground to throw at you (which you can shoot for supplies), or shoot
an ice beam along the floor, which can freeze you. To destroy Thardus, bring
up your Thermal Visor. You'll see a bright spot on the rock monster. Shoot
that spot with all you have. Soon, Thardus will overload your visor. That's
okay, cause when you switch back to the Combat Visor, the weak spot on Thardus
will be bright blue, and targetable. Blow it up to hurt him bad. Then, pull
up your Thermal Visor and aim for the next spot. Thardus has seven spots
altogether, and some get tough to hit, especially when the battle drags out and
a snowstorm makes normal visibiity lousy. Destroy all seven weak spots and
Thardus will crumble. Once he's rubble (and he gives Samus a parting pebble to
the back of the head ^_^), take the Spider Ball and leave.

*** EARNED SPIDER BALL ***

There are a couple more places in Phendrana now, with stuff for your
consumption...

Ice Ruins East: There's a magnetic track in the back end here. Spider Ball
up and get a MISSILE EXPANSION.

Phendrana Shorelines: Go to the outside of the Chozo Temple and use a Super
Missile on the structure. Scan it and you'll open a little hatch. Spider
Ball up and take another MISSILE EXPANSION.

Now, it's time to head back into the Chozo Ruins for a cool time...

=========================================
5F. Chozo Ruins - The Fate of the Chozo =
=========================================

There are a few old places to explore here before we do some new stuff:

*Main Plaza: Use your Boost Ball in the halfpipe in this area to reach a
MISSILE EXPANSION. Also, hop up to the upper level and on a ledge over the
door to the Ruined Shrine. Fire a Super Missile at the hexagon on the
petrified tree to find another MISSILE EXPANSION.

*Ruined Shrine: First, head to the place that had Beetles and bust open the
little barrier to get a MISSILE EXPANSION. Next, Boost Ball up the halfpipe.
The right side has another MISSILE EXPANSION, and the left side has a Spider
Ball track that leads to the purple door. Shoot it open.

Tower of Light Access: Nothing in this tunnel.

Tower of Light: Climb up the platforms and shoot the weakened cracks in the
pillars at the top to drop the tower a level. Plated Puffers will pop out,
so hop up a level to avoid them. Do the same at the next level, but watch
out for the Oculi so that your Missiles don't bounce off. Do the same for the
level after that, and you'll be able to jump and reach the Wavebuster Beam
Combo.

*** EARNED WAVEBUSTER BEAM COMBO ***

*Sun Tower: There are four Runes to activate. Two are on the backsides of
pillars, and the other are behind Cordite wall hangings that you need to
Super Missile open. Once all four are activated, you'll be able to Spider
Ball up the tower. To make the jump to the other tracks, you'll have to use
Bombs to boost yourself. Make sure you avoid the Oculi.

Sun Tower Access: Hmm? What was that? Follow it to the Sunchamber.

Sunchamber: Holy choked-up Chozos, Batman! We've got spooks! Batter the
three Chozo ghosts to nothing and you'll receive the Artifact of the Wild.

*Ruined Fountain: Roll into a Morph Ball inside the fountain and let it
boost you up to the ceiling. Attach to it and roll over to a MISSILE
EXPANSION.

*Gathering Hall: Hop up to the entrance to the Energy Core (highest one), then
hop onto one of the side ledges, then to a ledge above the door. Bomb the
grate and take the MISSILE EXPANSION

*Dynamo: (If you don't remember, this is near the Charge Beam). Short story
shorter, use the Spider Ball to climb up and get a MISSILE EXPANSION.

Good collection run, but let's get down to business...

Furnace: This time, take the high road, using the Spider Ball. When you enter
the tunnels, roll quickly to the end and set a Bomb Jump before the boxes
disappear. Roll through and take out the bad guys on the other side. At the
wall on the left, scan the Chozo Lore and roll through the tunnel.

Crossway Access West: Pretty boring in this place, actually. Just proceed...

Crossway: Shoot up the halfpipe to the other side and scan the three Chozo
Lore scripts up here. Also, blast the Cordite wall hanging with a Super
Missile and scan the power conduit to activate a Spider Ball track above you.
Boost up to the Spider track using the halfpipe, then Bomb up to the switch
and bomb it. Another one will open up on the other side, so do the same.
Then, fall onto the ball-a-vator that just dropped and you'll be able to get
another MISSILE EXPANSION.

Elder Hall Access: Ooo... Scarabs...

Hall of the Elders: A Chozo Ghost! Creeepy. Don't fret. Just shoot him with
the Power Beam and he'll croak sooner or later. Now, the Chozo Statue here
just lit up. First thing is to read the Chozo Lore on the wall behind the
statue. Next, roll up in a ball in the statue's hands and you'll be flung up
to a Spider track, so hold R as you go up. Hit the Bomb Switch up here and
you'll turn some colored stuff on. Climb up the side platforms up to the
colors and shoot the purple one with the Wave Beam. Bomb Jump in and Bomb
the switch and you'll flip a tube down below. Drop down and into the statue's
hands once more to be flung up to a ledge. Roll to the end, and scan the
console to shut off the force field window.

Reflecting Pool Access: Head on through to the next room.

Reflecting Pool: Plenty of Stone Toads in this area. If you'll check the
pump mechanism, you'll see that it's maintaining the level. Roll up in your
ball and drop down into the pool. Set a Bomb on the plug in the middle to
drain it. Now, you'll have to use the Boost Ball to ride up in this halfpipe.
More than likely, you'll get swallowed by Stone Toads a couple of times, so
just blow them with Bombs. Head to the left first, and you'll find the Ice
Beam. Head to the right, and you'll find a Save Station. Forward will take
you to a Transport to the Tallon Overworld. There's also a small tunnel in
the Save Station that will take you another Transport to the Overworld. For
now, head back to...

*** EARNED ICE BEAM ***

Hall of the Elders: Hey, more Chozo Ghosts. Oh, by the way, a LOT of places
are now infested with Chozo Ghosts here in the Ruins. The Ruined Shrine, the
Arboretum, the Furnace. Anyway, instead of shooting the purple thing, now
shoot the white one, jump into it and Bomb the switch, then hop into the
statue's hands again to be boosted to an ENERGY TANK. Cha-ching.

Transport to Tallon Overworld East: This is the Transport in the Save Station.
Go back up to the Overworld.

Transport Tunnel C: Pass through...

Overgrown Cavern: Take the MISSILE EXPANSION here.

Frigate Crash Site: Hop down the slope into the lake. Bear right and hop up
to the door near the broken Phazon crate. Pass through to...

Waterfall Cavern: Roll under the big rock and you'll be back at the Landing
Site.

Next stop on the list is Phendrana Drifts... Head down to the west Magmoor
Caverns to get there quickest.

============================================
5G. Phendrana Drifts - The Cold is Winter! =
============================================

You're gonna want to make your way back to the Quarantine Cave. You could
also go through the Pirate Base, if you wanna face a jillion bad guys...

Quarantine Cave: Find a Spider Track to take you up and around to the door
on the right.

South Quarantine Tunnel: Roll through at top speed.

Transport to Magmoor Caverns South: Care to take a little detour? Head down
the lift. You'll thank me later.

Transport to Phendrana Drifts South: One way takes you to a Save Station, the
other...

Transport Tunnel C: Mind the flame jets here.

Magmoor Workstation: Take out the Flying Pirates here. Now, you need to
restore power to this area. Each of the three hatches on the ground has a
power conduit which you can use your Wave Beam on. Once all are activated,
drop down the hole to the cage with the Triclopses. Blow them up, then
head where the lava has cooled. Scan the console back here to open another
of the hatches and cool more lava. Quickly, go there, then scan another
console to open the last hatch. Quickly roll there to get an ENERGY TANK.
Now, head back to the Transport to Phendrana Drifts and take the other door
out of here (it's up the Spider Ball Track).

Transport Access: A few Pulse Bombus up here.

Frozen Pike: Lots of little guys flying around. They can make life a mess
for you. If you're wondering, the door at the bottom takes you back to the
Research Station. Where you want to go is the purple door below your starting
point there.

Frost Cave Access: There are a couple of Ice Beetles and some Scarabs here.

Frost Cave: Watch out for the Hunter Metroid here. Don't worry about the
Glider for now. Aim up and to the right and shoot the hanging stalactite
with a Missile, then jump onto it and up to the purple door to find a Save
Station, then shoot another stalactite to get to the other purple door.

Upper Edge Tunnel: Roll through.

Phendrana's Edge: Two Flying Pirates to shoot down up here. Drop down into
the water and watch out for the Jelzaps. Head through the door down here.

Lower Edge Tunnel: Shoot the Scatter Bombus in here.

Hunter Cave: There's a Jelzap in the water and a bunch of Buzzers down there.
Shoot all three stalactites at the ceiling. Cross the two in the water, and
hop up on the third to get to the purple door.

Lake Tunnel: Take out the Scatter Bombu and continue on.

Gravity Chamber: There are Aqua Reapers and Jelzaps here. Carefully make
your way to the other side and grab the all-important Gravity Suit. Hop out
of the water with the greatest of ease and climb up to the purple door that's
not in the water.

*** EARNED GRAVITY SUIT ***

Chamber Access: Bust up the Sentry Drone in here.

Hunter Cave: Take out the Flying Pirates, or just run along this ledge to the
other door.

Hunter Cave Access: Three Jelzaps in the water here.

Frozen Pike: And we're back here. From this point, your destination is going
to be the Frigate Crash Site back on the Overworld. Make your way there.

=================================
5H. Tallon Overworld - Memories =
=================================

Frigate Crash Site: Oooo... Phazon... Take out the bad guys in this area,
then hop over through the water to the Frigate. Look to your left in the
water and you'll see a MISSILE EXPANSION. Hop up there from the roots.
There's a small cave at the very end of the pool that you can use to get up
there. In case you're wondering, this is the very same Frigate that you were
in in the beginning of the game.

Frigate Access Tunnel: Head through to...

Main Ventilation Shaft Section C: Drop down to the bottom and roll through the
collapsed tunnel.

Main Ventilation Shaft Section B: Blow up the two Auto Turrets, then use the
Thermal Scan to find the power conduit. Shoot it with the Wave Beam and the
door will activate. Pass through it and the next door.

Main Ventilation Shaft Section A: Run past the Tallon Crabs and to the next
room.

Reactor Core: There are a couple of Aqua Pirates in here. The only other
door out of here is not getting power, so turn on your Thermal Visor and
start scanning around. Shoot the four power conduits with the Wave Beam and
you'll open the door.

Reactor Core Access: To your right is a Save Station. There are two Power
Conduits in here that need to be shot with the Wave Beam to open the door.

Cargo Freight Lift to Deck Gamma: Use a Missile on the lift's door and get
the ENERGY TANK. Put on your Thermal Visor and Wave Beam the conduit down
here, then hop up a few platforms, look behind you and Wave Beam conduit #2.
Start climbing up the shaft, using the platforms. Watch out for the Aqua
Reapers, and don't worry about the Space Pirate that falls into the water
above you. He's dead. Wave Beam the last conduit up here at the top to
activate the door.

Deck Beta Transit Hall: Nothing but lichen and harmless buggies...

Biohazard Containment: Looks like things aren't all that well-contained
anymore. Take out the two Auto Turrets up here and the Aqua Drone down below.
Turn on your Thermal Visor. There are two conduits above the surface, and one
below. Also down in the water is a MISSILE EXPANSION. Scan the doors down
here and use a Super Missile on the one you can examine. Leave by the door
down in the water.

Deck Beta Security Hall: Looks like all that doing security now are the Aqua
Reapers lining the hall.

Biotech Research Area 1: Three Aqua Pirates in here. Once they're toast,
there are three power conduits to activate: two down on the lower level, and
one on the upper level. Wave Beam to activate the door across the room.

Deck Beta Conduit Hall: More Aqua Reapers...

Connection Elevator to Deck Beta: Whoa. Another Space Pirate just had his
butt kicked off-screen. You won't be going up, so drop down and head through
the next door (mind the Aqua Sacs on the way).

Hydro Access Tunnel: Roll up into the ball course. In here, Bomb Jumps send
you a lot higher, so use those to navigate. If you're feeling lucky, try for
the ENERGY TANK at the top of a relatively long shaft. You'll need to do a
multiple Bomb Jump. The time to drop the next Bomb after you've launched is
just before you reach your apex. Do it three times and you should have
enough flight to reach the Tank. Head out to the right by Bomb Jumping up.

Great Tree Hall: Out of the frigate now. Take out the Jelzaps and climb up
out of the water. You can go exploring, but it's not all that necessary.
Up above are a wall you can't blow up and a Transport taking you to Chozo
Ruins South. Head through the white door at water level here.

Transport Tunnel E: Don't mind the radiation warning. Just don't step on
this Phazon stuff.

Transport to Phazon Mines East: Head down for some Phazon action...

=======================================
5I. Phazon Mines - The Canary's Dead! =
=======================================

Quarry Access: Head down this tunnel dealie...

Main Quarry: Watch out for the Mega Turrets in this area, near the Force
Field. The Spider Track on ground level leads to a Save Station. Climb up
the catwalks to face off against some Space Pirates. Keep climbing and
you'll reach the top. Use Thermal Scan to find a power conduit, which turns
on the computer console nearby. Scan the console and you'll operate the crane.
Ride up the nearby Spider Track and over to get a MISSILE EXPANSION. Drop
back down to the bottom. Scan the two consoles down near the force field to
open it up.

Security Access A: Take out the two Mega Turrets here.

Mine Security Station: First up is three Shadow Pirates. Move along this
area and you'll face three new Wave Troopers. Only your Wave Beam works on
them. Continue on and shoot a purple door in the ceiling.

Security Access B: Shoot down the barriers in your way, then take out the
two Shadow Troopers.

Elite Research: Two Space Pirates are right in front of you. Scan the
consoles down here for some Pirate Data. Note the Elite Pirate sitting in
front of you in stasis. Creepy. Scan another console to start up some
platforms. Climb up them, then face off against two Wave Troopers. After
they're done, activate some more platforms, then climb up and you'll face
your first Power Trooper. Take him out then start playing with the plasma
cannon mounted to the ceiling. Scan the console and you'll fire it. Use the
Spinner to aim it. Aim it at the farthest wall to knock down the way
forward. Then, turn it all the way around so it's pointing to the left, and
use it to open up the way to a MISSILE EXPANSION. Proceed through the white
door.

Research Access: Connect to the Spider track and roll down, avoiding the
weird power thingies that pass by.

Ore Processing: Take out the two Power Troopers on the floor quickly. The
object here is to rotate the pillars you see here so that you can Spider Ball
up the tracks. You do this by hopping into the little ball gap and Bomb it
to rotate. Bomb the thingy so that the blue track above you and to the left
connects, then ride up and go to the second control. Bomb it so that the red
track connects above and to the left, then drop down and line up the red
tracks on the first floor. Ride up and get back to normal to receive the
Wave Trooper attack. You can't do anything else here, so Ice Beam the door
on this level.

Elevator Access A: Shoot up the Scatter Bombus and drop (or roll) down to
the floor.

Elevator A: Scan the console and ride down to Level Two.

Elite Control Access: There are two Space Pirates here. While you're here,
there's a box that explodes on a ledge, near a vent spewing green smoke.
Shoot the box and the vent will bust open, revealing a MISSILE EXPANSION.

Elite Control: Enter and engage. Your very first Elite Pirate. Use the
Thermal scan to find the plasma cannon and Missile it off his back, then
target and pound him with more Missiles until he goes down. Note the nasty
music is still going. You've got three Ice Troopers coming down at you from
the catwalks. Head up there and waste them. This room has a ton of Pirate
Data, so start collecting. Leave by the white door at the top of the room.

Ventilation Shaft: Uh oh. Plated Puffers AND toxic gas is spilling into the
room. Time to move to the next room, quick.

Omega Research: Two Wave Troopers and three Power Troopers are in here, as
well as some more Pirate Data. Don't worry about the Elites for now. They're
frozen in their tubes. Open the white door in the floor.

Dynamo Access: Head through and try not to stare at the Elite Pirate tank...

Central Dynamo: This place has a pesky mini-boss. We're going to call him
the Shadow Drone, but you can't scan him, so it'll be tough to get a reading
on him. Charge up a beam, and when he gets ready to fire, let him have it
with a Super Missile to drop him. Once he's out, a hatch will blow in the
floor. Roll up and drop in. Navigate the shocking maze. If you find a
patch of ice, bomb it to open new paths. Reach the center and earn the Power
Bombs. One of the Ice Beam doors leads to a Save Station. The other one
leads to a place you can't really pass yet. So, let's head back...

*** EARNED POWER BOMBS ***

Omega Research: Uh oh. Another Elite Pirate. Take him out. Use a Power
Bomb on the rubble on the upper level to reveal a Map Station.

Ventilation Shaft: Set a Power Bomb at the grate in the shaft. Drop in,
roll and Bomb up to this small room. Scan the console and the Plated Puffers
will be pulled into the grate, blowing it up. Take the ENERGY TANK.

Elite Control: Five Shadow Pirates in this room.

Ore Processing: Watch out for the four Metroids here. Use a Power Bomb on the
rubble. Now, use the machine to line up the yellow track so that it's
pointing to the far side of you. Head down a level and line it up on the
second level, then on the ground level. Ride up the track to...

Storage Depot B: The Grapple Beam!!

*** EARNED GRAPPLE BEAM ***

Ore Processing: Attach to the point across the way and swing across. WHEEEE!

Waste Disposal: Roll up and head into the little water course. Make your
way through out the bottom.

Main Quarry: More Space Pirates. Swing across the crane. Head back down to...

Security Access A: Use a Power Bomb on the nearby gate to blow it open and
pick up a MISSILE EXPANSION.

Main Quarry: Head back to the surface.

==============================================
5J. Tallon Overworld/Chozo Ruins - X-Ray-ted =
==============================================

Great Tree Hall: Climb up the platforms. Use the Spinner to open the gate and
head up further, taking out Seelings and Bloodflowers. Take them out, and
find a pole with a Spider Track on it. Roll up and head through the door.

Life Grove Tunnel: Head through this ball course, using Bomb Jumps and Boost.
If you have the nerve, try to get to the top of the Boosting pipe thingy.
Bomb the top and you'll drop onto a MISSILE EXPANSION.

Life Grove: First off, grab the X-Ray Visor. Next, use a Power Bomb to blow
open the walls. In the water, bomb the drain to raise a little pillar, then
roll into the hole underneath. Use the Spinner to rotate the platform, which
will rise up and display and ta-da! An Artifact. Hop onto it from higher
ground. You just got the Artifact of Chozo. Now, to get out of here. Hop
up onto higher platforms, then roll through the little ball course. As you
get to the top, you'll be attacked by three Chozo Ghosts. Use your X-Ray
Visor to constantly track them. Once all three are gone, a hatch opens near
a Chozo Statue. Hop up on top and fall down the hole and leave by the door.

*** EARNED X-RAY VISOR ***

Great Tree Hall: Hop over to a spot with two Bloodflowers. Hop into the
little cave that has the higher one and flip on your X-Ray. You should see a
platform that wasn't there a second ago. Hop onto it, then to the further
blue door.

Great Tree Chamber: Take your MISSILE EXPANSION.

All right, your next destination is Magmoor Caverns, to investigate some
seismic stuff going on. Before that, let's go get us some more items, eh?
Take the lift near here down to the Chozo Ruins, and head to...

*Furnace: Use a Power Bomb to bust open a halfpipe. Fly up to the Spider
Tracks. Use Bomb Jumps and careful manuevering to make your way across the
course and you'll reach a MISSILE EXPANSION.

*Watery Hall: There's a small tunnel in the water here. Roll into it, and
jump out the other side for a MISSILE EXPANSION.

*Ruined Fountain: Take the "other" door out of here, the one that leads to...

Meditation Fountain: Proceed through to the...

Magma Pool: Use a double swing on the Grapple Beam to get across. Lay a
Power Bomb to blow the wall and find a POWER BOMB EXPANSION and a Chozo Lore,
what should be your last one.

Training Chamber Access: Near the end of this passage, you'll find some
leaves near the floor. Roll through them to find a hidden tunnel, and a
MISSILE EXPANSION.

Training Chamber: Exorcize the two Chozo Ghosts here. Use the halfpipe to
boost up to the Bomb Switches. The one on the right will activate a Spider
Track and a ball-a-vator. Roll into it quickly to get to an ENERGY TANK. The
other switch opens the way out of here.

Piston Tunnel: Avoid the pistons and ride to the end.

Main Plaza: Don't hop down just yet. There's a Grapple Point above you.
Jump and grab it to be carried over to the MISSILE EXPANSION.

*Tower of Light: Instead of climbing up, hop down into the water and head to
the next room from in there.

Tower Chamber: Take the Artifact of the Lifegiver.

Now to head to Magmoor Caverns once more. Head to Tallon Overworld. While
you're here, you can stop by the Artifact Chamber and drop off the ones you
have. If you have the five I've pointed out so far, you should be able to
get some more Artifact info. In fact, you should have all but one. So,
head in the direction of the Transport to Magmoor Caverns East, but on the
way...

Root Cave: Start climbing higher than before. Use your Grapple Beam to cross
to another ledge, and the X-Ray Visor to jump on invisible platforms. Near
the top, you'll see a MISSILE EXPANSION. It's behind an illusionary wall, but
with X-Ray on you can see it. Once you get it, drop to the bottom and head
to Magmoor Caverns.

=====================================
5K. Everywhere - Plasma and Pickups =
=====================================

Transport to Tallon Overworld West: Head to the door you haven't gone through
yet (or couldn't get very far in).

Twin Fires Tunnel: Use the Grapple Beam to get across this fiery area.

Twin Fires: More Grapple Beam action. There are also some stalactites to
derail in case you want to cross that way.

North Core Tunnel: Knock down the stalactite here to cross.

Geothermal Core: This area starts out pretty cool. Hop to the other side,
then start climbing platforms. Grapple over to the lowest platform, and
operate the Spinner. Jump to the next platform and operate that Spinner.
Jump back to the first platform, only the one above. Jump to the next
platform, operate the Spinner, and Spider Ball up. Jump to the highest
platform and bomb the switch to extend a pipe with a Spider Track. It's time
for Death Spider Course, now. The course isn't hard to figure out, it can
just be tough sometimes getting the timing and aiming correct. Remember to
use the Bomb if you wanna jump up, and just let go of R if you want to fall
to a track below. There's no way I can help other than to say keep
practicing and reach the top.

Plasma Processing: Take your prize for that mess, the Plasma Beam.

*** EARNED PLASMA BEAM ***

Geothermal Core: Head out the other door.

South Core Tunnel: Watch out for the Puddle Spore.

Magmoor Workstation: Back here again...

Now, let's head to Phendrana Drifts for a bit of item-collecting... Okay, a
LOT of item collecting... :-P Take the Transport that's close to this room
up to Phendrana Drifts South. From there, we'll head to...

*Quarantine Cave: From here you can Grapple across to a tunnel...

Quarantine Monitor: Grab the MISSILE EXPANSION.

*Ice Ruins West: One of the tall structures has an ice floor. Melt it to get
a POWER BOMB EXPANSION.

*Phendrana Shorelines: One of the small pillars has an ice wall on its back.
Melt it to get a MISSILE EXPANSION.

*Chozo Ice Temple: Go up to the fountain. Melt the statue's hands. Roll up
in them and you'll open up a passage to the Artifact of the Sun.

*Ice Ruins East: Walk around the ground to the side with the upper door,
looking for an ice wall. Melt it with the Plasma Beam to find a MISSILE
EXPANSION.

*Control Tower: Climb up one of the bunkers and melt the frozen window. Use
a Super Missile on the tower in the distance to collapse it and bust open a
hole in the floor. Roll in to get the Artifact of Elder

*Frost Cave: Grapple across the Glider to the section with sloped platforms
and two crates. Look up and shoot down the Stalactite, which will crash
through the pond. Swim down to collect a MISSILE EXPANSION.

*Phendrana's Edge: Jump and grapple up the platforms. When you pass two
floating platforms, pull up your X-Ray Visor to see a door. Set a Power
Bomb to blow it open.

Storage Cave: Take the Artifact of Spirit.

Phendrana's Edge: Continue climbing. Grapple using the Glider creature and
roll into the next room.

Security Cave: Take the POWER BOMB EXPANSION.

*Gravity Chamber: Melt the icicles with the Plasma Beam to uncover a Grapple
Point. Swing over to collect the MISSILE EXPANSION.
BIG NOTE: Do NOT leave the room after melting the ice, but BEFORE collecting
the Expansion. For some buggy reason, the Grapple Point disappears, and you
won't be able to grab that Expansion ever...

*Transport Access: Melt the nearby ice with the Plasma Beam to get an ENERGY
TANK.

That's all for here. Now it's time to make the rounds of the rest of the
world...

*Tallon Overworld - Root Cave: Climb up to the very top using the Grapple Beam
and X-Ray Vision. Open the red door...

Arbor Chamber - Take the MISSILE EXPANSION.

*Magmoor Caverns - Lava Lake: Use a Super Missile on the pillar in the middle
of the room and you'll snag the Artifact of Nature.

*Magmoor Caverns - Triclops Pit: Near the crates at the entrance, use the
X-Ray Visor to spot some platforms. Follow them and use a Super Missile on
the nearby pillar to find a MISSILE EXPANSION.

*Magmoor Caverns - Shore Tunnel: Use a Power Bomb to bust up the glass in
the tunnel and get the Ice Spreader Beam Combo.

*** EARNED ICE SPREADER BEAM COMBO ***

*Magmoor Caverns - Warrior Shrine: Use a Power Bomb to bust open the plug
near the statue for a POWER BOMB EXPANSION.

*Chozo Ruins - Hall of the Elders: Hit the red light at the top of the room
and bomb the switch to open a door to...

Elder Chamber: Take the Artifact of World.

FINALLY, it's time to head back down to the Phazon Mines...

=====================================
5L. Phazon Mines - The Pirate Purge =
=====================================

Start making your way down the Mines the same way you got down the first time.
You'll face plenty of the same bad guys you faced last time.

Mine Security Station. Use a Power Bomb near the end to blast the wall in
front of the console. Scan it to deactivate the Force Field downstairs,
which is in front of a red door.

Storage Depot A: Take the Flamethrower Beam Combo.

*** EARNED FLAMETHROWER BEAM COMBO ***

Elite Research: There are several Mega Turrets here. Take them out first.
Now you're going to do something really stupid. Set a Power Bomb next to
that there tank, and destroy the Phazon Elite inside. You'll get the
Artifact of the Warrior.

Continue down back to the Central Dynamo. Watch out, because there's an
Elite Pirate in the Dynamo Access, although he doesn't have a plasma cannon.

Central Dynamo: Head through the far door.

Quarantine Access: There are four Mega Turrets over there. Roll up and head
into the hole to your right and roll under them. Jump up at the end and scan
the console to shut them down. Painless, eh?

Metroid Quarantine A: Scan all of these consoles. One of them, the red one,
releases the Metroids on the unsuspecting Space Pirates below. It's the
little things in life you treasure... Head down to the lower area and kill
all the Metroids down here. In the next part of this room, you'll see a big
pit of Phazon. Don't walk there. It hurts. Instead, climb on the nearby
mushroom and bring up your X-Ray Visor. You'll see platforms. Cross them,
then jump up to the ledge on the right, using the mushroom on the far side of
the pit. Flip the X-Ray on again to see another platform. You'll reach a
Spider Ball track. Before you go anywhere, use a Power Bomb, then roll
through the busted wall and use another one. Roll across the Spider Track,
ride up the invisible platform, and take the MISSILE EXPANSION. Go back to
the first Spider track, and ride up it to the door out of here.

Elevator Access B: Take out the Burrowers here.

Elevator B: Head down to the third level of mines. Scared, yet?

Fungal Hall Access: Take out the Space Pirate and hop down. Now, I know you
don't wanna touch Phazon, but there's a MISSILE EXPANSION underneath that big
mushroom at the bottom. If you want to come back after getting some better
protection, I'll understand. Really...

Fungal Hall A: Several Hunter Metroids in this area. Tread carefully. Hop
across the shrooms and use the Grapple on the Glider to cross to the exit.

Phazon Mining Tunnel: Power Bomb the wreckage and roll through to a little
ball course. When you reach the bottom, Boost across the platforms before
they disappear and dump you into the Phazon. Leave by the hole.

Fungal Hall B: Several Metroids in this area. Once again, hop across the
shrooms and Grapple the Glider. If you take the left exit, you can replenish
your Missiles. The right exit moves you on. Below the right exit, however,
is a circle of small shrooms. Power Bomb that area to find a MISSILE
EXPANSION.

Quarantine Access B: There are Void Bombus in this area. You can see them
with your X-Ray Visor.

Metroid Quarantine B: Two Plasma Troopers drop down to challenge you. Across
the Phazon pit are two more. Use the Grapple Point to cross and deactivate
the force field with the security panel next to you. Take out the Plasma
Trooper and two Wave Troopers. Blow up the nearby canister for a MISSILE
EXPANSION. The doorway on this floor has a Save Station. USE IT. Climb up
the ramps and exit by the red door.

Elite Quarters Access: Take out the Plasma Trooper. Melt the ice above the
security barriers here to open them with the Plasma Beam.

Elite Quarters: It's time to teach the Omega Pirate who's the real engine of
death around here. Okay, to start with, this is what he can do to you. Get
too close and he'll swipe at you with his big claws. At a generally medium
distance, he'll employ his Wave Quake Generator, which you should use a
double jump to get over. At long range, he'll use his Plasma Incendiary
Launchers, which you should just dodge to get out of the way from. If you
shoot at him when he's not attacking, he'll use his shield to absorb your
attacks. Now, to take him out, you have to shoot him while he's trying to
attack (preferably with the Wave Quake). Once you scan him, there are four
spots you can target, which are the four Phazon plates on his arms and legs.
Hit them with anything you want. Plasma or Super Missiles work the best for
me. Once you destroy all four, he'll call for help before fading out of view,
using the Chameleon Manta. The lousy thing about the Manta is that he
cannot be seen by anything, period. While he's taking five, Troopers of
random colors will drop from the catwalks above. You're encouraged to kill
them before they kill you. After they're gone, pull up your X-Ray Visor.
Well, the Omega Pirate is still largely invisible, except for the pure
Phazon running through his veins as he recharges on the pit. You'll see his
heart and veins. Open up with your best weapon, like a Super Missile or
something. Hurry, because once all four plates are back on, he'll be back
in the fight. Lather. Rinse. Repeat. Eventually, you'll wear his health
down enough that he'll keel over. Onto YOU!!! Fortunately, we built our
Sammy tougher than that. She absorbs the Phazon into her Power Suit! Boom!
You now have the Phazon Suit and Phazon Beam. Okay, don't jump too quickly.
We gotta go back somewhere first...

*** EARNED PHAZON SUIT AND BEAM ***

Phazon Mining Tunnel: Roll back into this and start Bombing the obstacles
behind it. At the end you'll find the Artifact of Newborn (that's you).

Elite Quarters: Ride the lift up and leave by the red door.

Processing Center Access: ENERGY TANK. That was nice of them. Use the
console to open the gate.

Phazon Processing Center: Pirates of many colors here. Activate your X-Ray
Visor about a third of the way up to see some platforms, and a MISSILE
EXPANSION, which is behind a wall. Set a Power Bomb to get it. Make your way
up to the top using platforms, the little ball course, and the Spider track.

Transport Access: Either Grapple or just walk across the Phazon.

Tranport to Magmoor Caverns South: Head up to the Caverns.

Workstation Tunnel: Use a Power Bomb to clear the wreckage.

You're now back in the Magmoor Workstation.

=================================
5K. Tallon Overworld - Showdown =
=================================

At this point, you should have all 12 Artifacts at least in your possession,
if not returned to the Chamber. If you don't have them all, check the section
on Artifacts later in my guide. Once you have them all, head to your Gunship
to save, then to the Artifact Chamber.

Artifact Chamber: You'll activate all your Artifacts, and the chamber will
start powering up. Before it finishes, however, Meta Ridley swoops in from
above and destroy the channelling pillar, halting the process. It's time to
go another round with your old nemesis. For the first part of this battle,
he'll fly around the Artifact Chamber. If he halts and folds his wings, he's
going to use his Multi-Missile System, which you should dodge. Also up in the
air, he'll use his Kinetic Breath Weapon. If he swoops far from the
battlefield, he'll come in at bombing angle to release his Meson Bomb System,
which you should dodge very quickly and run away from. Scan Ridley to find
that his weakest plating is in his chest. When he stops and you have a clean
shot, fire either a Charged Plasma shot or a Super Missile at him. Try to
stay locked on the whole time, naturally. Sometimes, Ridley will land to
spew fire or stuff at you, or slash you, so watch out. Once you wear him
down to about a third of his energy, his wings will burn and he'll land on the
chamber platform to go toe-to-toe. If you're far off, he'll perform a dashing
slash, and afterwards, if he needs to turn to face you, he'll whip his tail,
which hurts. If you're close, he'll just plain slash. He'll also use his
Kinetic Breath Weapon at times. I've found that if I stand close, but not too
close, he'll bend down and roar. When his mouth is open is when you should
hit him. Give him one charged Power Beam shot in the open mouth and he'll
recoil, leaving his chest open for you to launch a Super Missile at. Keep
dodging, waiting for openings, and taking advantage of them, and you'll
deplete his energy enough. After he's drained, the Chozo Temple will activate
and laser him off the platform. Then, the Chozo Spirits will recreate the
artifact energies and open the way to the Impact Crater.

=========================================
5L. Impact Crater - The Newborn Returns =
=========================================

Crater Entry Point: Save up and head through the red door.

Crater Tunnel A: Lumigeks are in this area. Shoot them if you wish, and
jump across the more nasty red stuff, worse than Phazon.

Phazon Core: There is only one or two enemies in this room at a time. That's
the good news. The bad news is that they're Fission Metroids. I suggest not
even fighting them, as if you defeat one, more will just come out of nowhere.
Just cross over and make your way up the platforms and the white ledges along
the wall. If you think it's going to attack. Get into a ball and wait for one
to start sucking on you, then set a Bomb to shake him off, and keep moving.
There's a Missile Recharge halfway up if you're intersted. Keep hopping to the
next highest platform and trying to shake off the Fission Metroids, and you can
reach the red door.

Crater Tunnel B: A rather complicated Spider track, isn't it? Bomb up to the
left and keep Bombing up or dropping down to the next closest track.

Phazon Infusion Chamber: Well, that doesn't look friendly... Follow it...

Subchamber One: Time to face the Metroid Prime. Only its head is vulnerable,
and only to the beam it's colored as. I'm not sure if this how it works
everytime, but for me it started with yellow, so start launching Super
Missiles. After that, it'll turn purple, so launch Charged Wave Beam shots.
He'll run off after that.

Subchamber Two: He's yellow again, so lay in with the Super Missiles. After
that, it'll charge at you, so roll into the little trenches in the ground to
avoid the charge. He'll be purple next, so more Wave Beam. After that,
another charge, then he'll be white. Hit him with the Ice Spreader if you
have it, otherwise just with charged Ice shots. After that, he'll drop
another level.

Subchamber Three: Now, he'll go through all four colors, in a random order.
For red, just use quick, regular Plasma shots.

Subchamber Four: Now it's all random, and he'll throw every dirty trick in
the book at you. Keep shooting at him. Watch for his charging, which will
happen whenever his eyes fade, and the colored lights on his body dim. Once
his energy is depleted, he'll crash through the wall into...

Metroid Prime Lair: The casing has cracked and shattered, and out pops the True
Metroid Prime. You cannot hurt it with any normal attacks. As a main attack,
it creates a red Wave Quake, which isn't too hard to jump over. It will also
cloak itself at times. The first time, you can see him with the Thermal Visor,
then he'll cloak again and you can see him with the X-Ray Visor, then he'll
change again and you can only see him visibly. The time to strike is when it
creates a pool of Phazon underneath it. Step in the pool and your arm cannon
will enter Hyper Mode. First take out the Metroids the Prime spawned. If you
can't see the Prime, flip your Thermal or X-Ray Visor and look around. It
should be pretty close to you. Just hold down the button to release the pain
on this overgrown jellyfish. After causing damage, the Prime will start
releasing Hunter and then Fission Metroids. The Phazon Beam will still kill
them outright in one hit. Keep an eye on the Prime with visors so you know
where it is, and learn the sound of the Wave Quake so you know when to jump.
Once the Prime is defeated, it'll suck the Phazon out of your suit, and
you'll escape with the knowledge that you defeated one pretty hard last boss.

And that's it. Depending on your percentage, you'll get a different ending.
Congrats on saving the galaxy once again! Now go play it on Hard Mode! ^_^

POKEMON RUBY/SAPPHIRE
===================================================================
A. Littleroot Town-Route 103 And Back
===================================================================
Pokemon In Ruby:
Route 101: Zigzagoon lvl 2-4, Poochyena lvl 2-4, Wurmple lvl 2-4
Route 103: Zigzagoon lvl 2-4, Poochyena lvl 2-4, Wurmple lvl 2-4, Wingull lvl
2-4
Trainers In Ruby:
Route 101:None
Route 103: Rival with the pokemon with advantage over yours at lvl 5.
First, a professor named Professor Birch will come and talk about pokemon. When
he is finished, You will be able to enter your name. But first choose gender.
If you choose a boy, the girl will be your rival, and if you choose the girl,
the boy will be your rival. Then you can choose one of the made names or enter
your own name by selecting new name. When you have entered your name, select ok
at the bottom right of your screen.

When you start playing, your character will be in a truck, and soon it will
stop moving and you can step out, to the right. Your mom will come out and lead
you to your new house. Inside there will be some machokes moving around stuff.
What you need to do is go upstairs and set your clock by selecting your clock
and then moving the cursors to the time you want. You can have any time, but I
prefer setting the same time as the time is where I live.
When you have done that, your mom will come and ask if you like your room and
then leave. Take a potion from the PC, by selecting it and selecting withdraw
item and selecting potion. It restores 20 HP. Go downstairs and you will go
automaticly to the Tv, and your dad ( a gym leader) is on tv. However the
program ends just then. Go outside and in to the house next to yours, the other
small house. That is your rivals house. Her/his mom will say that your rival is
in his/her room. Go upstairs and talk to your rival. She will leave after the
conversation. Do so too, and leave the house.

Go north to the opening and a man will say that some one needs help. Go north
and you will se a man being chased by a poochyena. He will say that you can
take a pokemon from his bag. Go to his bag and select it. There will be three
pokeballs there. However, you can only take one, and be careful, for this
pokemon will be yours to keep later and you can't change it for another of the
pokemon in the bag. There is treecko, the grass pokemon, Torchic, the
fire/fighting pokemon, and mudkip, the water/ground pokemon.When you have
choosed your pokemon, confirm, and a battle will start. You fight against the
poochyena, and it is really easy, since your starter is at lvl 5 and poochyena
is at lvl 2.Just use your normal attacks, pound/scratch/tackle to win. A little
chat will start with the professor, and you will end up in his lab. You will
officially recieve the pokemon you chose, and you can nickname it if you want
to. He will ask you to see his daughter, your rival, at route 103, so let's
head there!

Leave the lab and head north, past the site where you battled earlier and you
will find a small town, Oldale Town.. If your pokemon has ben hurt, heal it at
the pokemon center, and then head north again. Head through the grass and you
will see your rival north. Go and talk to her, and prepare to battle! She will
have the pokemon that has an advantage over yours, Trecko if you chose mudkip,
torchic if you chose treecko, and mudkip if you chose torchic. She won't be so
hard either, if you took your potion from your computer it will be even easier,
just hit her with normal attacks, and heal with potion if your HP runs low. She
will head back to littleroot when you have won. Do so too, healing at the
pokemon center if you wish. Go to the lab, and talk to professor Birch. He will
give you the pokedex, and May will give you 5 pokeballs to catch pokemon with.
===================================================================
B. Littleroot Town- Rustboro City
===================================================================
Pokemon:
Route 102: Ralts lvl 3-6 (rare), Zigzagoon Lvl 3-5, Wurmple Lvl 3-5, Poochyena
lvl 3-5
Route 104: Wurmple lvl 3-5, Zigzagoon lvl 3-5
Petalburg Woods: Wurmple lvl 3-6, Shroomish lvl 4-6, Zigzagoon lvl 4-6, Silcoon
lvl 4-6, Cascoon lvl 4-6
Route 105: Zigzagoon lvl 4-7, Wurmple lvl 4-7

Only In sapphire: Lotad Lvl 3-5

Only In Ruby: Seedot Lvl 3-5

Trainers:
Route 102: Youngster Calvin, Zigzagoon lvl 5
Bug Catcher Rick, Wurmple Lvl 4, Wurmple Lvl 4
Youngster Allen, Poochyena lvl 5, Taillow lvl 3
Lass Tiana, Zigzagoon lvl 4, Zigzagoon lvl 4
Route 104:Rich Boy ?????, Zigzagoon lvl 7
Youngster Billy, Seedot lvl 6, Taillow lvl 8
Petalburg Woods: Bug Catcher Lyle, Wurmple lvl 3 x 6
Bug Catcher James, Nincada lvl 8
Route 105: Lady Cindy, Zigzagoon lvl 7
Lass Haley, Lotad lvl 7, Shroomish lvl 7
Twins Gina&Mia, Lotad lvl 8, Seedot lvl 8
Fisherman Ivan, Magikarp lvl 6, Magikarp lvl 6, Magikarp lvl 6

Leave the lab, and head north, your mom will interrupt you, and give you the
running shoes. Press and hold B when walking to run. Head to Oldale town, but
this time, head west. There are several trainers on this route, route 102. Beat
them all, they should be very easy, and you will reach Petalburg City. Heal
your pokemon at the pkmn center if needed and buy some balls or potions if you
want to. Then head to the north of the city to find a gym. Go inside and you
will find your dad, the gym leader of that gym. Talk to him, and eventually a
boy will come and ask for a pokemon. Your dad will ask you to follow him, and
you will see when the boy, Wally, catch a Ralts. You will then come bac to the
gym, and Wally will thank you. Wally will be a half rival too, and fight you at
various places. Wally will leave, and you will be left with your dad. But to
battle him, you first need 4 gym badges. Leave the gym, and head west, and
you'll come to route 104. Here is only one trainer in your path, and he is easy
to beat.If you want more battles, there is trainer on the beach too. Head along
the path to reach Petalburg Woods. And as all forests, it is infected by bug
pokemon. Here are some trainers, and a team aqua/team magma trainer. Well
inside Petalburg woods, head left and battle the trainer, head north and then
east to find a person who starts to talk with you. After a while, a team
aqua/magma member will show up, and you have to battle him!!!

Battle: Team Aqua/Magma Grunt
Pokemon: Poochyena lvl 9

This is a very easy battle, provided you have leveled up your starter some and
caught one or two pokemon. The only thing you have to do is attack him with
your new learned attack: Ember/water gun/Quick attack and you will do fine.
When you have beat him, he will leave and the man you save will give you a
great ball. He then will leave. Head north until you come out of the forest.
Talk to the person next to the entrance to recieve TM 09, Bullet Seed. Go to
the building in front of you and talk to the girl walking bac and forth in the
back of the house to recieve wailmer pail. If you plant berries, water them
with this to make them grow.
Head right, battling the trainers there, and then acroos the bridge. There, if
you have 2 or more pokemon, you can talk to the twins and battle them, your
first 2 on 2 battle!!! When you win, head north and you will come to Rustboro
City.
===================================================================
C.Rustboro City-Dewford Town
===================================================================
Pokemon In Ruby:
Route 116: Zigzagoon Lvl 5-8, Nicada Lvl 5-8, Whismur Lvl 5-8, Taillow lvl 5-9
Rusturf Tunnel: Whismur lvl 5-9

Trainers In Ruby:
Route 105: Hiker ?????, Geodude lvl 8 x 3

Rustboro Gym: Youngster Ralph, Geodude lvl 10, geodude lvl 8, geodude lvl 6
Youngster Tommy, Geodude Lvl 11

When you come to Rustboro, go to the pokemon center, heal, and head to the
pokemon gym. The types used there is rock, and the first two trainers are easy,
but Then comes....

Rustboro City Gym Leader Roxanne
Pokemon: Geodude lvl 14. Nosepass lvl 15
Badge: Stone Badge (Heightens Attack Power, enables use of cut outside battle)

This is a pretty hard battle, especially if you choosed Torchic as your
starter. If you have Mudkip, use water gun, and with treecko, use absorb. And
of course heal when needed. If you have torchic, You might want to catch
Shroomish in Petalburg woods, as it has absorb, or ralts, the psychic pokemon
which wally caught. It can be found at that patch where wally caught it, but it
is rare. Also, you could get Torchic to 16, and it will evolve into Combusken,
and will learn double kick, which will make it much easier for you. When you
win. You will get the stone badge, and TM39, Rock Tomb. When you leave the gym,
you will see a Team Aqua/Magma member run away from the screen, and the person
yuo saved in Petalburg woods running after. Go to the pokemon center if you
need to, and then to the house left of the poke center. You will recieve HM 01,
cut, which will enable you to cut down small trees.
Then, head north to the dge of town, and then east when you see a path leading
east. You will be stopped by the man, who will ask you to help him. Head east,
and defeat the trainers there, and enter the mini cave, Rusturf Tunnel. Head
east, and you will see the team aqua/magma member with a wingull beside him,
Talk to him to battle him.

Team Aqua/Magma Grunt
Pokemon: Poochyena lvl 11
Reward: Devon Goods

Easy, enough said. Just beat him down with any attacks you want. When you beat
him, you will recive devon goods. The old man beside the entrance will come and
thank you and take his wingull with him. Exit the tunnel, and go back to the
man in green clothes. He will give you a great ball and take you to the big
building. He will ask you to deliver the devon goods to the slateport ship
yard, and then leave and then come back, and take you to the president of the
company. He will give you a letter to deliver, and also give you the pokemon
navigator, a new version of the poke gear, where you can check your map and
other things. Leave the building and continue south, out of rustboro, maybe
healing and buying a few items first, through Petalburg woods and to the
building with the boat. Go inside and talk to the walking ride and he will
offer you to take a boat ride to dewport. Accept and you will be taken there.
===================================================================
D.Dewford Town-Slateport City
===================================================================
Pokemon In Ruby:
Granite Cave Lower Level: Makuhita lvl 8-12, Zubat 8-12, Abra 8-12, Aron 8-12
Granite Cave Upper Level: Makuhita lvl 5-9

Trainers In Ruby:
Route 106: Fisherman Ned, Tentacool lvl 12
Fisherman Elliot, Magikarp Lvl 11, Tentacool Lvl 8, Magikarp Lvl 11

Dewford Gym: Battle Girl Laura, Meditite lvl 14
Black Belt Hideki, Machop Lvl 14
Battle Girl Tessa, Meditite Lvl 12, Machop Lvl 12, Meditite Lvl 12

Seashore House: Sailor Dwayne, Wingull Lvl 11, Machop Lvl 11, Tentacool Lvl 11
Beauty Johanna, Goldeen Lvl 13
Tuber Simon, Azurill Lvl 12, Marill Lvl 12

Route 109: Sailor Edmond, Wingull Lvl 12, Wingull Lvl 12, Machop Lvl 12
Tuber Ricky, Zigzagoon Lvl 14
Sailor Huey, Machop Lvl 14
Tuber Lola, Azurill Lvl 13 x 2


When you arrive in Dewford, you have two choices. You can go to the gym, or
head to Granite Cave. I say, first head to granite cave north west of town.Talk
to the man in the cave to recieve HM 05, Flash. Go west till you come to a
ladder, and go down. Then, go north, east all the way, and then south to the
ladder. Go all the way west, up the stairs, east all the way and climb the
ladder, go west from there and climb yet another ladder. Go west, then south.
Talk to the man, steven. He will take the letter and give you TM 47, Steel
Wing. Leave the room and go east and leave the cave. When you come out of the
cave, you might want to heal and buy some items, cause next is the gym, a
fighting gym. Enter The Gym, and you will see that it is dark, like in a cave.
But don't worry, when you beat trainers, you get to see more.Anyway, go up and
then right. You will be challenged by a trainer. Beat her, go up, left, left to
the little passway just north of where you come out, and you will be challenged
again. Beat him, go to the big corridor again, and go up. And then go left, and
you will be challenged. Beat her and go right, following the path. Soon you
will reach....

Dewford Gym Leader Brawly
Pokemon: Machop Lvl 17, Makuhita Lvl 18
Badge:Knuckle Badge(makes all pokemon under lvl 30 obey you.Can now use flash
out of battle)

This battle won't be to hard if you have your starter at a fairly high level,
evolved hopefully, and maybe a flying type like Taillow. Beat Machop with
normal moves, if you have a ralts go loose on him with confusion. Then makuhita
comes. He is harder, but if you haven't lost a pokemon yet its easy. Attack him
with your psychic/flying type if you have one, and then attack him with water
gun/ember/absorb or any good attack. Since makuhita can do some good damage,
you should have some potions with you. When you win you will recieve the
Knuckle Badge, And TM 08, Bulk Up.

Leave the gym, heal, and head to the boat. You will have two places to go to,
either back, or to slateport. Take the slateport option, and you will come to a
beach leading to slateport city.
On the beach there are lots of trainers, so battle them for experience. Go to
the building on the left side of the beach and beat the trainers there. Then,
talk to the man next to the machine in the center and back part of the room to
recieve 6 soda pops which restore 60 HP. Now enter Slateport City.
===================================================================
E.Slateport City-Fallarbor Town
===================================================================
Pokemon In Ruby:
Route 110: Gulpin Lvl 11-15, Zigzagoon Lvl 11-15, Plusle lvl 11-15, Minun Lvl
11-15, Electrike Lvl 11-15, Oddish Lvl 11-15
Route 117: Zigzagoon Lvl 12-16, Roselia Lvl 12-16
Route 111:
Firey Path:
Route 112:
Route 113: sandshrew Lvl 12-16, Spinda Lvl 12-16

Trainers In Ruby:
Route 110: Pokéfan Isabel, Plusle lvl 15, Minun Lvl 15
Aroma Lady Daisy, Roselia Lvl 16
Twins Amy&Liv, Plusle Lvl 16, Minun Lvl 16
Pokéfan Miguel, Skitty Lvl 16
Fisherman Andrew, Magikarp Lvl 5, Tentacool Lvl 10, Magikarp Lvl 15
Youngster Timmy, Poochyena Lvl 12, Aron Lvl 16, Electrike lvl 14
Collector Edwin: Lombre Lvl 14, Nuzleaf Lvl 14
Psychic ?????, Abra Lvl 16
Fisherman Dale, Tentacool Lvl 12, Wailmer Lvl 15, Tentacool Lvl 9, Tentacool
Lvl 12
Route 117: Sr. And Jr. Anna&Meg, Zigzagoon Lvl 16, Makuhita lvl 18
Pkmn Breeder Lydia, Wingull Lvl 12, Marill Lvl 12, Goldeen Lvl 12, Shroomish
Lvl 12, Roselia lvl 12, Skitty Lvl 12
Triathlete Dylan, doduo lvl 18
Bug Maniac Derek, Nincada Lvl 15, Dustox Lvl 15, Beautifly Lvl 15
Pkmn Breeder Isaac, Whismur Lvl 12, Zigzagoon Lvl 12, Aron Lvl 12, Taillow Lvl
12, Poochyena Lvl 12, Makuhita Lvl 12
Mauville Gym Trainers: Guitarist kirk, Electrike Lvl 18, Magnemite lvl 18
Youngster Ben, Zigzagoon Lvl 19
Battle Girl Vivian, Meditite Lvl 19
Guitarist Shawn, Voltorb Lvl 17 x 3
Route 118: Aroma Lady Rose, Shroomish Lvl 16, Roselia Lvl 16
Fisherman Wade, Carvanha Lvl 17
Guitarist Dalton, Magnemite Lvl 15, Whismur Lvl 15, Magnemite Lvl 15
Route 111: Interviewer Gabby&Ty, Magnemite Lvl 19, whismur Lvl 19
Picnicker Irene, Shroomish Lvl 18, Marill Lvl 18
Camper Travis, Sandshrew Lvl 19
Camper Larry, Zigzagoon Lvl 18, Nuzleaf Lvl 18
Picnicker Carol, Taillow Lvl 18, Lombre Lvl 18
Hiker Brice, Numel Lvl 18, Machop Lvl 18
Hiker Trent, Geodude Lvl 16 x 4
Cool Trainer Wilton, Electrike Lvl 18, wailmer Lvl 18, Makuhita Lvl 18
Cool Trainer Brooke, Wingull Lvl 18, Numel Lvl 18, Roselia Lvl 18
Route 113:Youngster Neal, Trapinch Lvl 18, Lindone Lvl 20
Parasol Lady Madeline, Numel lvl 20
Twins Tori&Tia, Whismur Lvl 20, Whismur Lvl 20
Youngster Dillon, Aron Lvl 20
Ninja Boy Lung, Nincada Lvl 19, Ninjask Lvl 19

When you enter Slateport City, you might want to heal at the pokemon center.
Then head down from the center, and go right, to the first building on the
right of you. Enter, and pay to get inside. Talk to the team aqua/magma member
right infront of you to get TM 46, Thief.
You don't need to do anything with the other members, so just head up the
stairs and talk to the professor there. Two Team Aqua/Magma members will come.
First you battle...

In Ruby: Team Magma Grunt
Pokemon: Numel Lvl 15

In sapphire: Team Aqua Grunt
Pokemon: Carvanha Lvl 15

This is very easy, considering that his pokemon is at a very low level. You
should beat him easly even if you started with treecko. With Marshtomp, use
water gun, with Combusken, use double kick, and with groyvle, use any other
pokemon you have caught. With carvanha with treecko use absorb or any other
grass attack.

Then the other member will challenge you...

In Ruby: Team Magma Grunt
Pokemon: Zubat Lvl 14, Numel Lvl 14

In sapphire: Team Aqua Grunt
Pokemon: Zubat Lvl 14, Carvanha Lvl 14

Same here, use your normal attacks, but with combusken use ember on Zubat
instead of double kick. When you have beat them both, their leader will come.
He will talk a bit, and then leave. The professor will take the devon goods,
and leave. Leave the museum, and head north, heal if you must and go to route
110. Beat the trainers here. There is a bike path to the right, but you need a
bike to go there. So go right when there is path split. Or if you want to you
can go left first to battle some trainers. Follow the path and you will soon
reach your rival....

Rival
Pokemon if rival started with Treecko: Numel Lvl 18, Wailmer Lvl 18, Groyvle
Lvl 20
Pokemon If Started with Mudkip: Shroomish lvl 18, Numel lvl 18, Marshtomp lvl
20
Pokemon if started with Torchic: Shroomish lvl 18, Wailmer lvl 18, Combusken
lvl 20

She will of course have an advantage against you, but she should really be no
problem. Take her numel down (if she has one) with water gun from marstomp, or
double kick from combusken. Wailmer (if she has one) will be taken down easily
with absorb or any other grass attack from groyvle, or a grass attack from
shroomish or any other grass pokemon, if you have marshtomp.Or you could use
mud shot from marshtomp which is a powerful attack. Take down her shroomish (if
she has one) with ember from combusken, and a good normal attack from groyvle,
or a fire attack if you have a fire pokemon. Take her starter down with a
pokemon which is super affective against it, for his/her starter is powerful.
When you win, she will give you the itemfinder, which will, if you use it, make
a noise if you are close to a hidden object.

As there are trainers ahead, and if any of your pokemon have fainted, you might
want to go back to the pokemon center in Slateport to heal. Then go to the
place where you beat your rival, and follow the path. Eventually you will come
to Mauville City. Here, there is a gym, and you can get a bkie. Lets take the
bike first. Follow the path until it splits. Go to the house to the leftof
where you are. Talk to the man in green and he will give you a bike. You can
choose between mach bike, and acro bike. With the mach bike, you can bike up
sandy slopes, and with the acro bike, you can do tricks and jump from places.
Then, leave the building and heal. Go to the gym to find it blocked by wally.
Talk to him, and he will challenge you.

Rival Wally
Pokemon:Ralts lvl 16

Ok, this is ridiculous, this is way too easy. His lvl 15 pokemon will be
pounded by your pokemon who should be over 20. Just use any effective attack
against psychic. Just that it is not not very effective, and you will win.

When you have won, they will leave. But don't go to the gym yet, let's
challenge some trainers to the east, to level up, and then go back to challenge
the gym. When you have battled them, go inside Mauville Gym, the electric gym.
Beat the trainers and don't touch any switch except the one in the upper left
corner. Heal if you want to, and maybe buy some items. Go up after that to
meet...

Mauville Gym Leader Wattson
Pokemon: Magnemite Lvl 22, Voltorb Lvl 20, Magneton Lvl 23
Badge: Dynamo Badge (enabled to rock smash outside battle, pokemon a bit
faster)

This battle is easy if you have a fire pokemon or a fighting pokemon, as he has
magnemite and magneton, which are part steel.A ground pokemon is also very
good. Combusken can easily rip Wattsons pokemon apart, considered it is at a
fairly high level. You should have your pokemon at about 21-25. That is good,
and well enough to beat Wattson. Kill Magnemite with Combuskens double kick,
Marshtomps Mud Shot, and if you have Groyvle, have a fire, fighting or ground
pokemon to attack magnemite with. If you have groyvle, and no fire, fighting or
grounf type, if you aren't at a high level, chances are pretty big that you
will be flattened. Beat voltorb with double kick with combusken, mud shot with
marshtomp, and any other pokemon with groyvle. And finally use the same
movesets against magneton as you did with magnemite. It should be good to have
some paralyze heals here, an a few potions... when you have beaten wattson, you
will recieve the dynamo badge and TM 34, Shock wave. Take it and leave the gym,
and heal.

Go to the house to the bottom right of the town and talk to the man inside. He
will give you HM 06, Rock Smash, which allows you to smash small rocks in your
way. If you want to train more, you can go right out of town and beat some
trainers there. Anyway, go north from Mauville, to reach a house. You will now
be challenged by 4 trainers in a row when you have talked to the man there.

Here are the trainers:

Winstrate Victor, Taillow Lvl 16, Zigzagoon Lvl 16
Winstrate Victoria, Roselia Lvl 17
Winstrate Vivi, Marill Lvl 15, Shroomish Lvl 15, Numel Lvl 15
Winstrate Vicky, Meditite Lvl 18

They are easy, so i won't write how to beat them. Well when you have beat them,
go inside and talk to the mother. She will give you Macho Brace, which Promotes
Growth but reduces speed. Leave the house, and heal if you must. And then go
north again until you cross upon some small stones. Smash them apart with rock
smash. Follow The path and talk to the tv crew to battle a 2 vs 2 battle. When
you have beat them, they will ask for an interview. You don't have to do it,
but its easy. You just have to choose a word to describe the battle by
selecting words. You can see your interview on TV soon too. Then move north
battling the trainers in your way, and then left, and north again. Go left,
North through the tunnel, and then follow the path, beating trainers.When you
see a boy beside a big tree, talk to him and answer "yes" on his question to
recieve TM 43, Secret Power. With this attack you can make Secret Bases inside
trees or caves.More about bases later in this faq. If you want to, you can go
to the house after the tunnel to get healed. When you go left, at the path
split, it will start snowing or what it now is. Beat the trainers and enter the
house.Talk to the man to get the soot sack and if you go on brown grass you
will fill the sack with soot. If you have filled it, you can deliver it to the
man and get things, like poke flutes and such. After A while You Will reach
Fallarbor Town.
===================================================================
F.Fallarbor Town-Lavaridge Town
===================================================================
Pokemon:
Route 114: Surskit Lvl 14-18, Swablu Lvl 14-18
Meteor Falls: Zubat Lvl 14-18

Only In Sapphire:
Route 114: Lotad Lvl 14-18, Lombre Lvl 15-18, Seviper Lvl 15-18
Meteor Falls: Lunatone Lvl 15-18

Only In Ruby:
Route 114: Seedot Lvl 14-18, Zangoose Lvl 15-18, Nuzleaf Lvl 15-18
Meteor Falls: Solrock Lvl 15-18

Trainers In Ruby:
Route 114: Fisherman Nolan, Barboach Lvl 20
Fisherman Claude, Goldeen Lvl 16 x 3, Barboach Lvl 18
Picnicker Nancy, Marill Lvl 19, Lombre Lvl 19
Sr. And Jr. Tyra&Ivy, Roselia Lvl 19, Graveler Lvl 21
Camper Shane, Sandshrew Lvl 19, Nuzleaf Lvl 19
Pokémaniac steve, Aron Lvl 20
Kindler Bernie, Slugma Lvl 19, Wingull Lvl 19
Hiker Lucas, Geodude Lvl 18 x 3
Hiker Lenny, Machop Lvl 19 x 2
Route 115: Blackbelt Nob, Machop Lvl 20
Battle Girl Cyndy, Meditite Lvl 19, Makuhita Lvl 19
Collector Hector, Seviper Lvl 20
Rusturf Tunnel: Hiker Mike, Geodude Lvl 16 x 2, Machop Lvl 16
Jagged Path: Picnicker Diana, Shroomish Lvl 20, Swablu Lvl 20, Oddish Lvl 20

When you come to fallarbor, go to the center and heal. Then talk to the lady in
front of the PC. You will find you that she is the noe who created the storage
system. She will then leave. Leave too, and go west out of the town. and talk
to the man with a poochyena beside him. You will get TM 05, roar. Head south
and cross the bridge. Go south and battle the trainors and stop at the twins.
Beat them, and go east. Go north again, and enter the house. Talk to the lady,
the same person who you met at the pokemon center, and in ruby she will give
you a seedot doll for your base, and in sapphire a lotad doll. Leave the house
and go south and west. Go up the stairs and follow the path to a cave. Enter
The cave and go west. You will see team magma/aqua talking to a professor. They
will see you, and then the other team will come and stop them. Team magma/aqua
will leave, and the other teams leader will come and talk to you. They will
then leave. Head down, then west. Go down the stairs, and down all the way and
you will come out of the cave. Battle various trainers here, until you reach
rustboro city. Go to the devon place again, where you got the poke navi, and
talk to the president. He will give you Exp Share. If you equip it to a
pokemon, it will automaticly get half the exp points after you have defeated a
pokemon, and it doesn't even have to battle! It is an easy way of leveling up
weak pokemon.

Leave The devon corporation, and heal if you wish, and head through to the
tunnel at the east of rustboro, where you saved the wingull for the old man.
You will see two stones blocking the way, Smash them, and the boy will give you
HM 04, strength. The boy and the girl will go through to verdanturf.In
Verdanturf, go to the contest building with the blue roof, and talk to the lady
to get the contest pass. Talk to the girl all the way to the right to get TM
45, Attract. Go to Mauville, and head north, smashing the rocks. Head up to the
entrance of the cave but don't enter. Go right instead and you will see that
the two team aqua/magma members are gone! Go into the builing and talk to the
lady to take a ride with the cable car.

Trainers In Ruby:
Mt.Chimney: Team Magma Grunt, Zubat Lvl 20, Poochyena Lvl 20
Team Magma Admin Tabitha, Numel Lvl 20 x 2, Poochyena Lvl 20

Trainers In Sapphire:
Mt. Chimney: Team Aqua Grunt, Zubat Lvl 20, Poochyena Lvl 20
Team Aqua Admin Matt, Carvanha Lvl 20 x 2, Poochyena Lvl 20

When you reach the top, leave the building And go north. There you will see
lots of team magma and aqua members battling, (gee, do they really like
poochyena, or what??). Go west and battle the trainers there. Then talk to the
man next to the statue, and he will battle you!

In Ruby: Team Magma Leader Maxie
Pokemon: Mightyena Lvl 24, Camerupt Lvl 25, Golbat Lvl 24

First, Mightyena. He will go easily our by comuskens double kick, assuring
combusken is at lvl 26+. Otherwise, just use normal good attacks to beat it.
Next, Camerupt. It is the evolved form of Numel, which means fire/ground. This
guy gets killed by any water attack by marshtomp, and even mud shot. If you
don't have marshtomp, any other water type is really good against camerupt. But
camerupt is pretty powerful. And Finally, Golbat. A pesky annoying creature,
that no one likes. Beat him with electric, psychic or any other strong
attack.When you have beaten him, Team aquas leader will come and thank you,
then leave.

In Sapphire: Team Aqua Leader Archie
Pokemon: Mightyena Lvl 24, Sharpedo Lvl 25, Golbat Lvl 24

First, Mightyena. He will go easily our by comuskens double kick, assuring
combusken is at lvl 26+. Otherwise, just use normal good attacks to beat it.
Next, Sharpedo. It is the evolved form of carvanha, which means water/dark. It
will go down from any grass attack from grovyle, double kick from combusken,
and sometimes even from some mud shots from marshtomp. And Finally, Golbat. A
pesky annoying creature, that no one likes. Beat him with electric, psychic or
any other strong attack.When you have beaten him,Team Magmas Leader will come
and thank you, and leave.

"Talk" To the meteorite, to recieve it.
Leave south, past the cabel car house and to a forest. Just head south all the
way to get out of the forest. Head east to come to Lavaridge Town.
===================================================================
G.Lavaridge Town-Fortree City
===================================================================
Pokemon In Ruby:
Route 118: Manectrike Lvl 22-26,

Trainers In Ruby:
Lavaridge Gym: Kindler Cole, Slugma Lvl 22, Numel Lvl 22, Slugma Lvl 22
Cooltrainer Zane, Kecleon Lvl 24
Kindler Axle, Numel Lvl 23, Slugma Lvl 23
Battle Girl Sadie, Meditite Lvl 24
Petalburg Gym: Cooltrainer Randall, Delcatty Lvl 27
Cooltrainer Parker, Linoone Lvl 27
Cooltrainer Jody, Zangoose Lvl 27
Cooltrainer Lori, Linoone Lvl 27
Cooltrainer Berke, Zangoose Lvl 27
Cooltrainer Mary, Delcatty Lvl 27
Cooltrainer George, Linoone Lvl 27
Route 118: Interviewer Gabby&Ty, Magnemite Lvl 27, Loudred Lvl 27
Fisherman Barny, Carvanha Lvl 26 x 2
Bird Keeper Perry, Wingull Lvl 27
Bird Keeper Chester, Taillow Lvl 26, Swellow Lvl 26
Bug Catcher Kent, Ninjask Lvl 26
Bug Maniac Donald, Wurmple Lvl 25, Silcoon Lvl 25, Beautifly lvl 25
Bug Catcher Greg, Volbeat Lvl 26, Illumise Lvl 26
Bug Maniac Taylor, Wurmple Lvl 25, Cascoon lvl 25, Dustox Lvl 25
Bug Catcher Doug, Nincada Lvl 26 x 2
Bug Maniac Brent, Surskit Lvl 27
Pkmn Ranger Catherine, Gloom Lvl 27, Roselia Lvl 27
Pkmn Ranger Jackson, Breloom Lvl 28
Bird Keeper Phil, Taillow Lvl 25, Wingull Lvl 25, Swellow Lvl 25
Ninja Boy Takashi, Nincada Lvl 25, Ninjask Lvl 25, Koffing Lvl 25
Bird Keeper Hugh, Swellow Lvl 27
Team Magma Grunt, Numel Lvl 28
Team Magma Grunt, Zubat Lvl 27, Poochyena Lvl 27
Team Magma Grunt, Poochyena, Numel Lvl 27
Team Magma Grunt, Poochyena Lvl 26, Numel Lvl 26

When you come to lavaridge, heal in the pokemon center. Then talk to the lady
South of the spa thing, and if you have an open spot in your party, you will
recieve an egg. When it will hatch, you will get Wynaut, A baby wobuffet. Then
enter the gym. It is kind of hard to reach the leader, since in every "stage"
of the gym, there are 2-4 hot water holes. And in one, there is a trainer, in
one you go forward to the next "Stage", and in one or two you go back one or
two "stages". I will tell you how to go forward, and in which there is a
trainer. When you enter the gym, the hole to the left is the transport hole,
and the one to the right is the trainer hole. In the next room, go to the only
other hole. Next, the top right is a trainer. The top left is the one which
takes you to the next room. Next take the only other hole. Next, take the
bottom right for a battle, and the most to the left to go to the next room.
Next, go up to cometo the next hole, and enter it. Next, The top left is a
trainer, and the top right is the hole to the next room. Next, the top left is
a trainer, and the bottom left is the hole to the next room. Go down to the
next hole, and voíla, you have come to the leader! You might want to heal
first, and then come back. Talk to her to meet..

Lavaridge gym leader Flannery
Pokemon: Slugma Lvl 24, Slugma Lvl 24, Torkoal Lvl 28
Badge: Heat Badge (All pokemon under lvl 50 will obey, strength enable outside
battle)

This leader is very easy if you have a strong water type. Marshtomp sweeps this
gym easily. For slugma, with combusken use double kick, Marshtomp Mud shot or
water gun, and with groyvle, a strong water or ground pokemon you have catched.
For torkoa, it is the same as slugma, its just stronger. They all have a strong
move called Overheat. It is very strong but your special attack sinks way low
after using that move. When you have won you will get TM 50, overheat, and the
heat badge. Leave the gym, and your rival will come out from a house. But
she/he won't battle you. She will give you the go-googles, that enables you to
go into the desert which's entrance is near route 113, and the cable car house.
She will leave. Go to the center and heal. If you want to, you can go to the
desert now, and level up, and get the fossils, or you can go to petalburg to
beat your dad. If you read this, you will go to the desert and get the fossils
first.

Go east, and hop down the ledges. Continue east until you reach the desert
opening. Go inside.

Pokemon In desert: Sandshrew 18-22, Trapinch 18-22, Cacnea Lvl 18-22, Baltoy
Lvl 18-22

Trainers In desert: Camper Drew, Sandshrew Lvl 24
Picnicker Heidi, Sandshrew Lvl 23, Baltoy Lvl 23
Camper Cliff, Baltoy Lvl 22 x 2, Sandshrew Lvl 22


Here in the desert, it is harder to hit with your moves since there is a sand
storm going on. Go right, then up, and follow the path. You will come to an
opening and a sand slope, but go to the right and there will be two fossils.
You only can take one. The one to the right is anorith, rock/bug, and the one
to the left is Lileep, Rock/Grass. To resurrect them, go do the devon
corporation in rustboro, go to the second floor and talk to the professor all
the way down from the stairs. Take one, and leave the desert going west. Now
lets head to Petalburg!

Go left to fallarbor, head through the cave where the professro was, and south
to rustboro. Continue south throu petalburg woods, and then go east when you
have left the woods to come to petalburg. Enter the gym after you have healed.
There are two doors. I won't write which kind of rooms they are, as they say so
on the door, you can find the leader yourself, as its just going forward. At
last you will come to....

Petalburg Gym Leader Norman
Pokemon: Slaking Lvl 28, Vigoroth Lvl 30, Slaking Lvl 31
Badge: Balance Badge (Defense increases, surf enabled outside battle)

I have one thing to say only about this battle. You need a fighting type, or at
least some high leveled pokemon with good moves. It is the excact same thing
with all his pokemon. With Combusken, use double kick. With marshtomp, mud shot
or a fighting type pokemon. With groyvle, a fighting type pokemon is a need, or
you can maybe use a strong grass attack. But I wouldn't count on it. You can't
only have one lvl +30 pokemon here, you need two or more. When you have won,
you will recieve the Balance Badge And TM 42, Facade.

Leave the gym, and go to the house left of the gym. That is wallys parents
house. Talk to the man, and he will give you HM 03, Surf. Heal and head east to
oldale town. Head north here, and surf east over the water. Make your way to
Mauville City, and talk to the gymleader there, who is currently standing in
the middle of town. He will tell you something about the generator in the power
plant and will give you the basement key. Head south of mauville and surf at
the river, under the biking oath, due east. You will come to a cave. Go inside
and "talk" to the metal door in front of you and it will open. Head through. Go
and stand on the switch and the left door will open. Go left. Then press the
green switch right after the opened door. Go left and then up but don't touch
the switch up there. Doing so will cause the door you just opened to close.
Head right then, and go up when you passed through the door and select the
pokeball on the switch. You will recive an item. Then press the switch and head
through the door that just opened. Follow the path, not pressing any switches
until you come to a closed green door. Select the pokeball on the green switch
below, and press the switch. Go through the opened door, and you will come to
the generator, press the red switch and it will stop. Now, leave and head the
same way back. The gray door will be closed, select the item on the switch. It
will be a lvl 25 voltorb. Defeat it, and press the switch. Head throught the
door and follow the path and through the door and east until you come to a geen
switch.. press the switch. Head through the door that opened, the green lower
door door. Head through the path, and leave the power plant and cave.

Head to Mauville, and talk to the leader. He will give you TM 24, Thunderbolt.
Head east and surf east.Talk to the fisher,and he will give you the good rod.
Beat the trainers, and the Tv Crew (do the same as the last interview). Head
east, and steven will come. He will talk a bit, then leave. Head through part
of the grass, then up. Head up until you come to tall grass. You can't bike
here, so get off the bike and walk through it. You can Walk around to find
trainers if you want to, but if you just want to head through, go north. Head
north along the path and cross the bridge going left from the mountain. Go
north, and once again cross the tall grass going up, then east. But if you have
a fast bike, go up, then left and bike up the slope. If you have the acro bike,
cross the grass, and go north. Go up the two stairs, and a little left, then
north. If you are with the fast bike. Go up the slope, and go east, then north.
Either way, you will head up at a building which team magma/aqua has taken
over.

Trainers In Ruby:
Weather Institute: Team Magma Grunt, Numel Lvl 28
Team Magma Grunt, Zubat Lvl 27, Poochyena Lvl 27
Team Magma Grunt, Poochyena lvl 27, Numel Lvl 27
Team Magma Grunt, Poochyena Lvl 26, Numel Lvl 26, Zubat Lvl 26

Trainers In sapphire:
Weather Insitute: Team Aqua Grunt, Carvanha Lvl 28
Team Aqua Grunt, Zubat Lvl 27, Poochyena Lvl 27
Team aqua grunt, poochyena lvl 27, carvanha lvl 27
Team aqua grunt, poochyena lvl 26, Carvanha lvl 26, Zubat Lvl 26

Go to the bed on the left to heal up, and then start fighting. Go to the next
floor, and fight your way to the last member. Talk to her to meet....

In Ruby
Team Magma Admin Courtney
Pokemon: Numel Lvl 28, Mightyena Lvl 28
Reward: Castform Lvl 25

This battle is very easy. As some of your pokemon should be over 30 by now,
this battle should give you no problems whatsoever. Take out numel with
blazikens double kick, Swamperts surf, and if you have Sceptile, use a good
water pokemon to take it out. Mightyena is a little harde, but still easy. Use
Blazikens double kick, swamperts surf, and if you have sceptile, use a good
fighter to take him out. The only problem he can cause you is with swagger,
which confuses you.

In sapphire
Team Aqua admin Shelly
Pokemon: Carvanha Lvl 28, Mightyena Lvl 28
Reward: Castform Lvl 25

This battle is very easy. As some of your pokemon should be over 30 by now,
this battle should give you no problems whatsoever. Take out carvanha with
swamperts mud shot, Sceptiles Leaf Blade or Blazikens double kick. Mightyena is
a little harde, but still easy. Use Blazikens double kick, swamperts surf, and
if you have sceptile, use a good fighter to take him out. The only problem he
can cause you is with swagger, which confuses you.

When you have beat the admin, she will leave, and the professor will give you
castform, which changes types according to the weather. If it is raining, it
tranforms into water type, if its sunny it transforms into fire type, if it
snows/hails it tranforms into ice type. Leave the building, heal first if you
want to, and cross the brdge to the right. Go up, and your rival will come and
challenge you!

If Rival had Treecko from start: Numel Lvl 29, Wailmer Lvl 29, Groyvle Lvl 31
If rival had Torchic from start: Wailmer Lvl 29, Shroomish Lvl 29, Combusken
Lvl 31
If rival had mudkip from start: Shroomish Lvl 29, Numel Lvl 29, Marshtomp Lvl
31

Lets see...Another easy battle....Harder than the magma/aqua battle, but not
too hard either. Take out numel with Surf from swampert, or double kick from
blaziken, take out wailmer with a good grass attack from Groyvle, or a Mud
Shot/Take Down from Swampert. Kill Shroomish with blaze kick/ember from
blaziken, and a fire type pokemon if you have Sceptile. Kill Groyvle and the
other starters with pokemon that are good against them. When you win your rival
will give you HM 02, fly. Then she will leave. Head north and eventually east
to come to fortree city.
===================================================================
H.Fortree City-Lilycove City
===================================================================
Pokemon:

Trainers:
Route 120: Parasol Lady Clarissa, Goldeen Lvl 29, Wailmer Lvl 29
Interviewer Gabby&Ty, Magneton lvl 30, Loudred Lvl 30
Bird Keeper Robert, Swablu Lvl 30
Bird Keeper Colin, Natu lvl 29, Swellow Lvl 29
Parasol Lady Angelica, Castform lvl 30
Ninja Boy Tsunao, Nincada Lvl 28, Ninjask Lvl 28, Koffing Lvl 28
Cooltrainer Jennifer, Milotic Lvl 31
Pkmn Ranger Jenna, Lotad Lvl 29, Lombre Lvl 29, Nuzleaf lvl 29
Pkmn Ranger Carlos, Seedot Lvl 29, Nuzleaf Lvl 29, Lombre Lvl 29
Bug Maniac Brandon, Surskit Lvl 28 x 3
Ninja Boy Keigo, Koffing Lvl 29, Ninjask Lvl 29
Hex Maniac Tammy, Ralts Lvl 30, Duskull Lvl 30
Beauty Jessica, Kecleon Lvl 30, Seviper Lvl 30
Sr. And Jr. Kate&Joy, Spinda Lvl 30, Slaking Lvl 32
Hex Maniac Kindra, Duskull Lvl 31, Shuppet Lvl 31
Cooltrainer Wendy, Mawile Lvl 31, Roselia Lvl 31, Pelipper Lvl 31
Psychic Jacky, Kadabra Lvl 31, Lunatone Lvl 31
Twins Miu&Yuki, Beautifly lvl 27, Dustox Lvl 27
Aroma Lady Violet, Shroomish Lvl 25, Gloom Lvl 25, Breloom Lvl 25
Fortree Gym: Bird Keeper Jared, Doduo Lvl 30
Picnicker Kylee, Swablu Lvl 30
Camper Terrell, Taillow Lvl 29, Swellow Lvl 29
Bird Keeper Will, Wingull Lvl 28, Swellow Lvl 28, Pelipper Lvl 28
Route 121: Pokéfan Vanessa, Pikachu Lvl 31

When you arrive in fortree, heal and head up the ladder, and go east. Go in the
middle house, and answer right, right, left. You will recieve TM 10, Hidden
Power. You can't go to the gym now, since there is an invisible wall blocking
you.Climb down the ladder at the end, and go east. You will once again battle
the TV crew, andcan do an interview if you wish. Then, head down through the
tall grass, and then go west over the bridge. You will see steven standing on
the bridge, and you can't go past him since there is an invisible wall there.
Talk to steven, and he'll use a device. A pokemon will be there. You have to
battle him, but don't worry, its easy. It's a cecleon, and if you do a fire
attack against him, he will change type to fire and so on. When you win, you
can continue, and steven will give you the devon scope so you can clear more
invisible walls. If you want to, you can continue, or you can train here, since
there will come a lot of trainers next. Head south, battling the trainers on
the way. But, when you have come to the end of the labyrint, don't jump the
ledge, because if you do, you have to go all the way around half of houenn to
come back. When you feel that you have trained enough, go back to the gym. Head
to the gym, and click a when you come to the invisible wall. The Kecleon will
run away, giving a free pathway to the gym.
Enter the gym, and go right. There will be black things that you have to turn
to get trough in this gym. On the first one, go on the lower part to go
through. Next one, go right, go up, and push the black thing down. Then go
around it to the right, and then go up. Next Go up, push the black thing up,
right, push the other black thing right, go around and push the first black
thing left, push it back twice go around and push the second one left, and you
have a free pathway. Go left, and up, Next, go east, push the black thing east,
then push it down. go up push the long one east. Go up, left, down, push the
the black thing down, push the first black up, push the second long black one
right, go up, then west. You will reach....

Fortree Gym Leader Winona
Pokemon: Swellow Lvl 31, Skarmory Lvl 32, Pelipper Lvl 30, Altaria Lvl 33
Badge: Feather Badge (all pokemon under lvl 70 will obey, fly enabled outside
battle)

Winona is an expert at flying pokemon, so blazkien will be hard to master this
gym with, and sceptile will be worthless. Swampert can take some of them down
with muddy stream or surf, and an electric pokemon is really good to have here.
First, Swellow, swampert can take it dwon with a surf or two, and blaziken can
hurt it with a blaze kick. Otherwise use an electric pokemon like manectric or
a rock pokemon. Skarmory is taken down by swamperts surf, blazikens blaze kick,
or manectrics thunderbolt/spark/shock wave. Pelipper is hard to beat with any
of your starters, since its water/flying. Sceptile will be beaten, so will
blaziken be, but swampert may be able to take it down with take down. Altaria
can be hard, since it is dragon/flying, so you can't have blaziken here, but
swamperts take down is good here, and manectrics thunderbolt/spark/shock wave.
When you have beaten Winona, you will recive the feather Badge, as well as TM
40, Aerial Ace.

Leave the gym, heal and head east, then down, to the bridge. Head west over
that one, down, east, and in the labyrint. Head through the labyrint. Head won
all the way, west, down to the next passway going east, follow it until a
split, go east there, and follow the path. Jump Down the ledge and follow the
path. Head across the bridge, go south, east, until you see some team
aqua/magma members talking. They will leave for Mt.Pyre. here is also the
safari zone. More about that later in this faq.

Surf south to Mount.Pyre, and on the bottom side of the mountain, there is an
opening. Go in, and head left. Go out. Go up the mountain, and when it gets
misty, go to the left path.



Mount Pyre:

In Ruby:
Team Magma Grunt, Zubat Lvl 30 x 3
Team Magma Grunt, Poochyena Lvl 31, Numel Lvl 31
Team Magma Grunt, Numel Lvl 31 x 2

In Sapphire:
Team Aqua Grunt, Zubat Lvl 30 x 3
Team aqua Grunt, Poochyena Lvl 31, Carvanha Lvl 31
Team Aqua Grunt, Carvanha Lvl 31 x 2

Beat the trainers here, and go to archie/maxie. Maxie will take the blue orb,
and Archie Will Take The red orb. He will then leave for slateport. The old
lady will give you the red/blue orb. Leave from Mt.Pyre, and surf south, to
route 123. On route 123, head south, then west. At last you will come to the
sea. Surf west to come to mauville. Go south to come to Slateport. Go to the
harbour, and team aqua/magma will steal the submarine! Head back to fortree
city, and then go to where the safari zone is. Instead of going south to
Mt.Pry, go east and you will come to Lilycove City.

===================================================================
I.Lilycove City-Sootopolis City
===================================================================
Pokemon:

Trainers:
Mossdeep Gym: Psychic samantha, Xatu Lvl 37
Psychic Preston, Kirlia Lvl 37
Psychic Fritz, natu lvl 35, girafarig lvl 35, kadabra lvl 35
Psychic Maura, Kadabra lvl 36, Kirlia Lvl 36
Psychic Virgil, Ralts Lvl 36, Kadabra Lvl 36


When you come to lilycove, heal, and head up the stairs in the middle of town.
You will see your rival. Go talk to him/her, and she will challenge you.

Rival:
Pokemon if she started with treecko: Swellow Lvl 31, Wailmer Lvl 32, Numel Lvl
32, Groyvle Lvl 34
Pokemon If she started with torchic: Swellow Lvl 31, Shroomish Lvl 32, Wailmer
Lvl 32, Combusken Lvl 34
Pokemon if she started with mudkip: Swellow Lvl 31, Shroomish Lvl 32, Numel lvl
32, Marshtomp Lvl 34

This battle should be easy if your pokemon over lvl 30. Swellow is easy, beat
him down with blaze kick or muddy stream/surf. Or you could use manectric.
Wailmer is easily beaten by Sceptile or even with take down from swampert.
Shroomish is slaughtered by blaziken, and swampert can take it down with take
dwon. Sceptile can't though. You need a fire pokemon for that one. Numel is
easily taken down by blazikens double kick, swamperts surf or a water pokemon
with surf if you have sceptile. The rivals starter is taken down by any pokemon
super effective against it. Even though, if blaziken is a lot higher than
marshtomp, double kick takes marshtomp down, and swampert can take down groyvle
with take down if swampert is some levels higher. When you have beaten your
rival, seh will leave. Heal, and head up again, then east. You will see a lot
of team aqua/magma members, but the are just strolling around. Go east, and
jump down the ledge to a house, go inside and talk to the man. He will give you
TM 44, Rest. Go out, go down the stairs, go east, and north. And soon you will
see a cave opening. Surf there. Go inside.

Team Aqua/Magma Hideout

Trainers in Ruby:
Team Magma Grunt, Poochyena Lvl 32 x 2
Team Magma Grunt, Zubat Lvl 33
Team Magma Grunt, Poochyena Lvl 31, Numel Lvl 31 x 2
Team Magma Grunt, Numel Lvl 33
Team Magma Grunt, Zubat lvl 30, Poochyena Lvl 30 x 2, Numel Lvl 30
Team Magma Grunt, Numel Lvl 33
Team Magma Admin Tabitha, Numel lvl 32, Mightyena Lvl 32, Camerupt Lvl 32

Trainers In Sapphire:
Team Magma Grunt, Poochyena Lvl 32 x 2
Team Aqua Grunt, Zubat Lvl 33
Team Aqua Grunt, Poochyena lvl 31, Carvanha Lvl 31 x 2
Team Aqua Grunt, Carvanha Lvl 33
Team Aqua Grunt, Zubat Lvl 30, Poochyena Lvl 30 x 2, Carvanha Lvl 30
Team Aqua Grunt, Carvanha Lvl 33
Team Aqua Admin Matt, Carvanha Lvl 32, Mightyena Lvl 32, Sharpedo Lvl 32

In Ruby:

Head north, and there will be a grunt going around a big rock thing. Batle him
for experience. Then, head around the thing and head up the stairs. In the next
room, there will be two warp pads to the right. Step on the lower one to come
to a room with a max elixer. Step on the warp pad again to go back.Now step on
the upper pad, and then go north, down the stairs. In the next room, just head
through the room east, and go up the stairs. In the next room step on the warp
pad. Next, Go down all the way, and then left to the warp pad. Next, go to the
warp pad beside. Next go between the warp pads in this order; The one most to
the right, right, right, and the one most to the right. Take the two balls in
the shadow to reciev a nugget and the master ball! Spare the masterball for a
legendary like latias or latios. Leave, and head back through the warp pads.
When you come back to the larger room with the two trainers, go right all the
way and then up to a pad. Next, go left all the way and head down the stairs.
Next, head east, and down, then west on the lower warp pad. Next head west,
then down and talk to the team aqua/magma member. Beat him, and head left and
up to the pad and then down the stairs to leave the hideout.

In Sapphire:

Head north, and there will be a grunt going around a big pool. Battle him for
experience. Then, head around the pool and head up the stairs. In the next
room, there will be two warp pads. Take the right one to recieve a max elixer,
and then head back. Take the left one now, and in the next room, go east, then
south, then west and go on the warp pad. Next go between the warp pads in this
order; The one most to the right, right, left, right, and the one most to the
left. Take the two balls in the shadow to reciev a nugget and the master ball!
Spare the masterball for a legendary like latias or latios. Leave, and head
back through the warp pads. When you come back to the larger room with the two
trainers, go right all the way and then up to a pad. Next, go down the stairs,
in the next room head all the way to the right, and step on the warp pad. Here,
go up the stairs, and then east and then down the other stairs. Here, go south
and step on the warp pad. In The Next room, go west and talk to the aqua
member, to battle him. Beat him, and head to the souther warp pad. Next, head
up the stairs, and you will come to the first room. Head south and leave.

Next, surf east, and check your pokenavi for where you are. Try to come to
Mossdeep City. When you arrive there, heal in the center and go east. When you
come to some stairs, go up, and go inside the big building. Talk to the man
infront of you from the netrance and he will give you the sunstone.Now leave,
and head down the stairs. Go left, then up, go inside the building at the end
and talk to the fisher. He will give you the super rod. Now leave, and go to
the gym. Head forward, and left and select the red switch. Now go back to the
entrance and take the rolling tiles to the right. At the end, select the
switch. Go up, and follow the road. Then, goeast, and up on the rolling floor
going up beside the trainer to the north-east of you. Beat the trainer after
the rolling floor, and select the switch. Now, go down and take the rolling
floor thats right below you, going west. Select the switch at the end of that
one. Now go to the rolling floor going down. Go south west at the end of that
one to the entrance and take the rolling floors going west this time. You will
finally end up at

Mossdeep Gym Leaders Tate&Liza
Pokemon: Solrock Lvl 42, Lunatone Lvl 42
Badge: Mind Badge (enchances sp attack and sp defense. Enabled to use dive
outside battle)

Yep.A 2v2 battle. This is a har battle, since solrock knows flamethrower and
other good moves. They are rock/psychic, so dark and water and ground are the
only super effective against them. If you have swampert, use surf and myddy
stream a lot. With blaziken you need a water pokemon and the same with
sceptile. With Blaziken you can try double kick. You have to try to take out
lunatone first, since he is stronger. Also, you need at least two pokemon over
lvl 40. I was lucky, and got them out with two surfs from my lvl 35 golduck and
two double kicks on lunatone and one on solrock from my lvl 42 blaziken. When
you win you will recieve the Mind Badge And TM 04, Calm Mind.


Leave the Gym, and head to the house to the west of the gym, not the first to
the west, but the second. Steven will be there and give you HM 08, dive.Teach
it to a pokemon to dive in dark water. Now head south, and surf south. You will
come to a long dark water string. Dive. Follow the tunnel south. After a time,
you will see a cave. Head inside. And go to the surface by using dive with your
pokemon.

Team Aqua/Magma Final Hideout

Trainers In sapphire: Team Aqua Grunt, Poochyena Lvl 37, Carvanha Lvl 37
Team Aqua Grunt, Carvanha Lvl 38
Team Aqua Admin Shelly, Sharpedo Lvl 38, Mightyena Lvl 38

Trainers In Ruby: Team Magma Grunt, Poochyena Lvl 37, Numel lvl 37
Team Magma Grunt, Numel Lvl 38
Team Magma Admin Courtney, Camerupt Lvl 38, Mightyena Lvl 38


When you come to land, go inside the cave to the north. Go north, smash the
rock, and push the rock south. Go west and push the block west. Go north. Beat
the grunt, and go north up the stairs. Head south and defeat the grunt. Head
south into the cave door. Head south in the next room, and then west at the
split. Push the eastern stone down twice, and the western up. Then destroy the
rock. Head south to next room. Here, head east and then north. In the next
room, push the stone up then the stone above it right, the stone above that one
up, destroy the rocks, and push the stone to the right of the rock right. Then
head through the cave door north to the next room. Here, surf east at the
lowest tile, then east to the current going up, so you come to a tile covered
with currents all around you. Here, go up and follow the current. Then go north
to the current going east. And follow it. Then you can safely surf north, then
east to the cave opening. Next, push the stone right above you one north. The
stone west of that one one west, the stone north of that one north, and the
stone east of that one east. Beat the trainer, and go north to the next room.
Here, push the middle stone up, the right and left right and left, and the
middle stone you pushed before left. Push the next middle stone up, and the
right and left stone right and left. Push the right stone up and the left stone
up, and push the remaining middle stone left. Go forward to the next room. Go
south here, take the item first, it contains TM 26, earthquake. Go south, then
east. Watch the scene, and the team aqua/magma leader will come.You have to
battle him....

In sapphire:
Team Aqua Leader Archie
Pokemon: Mightyena Lvl 41, Crobat Lvl 41, Sharpedo Lvl 43

Here, you must need at least one pokemon over lvl 40. Its best with 2 over 40.
Beat mightyena with fighting moves. Blazikens double kick would sit fine. Also,
Swamperts muddy water is strong too. Next, crobat. Oh, what i hate this
creature....I really do...Blaziken and Sceptile will be flattened. The best is
with an electric or psychic pokemon. Gardevoir and Magnetric are good choices
against crobat. And finally, sharpedo. He will easily go down by Sceptiles
mighty grass attacks, but will easily flatten blaziken. Also, magnetric is good
here, and so is a good fighting type. If blaziken is fast and at a high level,
he might take out sharpedo with double kick, but i don't think so. Swamperts
take down is good here, too. When you have beat him, the red orb will shine,
and kyogre will awaken. It will be raining out side and soon, team magma will
come.

In Ruby:
Team Magma Leader Maxie
Pokemon: Mightyena Lvl 41, Crobat Lvl 41, Camerupt Lvl 43

If you started with swampert and have him in a fairly high level, this battle
will be a pushover. First mightyena, beat him with a good fighting attack or a
good normal attack such as double kick with blaziken or take down with
swampert. Next, Crobat. Take him out with swamperts surf, blaxikens slash or
manectrics thunderbolt. And finally, camerupt. Take him out with either
swmperts surf or muddy stream, or any water attack. Camerupt really isn't as
powerful as he looks. When you have beat maxie, the blue orb will shine.
Groudon will awaken and leave. Then Archie will come. It will be very sunny
outside, it will be burning hot.

You will be transported outside. After a little talk you will be left alone.
Steven will come, and talk, and fly away. Surf east, until you come to a wall.
Surf north, and east as soon as you can. You will come to a strip of dark water
again. Dive down, and go south, then west, enter the cave door to get in
Sootopolis. To really get there, surface by using dive. Surf north east to get
to the pokemon center.
===================================================================
J.Sootopolis City-Elite 4
===================================================================
Pokemon:

Trainers:
Sootopolis Gym:Cooltrainer ????, Wailmer Lvl 40 x 2
Beauty Connie, Goldeen Lvl 40, Wailmer Lvl 40
Lass Andrea, Luvdisc Lvl 41
Victory Road: Cooltrainer Hope, Roselia Lvl 44
Cooltrainer samuel, Dodrio Lvl 42, Latron lvl 42, Kadabra lvl 42
Cooltrainer Julie, sandslash Lvl 43, Ninetails Lvl 43
Cooltrainer edgar, Cacturne Lvl 44


Surf west from the center, and then go north near te mart, you will meet up
with steven and the sootopolis gym leader.They will take you to the opening of
the cave of origin. Take plenty of Ultra Balls with you, since here dwells a
pokemon... Go north. Into the cave. Go north again, and it will be dark. Go
west, north, east, and down the ladder. Next, go south, west, north to the
ladder. Next, go north, east, south, west to the ladder. Next, go north, take
the pokeball which is HM 07, waterfall. Go east to the ladder. You will end up
in a room with either kyogre (sapphire) or Groudon (ruby). I can't write how to
beat them but i can write Their Move sheets:

Kyogre: Ice Beam, Take Down, Hydro Pump, Calm Mind

Groudon: Fire Blast, Slash, Bulk Up, Earthquake

Well, when you have caught or defeated it, leave the cave. Head all the the way
back, but when there is a split, go left, and enter the house. Talk to the man
to recieve TM 31, Brick Break. Leave, and head down to the mart. Surf east and
heal, go to the house to the east of the pokemon center. Talk to the lady to
get the wailmer doll. Go to the gym again. Steven is there. He thanks you and
then flies away. Enter the gym. Here there are ice puzzles. If you step on ice
blocks they crack. Step on them once more, you fall down to the under floor
infested with trainers. If you want experience fall down on the last puzzle,
you will get to meet many trainers. Here is the description for how to pass the
puzzles.
First one: up, right, up, left, left, up, right

Second: Up, Left, left, left, up, up, right, right, down, right, right, right,
down, right, up, up, left, left, left.

Last: Up, right, right, up, right, right, down, right, up, up, up, left, left,
down, left, up, left, down, down, left, left, down, left, up, left, down, left,
up, left, up, up, right, down, right, up, right, down, right, up, right you
will come to...

Sootopolis Gym Leader Wallace
Pokemon: Luvdisc Lvl 40, Whiscash lvl 42, Seleo Lvl 40, Seaking Lvl 42, Milotic
lvl 43
Badge:Rain Badge (all pokemon obey you. Enabled to use waterfull outside
battle)

You will sweep the floor with this leader if you have sceptile. Otherwise it
will be kinfa hard. For all pokemon, use electric or grass type moves. Except
Whiscash, as he is ground/water. When you have beaten him, you will recieve the
raine badge, and TM 03, Water Pulse. Leave The gym, heal and Fly to mossdeep
town. Surf south, and try to come to Ever grande City. Check your pokenavi
every once in a while for location. You will come to a water fall, select it
and use waterfall to come up. When you come up, you will notice that it is only
a pokemon center and a cave. The cave is victory road...

Needed HMs: Strength, surf, waterfall, rocksmash, flash (is good to have)

Head into victory road, heal if you wish first. In the cave, go forward, and go
up the stairs, and cross the bridge going west. On the other side, go north,
then east and climb down the ladder. Next, use flash, go down to an opening
going west. The second opening, and push the boulder west. Go down and push the
other boulder east. Go down. Go east and smash the rock. Go up the stairs, and
cross the bridge. Go down, east, and then south. Head all the way down, then
left and climb down the stairs. Head east a little bit next, and then north.
Surf west when you come to water and surf up the waterfall. Surf along the
river, and go down the waterfall at the other end. Then, surf east and go to
the ladder and climb it up. Next, go south, then east. Smash the higher rock,
push the lower rock down, smash the other rock, and push the higher boulder
west. head up to the ladder. Head across the bridge, and go down, east and
north when you come across it. Follow the path, and you will soon see the exit.
Head there, but you will be stopped by.....

Rival Wally
Pokemon: Altaria Lvl 44, Roselia Lvl 44, Gardevoir Lvl 45, Delcatty lvl 43,
Magneton Lvl 41

Yes, wally, and he has inproved greatly from the last battle. This battle will
be very hard, i have to say. He will start with the dragon/flying altaria. Take
him out with swamperts take down/muddy stream/surf, or you can use manectric.
Next, roselia. This is easy, take it down with blazikens blaze kick. Kyogres
ice beam or groudons fire blast are also good, or a flying type attack, like
fly. Gardevoir or alakazam can also prove ot be good here, with psychic or
psybeam. Next, Gardevoir. Take her down with earthquake from groudon if you
have it, a good dark type attack, or myddy stream from swampert. Next,
Delcatty. It is normal, so she will die easily from blazikens double kick or
swampert muddy stream. Kyogres take down is also good here. And finally,
magneton, Swamperts mud shot, blazikens double kick/Blaze Kick, or Groudons
earthquake are all good here. If you have sceptile, use a strong fire or
fighting pokemon here. When you have beat him, head through the exit and up to
victory road. Go inside the building, heal, and talk to the twins and they will
seperatw. Head through the door and go forward to meet

Elite four Sidney
Pokemon: Mightyena Lvl 46, Shiftry Lvl 48, Absol Lvl 49, Sharpedo Lvl 48,
Cacturne Lvl 46

He uses dark pokemon, but most of his types are dual, so you can defeat him
with various types. The best is blaziken, since dark is weak to fighting, and
two of his duals are dark/grass. First, mightyena. Take him down with fighting.
Next, shiftry. he is dark/grass, so tak him out either with fire or ice. Next
absol. Beat him with fighting moves. Next, shrpedo. Even though he is part
water, blaziken may be able to take him down. Fighting, grass, or electric to
beat him. And last, cacturne. He is also grass/dark, so beat him with fire or
ice. When you have beaten him, advance to the next room. Talk to the lady to
battle...

Elite Four Phoebe
Pokemon: Dusclops Lvl 49, Dusclops Lvl 51, Banette Lvl 49 x 2, Sableye Lvl 50

She likes ghost type, but now, these ghosts are half dark, not half poison. On
top of that, the most of these pokemon have levitate as a personality, so
ground types won't work. All the pokemon except dusclops and sableye have that
ability. Dark is the only super effective against all these, so i can't say
anything more about this battle. When you have beaten her, move on to the next
room and talk to the lady there to battle

Elite Four Glacia
Pokemon: Glalie Lvl 50, Sealeo Lvl 50, Sealeo Lvl 52, Glalie Lvl 52, Walrein
Lvl 53

As the name suggests, she is the master of ice pokemon. Glalie is dark/ice, so
fighting is 4 times effective as fighting is strong against ice too. First
glalie. Beat it with fighting or fire. Next Sealeo. Beat him with fighting or
electric, sa it is ice/water. Next is sealeo again, and after that glalie
again. Of course they are not in a row, but there are two glalies and two
sealeos. Next, walrein. This is the evolved form of sealeo, so use the same
tactic as against sealeo. When you have beaten her, advance to the next room
and talk to the man to battle...

Elite Four Drake
Pokemon: Shelgon Lvl 52, Flygon Lvl 53, Altaria Lvl 54, Flygon Lvl 53,
Salamence Lvl 55

This is the dragon master. He has very powerful dragon pokemon like salamence
and flygon. First, shelgon, the pre evolved form of salamence. He is only
dragon, so beat him with ice. Next flygon. It is ground/flying, so the only
effective thing is ice. Next, altaria. It is flying/dragon so ice is good here
too, and last salamence, flying/dragon here too. when you have beaten him,
advance to the next room and talk to the man to battle...

Champion Steven
Pokemon: Skarmory lvl 57, Aggron Lvl 56, Cradily Lvl 56, Metagross lvl 58,
Armaldo Lvl 56, claydol lvl 55

Yes, this is steven who has helped you along the road. He is the master of
steel pokemon, and fire, fighting and ground are great here. He is the only in
the elite 4 who uses all six pokemon. First, Skarmory. Steel/flying, so both
fire and electric are good here. Next, aggron. He is steel/rock, so water and
fighting are good here. Ground is also good. Next, Cradily. I don't have a heck
of an idea what this is doing here, since it is grass/rock. But
anyway......ground is good against this. Next, metagross. This is a VERY strong
steel pokemon. It is steel/psychic btw, too. Beat him with ground or fire.
Next, armaldo. This is a bug/rock, so i don't think this should be here
either... Beat him with ground. And last, claydol. It is ground/psychic. When
you have beaten him, May and professor birch will come and talk a little, and
steven will take you to another room. Here your pokemon will be recorded as
league champions. It will also save the game. You will see the credits, but its
not over yet, you have many more pokemon to catch, including legendaries, and
new places to explore, such as the battle tower.
=====================================================================J.Battle
Tower
=====================================================================
When you regain control again, go down the stairs and talk to your dad. He will
give you the S.S ticket, which will take you back and forth between slateport
and lilycove, but also to battle tower. Leave, and fly to Mossdeep town first.
Have an open spot in your party, and go to stevens house. take the pokeball. It
has the pokemon beldum inside, the pre evolution of Meta Gross. Now, fly to
Slateport or Lilycove.Go to the dock there, and talk to the lady.Choose
Slateport/lilycove first, when you get to choose where you want to go. There
are a lot of trainers here, and on the bottom floor, in the top left trashcan
there is the item leftovers. Sleep twice in your bed to arrive. Get out, and
then get in again, and choose battletower. You will get there directly. Go up
the stairs and enter the building. Here, talk to the lady. There are two
calsses. Under 50 mode and Under 100 mode. Choose which pokemon you want. You
can't have legendaries. A good idea is to have pokemon that cover each others
weaknesses. You will have to win against 7 trainers in a row to win.
=====================================================================K.Safari
Zone
=====================================================================
There is a new safari zone in Houenn, and it is located west of lilycove. When
you get in, you have to pay 500, and you have to have a pokéblock case, which
you can find in the contest house in slateport by talking to a girl there, near
the entrance. If you have some pokéblocks its good too. You will also recieve
30 safari balls too, when you enter the safari zone. In middle of some grass
patches, there are poles, with containers, where you can put pokéblocks in, and
pokemon will appear more often. In the first area, there are pokemon such as
wobbuffet, natu and pikachu. If you go north from there, you will see a white
pole of some sort. Bike on it with the acro bike, and press b and the direction
you want to jump to, to jump. In that area there are pokemon such as phanphy,
xatu and heracross. If you have the mach bike, go to a mud slide, and bike up.
In this area you will find pokemon such as rhyhorn and pinsir.
Pokemon in safari zone:

Doduo
Wobbuffet
Pikachu
Natu
Xatu
Rhyhorn (Only with mach bike)
Pinsir (only with mach bike)
Heracross (only with acro bike)
Phanphy (only with acro bike)
Magikarp
Golduck
Psyduck
Goldeen
Seaking
Dodrio
Oddish
Gloom
Girafarig
=====================================================================6.
Legendaries
=====================================================================Why did I
even make a category for this?? Couldn't i just start writing how to get them??
Ah, well... Some legendaries, such as deoxys, cannot be found in the games. And
some are unique for its version like kyogre/groudon and Latias/Latios. To Get
Latias/Latios, you need to beat the elite four, and then lati_s will be flying
around hoenn like the legendary trio in G/S/C. Even though i think you can get
the other of latias/latios from a nintendo event or whatnot. So, lets start
with the regi trio shall we?
=====================================================================A.The Regi
Trio
=====================================================================
The regis are then legendary trio of these games. To get them, you first have
to catch a wailord and a relicanth.
The relicanth can be found in the seaweed outside sootopolis city, and wailord
can you get by evolving wailmer at lvl 40. You can find wailmer by using a good
rod outside mossdeep town. When you have got them, fly to pacifidlog town. (If
you haven't gone there yet, you can get there by surfing west from sootopolis).
From pacifidlog, surf west, and follow the currents. Try to start as south as
you can. You should try to get to a dive place surrounded by currents. Dive
down, and follow the underwater pathway. You will come to a place where there
is a braille inscription. There, emerge from the deep to find yourself in a
rroom full with braill inscriptions. Go to the middle slate and use dig, go
into the next room and have your wailord on your last slot, and relicanth on
your first. Press the slate, and there will be an earthquake. There will be a
message saying that a door was heard being opened somewhere. Leave the cave to
catch the regi trio.
Fly to dewford, and from there surf north west, until you come to an island
with an arceologyst on. Surf north west from there to find yourself near a
cave. Enter, and go to the braille. Press A once, and wait. After a while, the
cave door will open. Enter, and save. here is Regice.
Next, Fly to lilycove, and go west, past the safari zone. Go all the way west,
until you come to some stairs. Head north from here, and walk through the
grass. Here you will come to a rainy area with another arceologyst. Go into the
cave there, and use fly in the middle of the room. If done correctly, the door
will open. Enter, and save. Now, battle Registeel.
Next, fly to fallarbor town, and go east, to the desert. Go way south until you
reach the cave. Enter, and go to the middle of the braille slate. There, move
right twice, and south twice. Use strength, and the door will open. Save and
head in to battle regirock.
=====================================================================
B. Rayquaza
=====================================================================
Rayquaza is the mewtwo of this game. It is found at lvl 70, so it is the
highest level legendary in this game. To get it, you first need to get the mach
bike. Go to Mauville, and talk to the bike owner to get it. Then, fly to
pacifidlog town, and surf east. Surf north when you see an opening in the rocks
to the north. Surf north there and enter the cave. Go through here, and leave.
Go inside the next pillar. Here, There are 6 floors. I will take them one at a
time.

Floor 1: Easy, just head around to the stairs.

Floor 2: Here there are cracks in the floor. To get past them, head full speed
through them. If you stop, you will fall down a floor. Head around to the
stairs.

Floor 3: Head around to the stairs.

Floor 4: This is hard, you have to go through all the cracks at once without
stopping. Head through, and fall down the crack where the middle stairs are.
When you have fallen down, There should be stairs right infront of you. Go up
them. Then, go left and climb the stairs.

Floor 5: Just head around to the stairs. Save, and head up the stairs to the
sixth floor.

Floor 6: Here is Rayquaza. He is Dragon/Flying and also the best pokemon is
this game stat wise. Take down his HP with electric or Ice, and keep catching
ultraballs. You can use the master ball, but i'd save it for latias/latios.
=====================================================================7.TM/HM
List
=====================================================================
In this part, i'll write down all the TMs and HMs in order, where to find them,
what they do and how much damage they do, what type they are, how much PP there
is originally for them, and how much accuracy they have.

TM 01: Focus Punch
Type: Fighting
Base Damage: 150
PP: 20
Found: Route 115
Accuracy: 100%
Other Stuff: First, your pokemon tightens its focus. If the opposing pokemon
hits you with an attacking move while your pokemon is tightening its focus, it
will lose its focus and not use focus punch.

TM 02: Dragon Claw
Type: Dragon
Base Damage: 80
PP: 15
Found: Meteor Falls
Accuracy: 100
Other Stuff: ---

TM 03: Water Pulse
Type: Water
Base Damage: 60
PP: 20
Found: From 8th gym leader
Accuracy: 100
Other Stuff: Has a 10% chance of Confusing The Opponent

TM 04: Calm Mind
Type: Psychic
Base Damage: ---
PP: 20
Found: From 7th gym leaders
Accuracy: ---
Other Stuff: It raises Special Attack And Special Defense By one lvl.

TM 05: Roar
Type: Normal
Base Damage: ---
PP: 20
Found: Old Man on Route 115
Accuracy: ---
Other Stuff: In a wild pokemon battle, the foe will flee when you use roar. In
a trainer battle, the trainers pokemon will be switched.

TM 06: Toxic
Type: Poison
Base Damage: ---
PP: 10
Found: Fiery Path, when you push the block to the left.
Accuracy: ---
Other Stuff: When a pokemon gets toxicated, at the end of every turn he will
lose damage from poison. But the damage will be multiplied each time. So Ex: 10
damage 1st turn, 20 next, 40 next, 80 next, and so on.

TM 07: Hail
Type: Ice
Base Damage: ---
PP: 10
Found: Shoal Cave
Accuracy: 100%
Other Stuff: This move power up ice attacks, and damages non ice pokemon. It
lasts for 5 turns.

TM 08: Bulk Up
Type: Fighting
Base Damage: ---
PP: 20
Found: From 2nd Gym Leader
Accuracy: ---
Other Stuff: It raises Attack And Defense with 1 level.

TM 09: Bullet Seed
Type: Grass
Base Damage: 10
PP: 30
Found: Given to you from the boy left to the entrance of petalburg woods from
the rustboro side.
Accuracy: 100
Other Stuff: It hits 2-5 times.

TM 10: Hidden Power
Type: Varies
Base Damage: Varies
PP: 15
Found: Given to you from an old aldy in Fortree City.
Other Stuff: ---

TM 11: Sunny Day
Type: Fire
Base Damage: ---
PP: 5
Found: Scorched Slab
Accuracy: ---
Other Suff: It Raises fire moves attack, Solarbeam requires no charge,
synthesis, Moonlight, and morning sun heal all HP. Also, Thundes accuracy
becomes 35%. Lasts for 5 turns.

TM 12: Taunt
Type: Dark
Base Damage: ---
PP: 20
Found: Given to you from the trick master after you have completed the 5th
trick in the trick house.
Accuracy: 100%
Other Stuff: It makes the opponenet only use moves that does damage.

TM 13: Ice Beam
Type: Ice
Base Damage: 95
PP: 10
Found: Abandoned Ship
Accuracy: 100%
Other Stuff: 10% chance of freezing the opponent.

TM 14: Blizzard
Type: Ice
Base Damage: 120
PP: 5
Found: Lily Cove Department Store
Accuracy: 70%
Other Stuff: 10% chance of freezing the opponent.

TM 15: Hyper Beam
Type: Normal
Base Damage: 150
PP: 5
Found: Lilycove Department Store
Accuracy: 90%
Other Stuff: After using the attack, your pokemon must rest the next round.

TM 16: Light Screen
Type: Psychic
Base Damage: ---
PP: 20
Found: Lilycove Department store
Accuracy: ---
Other Stuff: Special attack against you Is Multiplied with 0.5 for 5 turns.

TM 17: Protect
Type: Normal
Base Damage: ---
PP: 10
Found: Lilycove Department Store
Accuracy: Varies
Other Stuff: It always goes first, and if it works, the opponents attack
misses. If it fails, its 100% sure it works next time.

TM 18: Rain Dance
Type: Water
Base Damage: ---
PP: 5
Found: Abandoned Ship
Accuracy: ---
Other Stuff: It raises Water types attack power, It makes fire attack weaker,
synthesis, moonlight, and moring sun only heal 25% of total HP. Solarbeam
requires three turns to charge, thunder never misses. It lasts for 5 turns.

TM 19: Giga Drain
Type: Grass
Base Damage: 60
PP: 5
Found: Route 123
Accuracy: 100%
Other Stuff: It drains HP from opponent, and restores half the HP it drained to
yourself.

TM 20: Safeguard
Type: Normal
Base Power: ---
PP: 25
Found: Lilycove Department Store
Accuracy: ---
Other Stuff: It prevents status changes for your pokemon for 5 turns.

TM 21: Frustration
Type: Normal
Base Power: 100
PP: 20
Found: from a man in pacifidlog town if your pokemon in your partys front isn't
loyal.
Accuracy: 100%
Other Stuff: It has high base damage if the pokemon using it hates you.

TM 22: Solarbeam
Type: Grass
Base Power: 120
PP: 10
Found: Safari Zone
Accuracy: 100
Other Stuff: It takes two turns to use, but if its raining it take three turns,
and if its sunny it takes one turn.

TM 23: Iron Tail
Type: Steel
Base Power: 100
PP: 10
Found: Meteor Falls
Accuracy: 75%
Other Stuff: 10% chance of lowering opponents defense with one level.

TM 24: Thunderbolt
Type: Electric
Base Power: 80
PP: 15
Found: Given to you from the 3rd gym leader after you solved the powerplant
problem.
Accuracy: 100%
Other Stuff: 10% chance of paralyzing the opponent.

TM 25: Thunder
Type: Electric
Base Power: 120
PP: 10
Found: Lilycove Department Store
Accuracy: 70%
Other Stuff: 10% chance of paralyzing the opponent. If its raining, it never
misses, if its sunny, its accuracy is 35%.

TM 26: Earthquake
Type: Ground
Base Power: 100
PP: 10
Found: Seafloor Cavern (last team aqua/magma base)
Accuracy: 100%
Other Stuff: ---

TM 27: Return
Type: Normal
Base Power: 100
PP: 20
Found: From a man in pacifidlog town if your partys first pokemon is loyal to
you, or if you give the meteorite to the professor in fallarabor town.
Accuracy: 100%
Other Stuff: Has higher Base damage is pokemon using it is loyal to you.

TM 28: Dig
Type: Ground
Base Power: 60
PP: 10
Found: from the fossil maniac outside fallarbor town.
Accuracy: 100%
Other Stuff: First you dig into te ground, and no attack can hit you except
earthquake. The next turn, your pokemon comes up from the ground and hits your
opponent. earthquake makes double damage when you are underground.

TM 29: Psychic
Type: Psychic
Base Power: 90
PP: 10
Found: Game Corner
Accuracy: 100%
Other Stuff: 10% chance of lowering opponents Special Defense.

TM 30: Shadow Ball
Type: Ghost
Base Power: 80
PP: 15
Found: Mt.Pyre
Accuracy: 100%
Other Stuff: 10% chance of lowering opponents Special Defense.

TM 31: Brick Break
Type: Fighting
Base Power: 75
PP: 15
Found: Sootopolis City
Accuracy: 100%
Other Stuff: Destroys Light Screen, Reflect, and Safeguard.

TM 32: Double Team
Type: Normal
Base Power: ---
PP: 15
Found: Game Corner
Accuracy: ---
Other Stuff: Raises Evasion with one level.

TM 33: Reflect
Type: Psychic
Base Power: ---
PP: 20
Found: Lilycove Department Store
Accuracy: ---
Other Stuff: Normal Attacks against you are multiplied with 0.5.

TM 34: Shock Wave
Type: Electric
Base Power: 60
PP: 20
Found: from 3rd Gym Leader
Accuracy: ---
Other Stuff: It Never Misses

TM 35: Flamethrower
Type: Fire
Base Power: 95
PP: 15
Found: Game Corner
Accuracy: 100%
Other Stuff: 10% chance of burning opponent.

TM 36: Sludge Bomb
Type: poison
Base Power: 90
PP: 10
Found: Dewford Town
Accuracy: 100%
Other Stuff: 30% chance of poisoning opponent.

TM 37: Sandstorm
Type: Rock
Base Power: ---
PP: 10
Found: Desert
Accuracy: ---
Other Stuff: Damages all non ground, rock, and steel types. Pokemon with sand
veil are unaffected.

TM 38: Fire Blast
Type: Fire
Base Power: 120
PP: 5
Found: Lilycove Department Store
Accuracy: 85%
Other Stuff: 10% Chance of burning the opponent.

TM 39: Rock Tomb
Type: Rock
Base Damage: 50
PP: 10
Found: from 1st Gym Leader
Accuracy: 80%
Other Stuff: Good chance Of Lowering speed of opponent one level.

TM 40: Aerial Ace
Type: Flying
Base Damage: 60
PP: 20
Found: From 6th Gym Leader
Accuracy: ---
Other Stuff: Never Misses

TM 41: Torment
Type: Dark
Base Damage: ---
PP: 15
Found: Slateport City
Accuracy: 100%
Other Stuff: Prevents the use of consecutive moves in the battle

TM 42: Facade
Type: Normal
Base Damage: 70
PP: 20
Found: From 5th gym Leader
Accuracy: 100%
Other Stuff: Gets More Power If pokemon is paralyzed, burned or poisoned.

TM 43: Secret Power
Type: Normal
PP: 20
Base Damage: 70
Found: Route 111
Accuracy: 100%
Other Stuff: You can create your secret base with this move. its Effect varies
on location.

If you are battling in normal grass, The opponent can get poisoned.
If you are battling in tall grass, the opponent can fall asleep.
If you are battling on a mountain, the opponent can get confused.
If you are battling in a cave, the opponent can flinch.
If you are battling in the ocean, The opponents attack can drop a lv.
If you are battling in a pond, The opponents speed can drop a level.
If you are battling underwater, the opponents defense can drop a lvl.
If you are battling on sand, the opponents accuracy can drop a level.
If you are battling anywhere else, the opponent can get paralyzed.

TM 44: Rest
Type: Psychic
PP: 10
Base Damage: ---
Found: Lilycove City
Accuracy: ---
Other Stuff: Your pokemon falls asleep and restores all HP. wakes up after two
turns.

TM 45: Attract
Type: Normal
PP: 15
Base Damage: ---
Found: The Contest House In
Accuracy: 100%
Other Stuff: Use this when the opponent is of the opposite gender of yours. The
opponent will only have 50% chance for making his move. Wears off after battle.

TM 46: Thief
Type: Dark
PP: 10
Base Damage: 40
Found: From team aqua/magma member in Ocean Museum in Slateport.
Accuracy: 100
Other Stuff: It may steal an item from the trainer if your pokemon isn't
holding an item.

TM 47: Steel Wing
Type: Steel
PP: 25
Base Damage: 70
Found: From Steven In Granite Cave
Accuracy: 90
Other Stuff: ---

TM 48: Skill Swap
Type: Psychic
PP: 10
Base Damage: ---
Found:
Accuracy: ---
Other Stuff: It switches the abilities of opponent until your pokemon is
recalled from battle.

TM 49: Snatch
Type: Dark
PP: 10
Base Damage: ---
Found: S.S Tidal
Accuracy: ---
Other Stuff: Steals the effects of the move the opponent is trying to use.

TM 50: Overheat
Type: Fire
PP: 5
Base Damage: 150
Found: from 3rd gym leader
Accuracy: 100%
Other Stuff: It sharply lowers your pokemons special attack by two levels after
each use.

HM 01: Cut
Type: Normal
PP: 30
Base Damage: 50
Found: In House to the left of pokemon center in rustboro after you beat 1st
gym.
Accuracy: 90%
Other Stuff: Can Cut down small trees outside battle.
Badge Required: Stone Badge

HM 02: Fly
Type: Flying
PP: 15
Base Damage: 70
Found: From Rival After having beat Team aqua/magma in the weather institute.
Accuracy: 95%
Other Stuff: Can fly you to all cities and towns you have visited before. In
battle, First Move, you fly up in the sky, second move, you attack, and land.
Badge Required: Feather Badge

HM 03: Surf
Type: Water
PP: 15
Base Damage: 95
Found: From Wallys father in the house next to your fathers gym after yo have
beat your father.
Accuracy: 100%
Other Stuff: Enables you to surf on any sea/lake/pond/river/ocean.
Badge Required: Balance Badge

HM 04: Strength
Type: Normal
PP: 15
Base Damage: 80
Found: From a blackbelt in rusturf tunnel, after having smashed away the rock
blocking the way with rock smash.
Accuracy: 100%
Other Stuff: Can move around big boulders.
Badge Required: Heat Badge

HM 05: Flash
Type: Normal
PP: 30
Base Damage: ---
Found: In Granite cave, talk to the hiker in the beginning.
Accuracy: 70%
Other Stuff: Can Light Up caves. Lowers opponents Accuracy in battle.
Badge Required: Knuckle Badge

HM 06: Rock Smash
Type: Fighting
PP:
Base Damage: 20
Found: After defeating wattson, get this HM from the house next to the mart
after talking to the professor.
Accuracy: 100%
Other Stuff: Can break small rocks in your way.
Badge Required: Dynamo Badge

HM 07: Waterfall
Type: Water
PP: 15
Base Damage: 70
Found: In Cave Of Origin
Accuracy: 100%
Other Stuff: Enables you to climb waterfalls
Badge Required: Rain Badge

HM 08: Dive
Type: Water
PP: 10
Base Damage: 60
Found: From Stevens house in the left of mossdeep city after beating the 7th
gym.
Accuracy: 100%
Other Stuff: In Battle, Your pokemon first dives down underwater, and the next
turn, re emerges and hits the opponent. Out of battle, it enables you to dive
down underwater in dark water.
Badge Required: Mind Badge

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This is one of my favorite images
This is my good friend Hal. I took this picture on his birthday. I think he likes to be in pictures.


This is one of my favorite images
This is my good friend Hal. I took this picture on his birthday. I think he likes to be in pictures.