Let's Play! Guardian Signs: Wireless missions done solo

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Guardian Signs: Wireless missions done solo.

It's likely not too well known that Guardian Signs' had a vast amount of local multiplayer contained in the wireless missions of the past - which was all optional content. However unlike other games that require multiple people, you can actually attempt these challenges solo. But to what extent? Well, that's what I'm here to talk about!

Introduction

Hello everyone!
This idea for this thread initially started after I went on a quest to S-rank every Pokemon in Guardian Signs, and wanted something more of a challenge because Charge Capture essentially guarantees you an S-rank with Mach Loop and No Damage, and you can even throw in Good Assist, Pokemon No Release or 5[x] Loops to get a few more points if you need to. While Guardian Signs on its own is a relatively easy game, even this S-rank challenge does not do much to add drastic difficulty...except for a few tiny details that are very easy to gloss over.


Guardian Signs is usually pretty generous when it comes to giving you multiple opportunities to re-capture a Pokemon if you wanted to. Key word being usually. Now here's the question - why is the topic of this thread related to a S-rank run? For some Pokemon to respawn, it just takes re-entering the area, for some it takes the postgame or the island of bosses, and for some even special cases, there's Oblivia's stone tablets. Behind these tablets are certain Pokemon that you will find nowhere else, and if you failed to S-rank them during your first capture, there's only one way out.

The wireless missions of the past - successfully capturing the stone tablet's Pokemon in the past will unlock the door. All of these happen to be boss encounters, so there's no easy way out! (well, besides playing with more people, because the missions were balanced around local multiplayer). And boy, oh boy, are these some horrendously difficult challenges if you're used to the pace of the main game as a solo player. If any of the following Pokemon [Skuntank, Wobbuffet, Tyranitar, Infernape, Slowking] were not S-ranked on your first capture, welcome to hell because you'll need to clear these missions to have a shot at capturing them again.


In my case, the only Pokemon I needed to do this for was Wobbuffet, who happens to be unlocked with the second door, which isn't too overbearing. Still, the gameplay structure of the past missions was different enough from the main story to the point I thought to catalog and record my observations (and eventually post them here). As you play through the story, you'll be transported back to Oblivia of the past multiple times, interacting with a bunch of characters that look suspiciously like they were recycled from Shadows of Almia. I chose to attempt these missions after the credits rolled, but you can try your hand at doing them as soon as possible if you're really confident in your skill.



I plan to include a strategy for each temple's mission, as well as a recreation of the map with suggested routes. If the map ends up being too much effort, I'll stick to basic strategies, including a recommended route to take as well as the choice of partner Pokemon. I also plan to add a small gif detailing each Pokemon's assists towards the end of this challenge, as I eventually recruit them all, because they aren't exactly convenient to check in-game.





So, before we start talking about the temples and missions themselves, there are a few differences from the main story that contribute to the hellish difficulty.

Mechanics: Everything, Everywhere, All at once.

1. Your Styler is reset to "level 1", with none of the upgrades you might have obtained via Ranger Points in the main story. Importantly, that means your capture line stays at the weakest length - this will be very noticeable when you fight some bosses with lingering attacks. That also means no power charge*! You'll really be missing it's old capabilities here!

* --[While you can technically charge your styler by 1 level, it does not inflict any additional damage on the Pokemon you're trying to capture. Where charging does matter for is unison captures, where you and another human player draw charged lines around a Pokemon. If your charged lines intersect, you get a power boost. In turn, that means charging does absolutely nothing during a solo run D: ]--

2. Levels don't really work the same way as the main story. There, you might get a level every few captures and would be fully healed after. Here, you can only level up after completing a mission, and the experience requirements are astronomical, so you might have to complete a lot of missions to even get a single level up! Bear in mind that on average, each mission with even remotely decent yields takes at between 4-8 minutes to complete, with later missions taking much longer, so you'll be spending a lot of time trying to grind. But be warned, this is a necessity as a solo player. Each level also does not give you as many power and styler energy points as you'd expect, so you will be weaker than normal when compared to the same level in the present. Your opponents also have a lot more HP, making the captures take a lot longer.



3.
Experience also does not work the same way as the main game. Here, your progression is marked by a currency called AP. You can earn AP by either successfully capturing Pokemon or clearing a mission - with higher ranks awarding more AP. Each Pokemon has its own AP yield, and it is unaffected by how long it took you to capture, how fast you drew loops, etc. None of the things that affected capture rank in the main game do so here. I'll mention the AP yields as relevant when talking about each mission, because not all missions are created equal. AP is awarded to you only upon conclusion of a mission. Notably, even if you cannot clear a mission you'll still receive AP for the Pokemon you captured.

4. Mission Ranks are a thing in the past, however this time they're solely dependent on your clear time. Be warned, time ticks down everywhere. When you're transitioning from menu to menu, when you just finish a capture and hear the fanfare, when you're waiting on switches to activate, there's a lot of time unavoidably lost while playing the game. Running out of time is a game over, which fails the mission - even if you're in the middle of a capture. It's the same as letting your styler run out of energy, so being careful and fast is a delicate balance. Some missions are simply impossible to S-rank as a solo player simply because of how many things are rigged against the player. However for the purposes of unlocking the stone door Pokemon, simply clearing the missions with a C rank or higher is enough.

S rank: Finish with 5:00 or more left on the clock.
A rank: Finish with 3:00 or more left on the clock.
B rank: Finish with 1:30 or more left on the clock.
C rank: Finish with a time lower than 1:30.



5. Time is a luxury to have in past missions. You may lose time by getting lost in the maze, or spend it capturing a wild Pokemon - remember you cannot flee from any Pokemon. Some Pokemon will actively chase you, and good movement is vital to not being bogged down.
At the start of each mission, you're given a set amount of time. The only way to increase this time is to find clocks hidden in chests throughout the level. These chests can be opened by performing a target clear with your partner Pokemon. Conversely, the chests can also contain other powerups that are highly recommended to acquire. Some of the items you can get are a battery, which restores your styler's energy, a Power up which makes your captures 20% stronger, a Speed up which makes your character move notably faster in the overworld, and a few others (which I have conveniently forgotten about but will mention if they're relevant to any mission).


6. Partner Pokemon? There's no Ukulele Pichu with a multifaceted assist to help out here. Unlike the main story, capturing a Pokemon successfully does not make it join your party. How recruitment works is that upon a successful capture, the Pokemon may drop a chest. Target clear this chest to receive a slate. If you're able to successfully clear the mission, your slates will transform into Pokemon that you can set as your partner in future, and has no effect on your current partner. Duplicate slates do nothing. You can only have one partner with you during any mission. You can also use AP to upgrade your partner Pokemon by talking with one of the NPCs in the village.

However, there are some mechanics that go un-mentioned in game and might catch you off guard. For example, if you capture a Grovyle and it drops a chest, there's an 20% chance that it contains a Treecko slate instead, and you won't know the difference until the mission's cleared! (This sometimes works both ways with varying percentages, for example capturing a Treecko can give you a Grovyle slate 20% of the time). A system like this does add a bit of annoying RNG into the mix, but if you're replaying these missions often enough to grind AP, it won't be a major issue. Hopefully.

Failing a mission causes you to lose any slates accumulated during that run. Certain slates can only be obtained for S-ranking missions - most often they'll be the boss Pokemon you fought. And unfortunately, they aren't guaranteed drops, so you're given even more reason to try and replay the missions.
Serebii seems to call slates "lithographs" on their page for Guardian Signs. I recommend taking a look at it if you'd like to see the specific odds per species, but I'll bring them up as they're relevant to the mission at hand so it's not a necessary reference.



7. Randomness is ever-pervasive. Even if you repeat the same mission multiple times, you're likely going to see different Pokemon spawning in, the floor layouts being just a tiny bit different, and maybe even the powerups will be different! Each layout has its powerups set in stone...and some S ranks are only possible solo if you get lucky.

8. The missions of the past are contained within into temples, and you have to clear all missions within one temple to move on to the next temple. Every mission has a simple structure, capture X Pokemon scattered across the level, and the red portal to the boss door opens. Capture the boss, and the mission ends. However as you'll soon read in upcoming posts, there's plenty of variety to be seen here.


9. None of the Pokemon you capture during the main story can be brought over to the past. However, you can bring back one of your (partner) Pokemon from the past into the main story via Celebi's ranger sign. If there's a Pokemon you particularly like from the past, your bond can be timeless! (I do not know if bringing a Pokemon from the past into the present will register it in the main game's browser.)

10. Finally, everything is (actually) against you. Unfortunately, grinding is going to be the staple activity for a lot of the run - either for AP or slates. If you don't like doing repetitive stuff, this challenge will be absolutely excruciating. If you missed out on S-ranking some of those later encounters locked behind the stone doors, it might actually be quicker to restart the game rather than attempting this.





With that laundry list of guidelines and tips done, I hope that's conveyed the idea of this gauntlet well - and if there are any questions, do feel free to ask. There are some mechanics that I haven't talked about yet, but will when I get to their corresponding missions.

When you arrive in the past, your first capture will be a Piplup controlled by a Steelhead - which is pretty simple. This Piplup is going to be your first partner Pokemon in the past, and surprisingly you're going to need its help quite a lot. The next post will delve into the Forest Temple and the first few missions. Stay tuned!
 
Oh wow, this is funny… I just finished 100%ing the OG Ranger a few days ago, and 100%’d Shadows of Almia last week. I was gonna run Guardian Signs next w/ a friend who hasn’t played it, and I was looking into the past missions nonsense to see how feasible it was. The initial description already tells me this is dire if we both solo it lmao, but it’ll be worth a watch nonetheless. Wishing you the best of luck!
 
Forest Temple: The first circle of hell

Due to the somewhat grind-heavy nature of this challenge, some of the earlier missions are a lot quicker to clear than the later ones, which require a very high styler level, lots of AP or even a specific partner. As a result, you're likely to see posts about them in a somewhat erratic order. But possible delays aside, let's get into it!

Unless the AP yields are relevant for grinding, I'll omit them most of the time. But if you are curious about all of them, the fandom wiki has a page detailing all AP values. It's likely that I'll draft up only one map variation per mission, since some of the later maps can get quite a bit tiring. But in case an alternate layout is relevant to how you approach the mission, I'll be sure to mention it.



The map recreations ended up being somewhat large, so they're spoilered.
.
Map legend: (more icons to be added in later maps)
Blue tile: You start the mission on this square.
Red tile: You must complete the mission's condition to step on it. Takes you to the boss room.
Green tile: Teleports you to a specific location on the map.
Orange circle: The Pokemon is angry, and will chase you on sight.
Purple circle: The Pokemon is scared, and will run away from you on sight.


All boss rooms are essentially identical to each other, so they were left out of the map.

There is another difference between anger and agitation that I should clarify. While angry Pokemon chase you, they don't start the battle in an agitated state. At the time of writing, I have yet to encounter a Pokemon that does so.


The background color will be chosen based on the current temple, and does not have any other significance.


Mission 1: Drapion in the Forest Temple
Objective: Capture 3 Pokemon.

Boss: Drapion

Map:
mission1-map.png
This mission is about as simple as it gets - there are no mazes, no traps, no angry Pokemon. Just one chamber and you're good to go.
Capture a Pidgey, Sunkern and Aipom to move onto the boss room. Coincidentally, they're all the only Pokemon in the stage and you'll find them easily.
It's also a good time to get accustomed to the inflated HP pools. While they are still (and will be, for a while) perfectly manageable, it's important to try and see how well you can capture these opponents under the time limits. As level 1, you will be inflicting exactly 10 damage per loop. On average, (in my observation), you can deal about 1.2 points of damage per level gained.

Now, for the boss Drapion. It's decently easy, (it's the first one, of course it'd be easy) but there are two more things working in your favor - Drapion's attacks are somewhat fast and do not linger on the field for long, which gives you plenty of time to resume looping. Furthermore, it does not regain health if you don't stop drawing loops around it. However, it's a boss for a reason - Drapion will be your first exposure to agitated opponents, and all bosses in this game become agitated when they're around 50% HP.

Like the main story, when the foe is agitated, your styler only inflicts 10% of the damage it would normally deal! It is absolutely soul-wrenching to see a loop deal 1 damage to a Pokemon with this gigantic a HP pool, and while you're still at the point you can brute force this with loops alone, I heavily advise against it. Later bosses make it an impossibility with how much HP they have to spare. Poke-assists are your best way to reduce agitation, just like the main game. This is why type matchups are vital to the temple, because if you have a Pokemon both super-effective against both the capture targets and the boss, it gets to pull double duty.

Attacks:
!! :
Drapion looses a barrage of 8-10 Poison Stings that travel the screen's length in the direction it's facing. It is nearly impossible to draw a loop around this.
!!! : Drapion looses 8 Poison smoke clouds that surround it in all directions, which go away after a few seconds. It is risky to draw a loop around this.


How easy to S-rank?: Possible on your first time through, but don't fret even if you aren't able to. Return after gaining a few levels and this becomes pretty easy to do. Save your assists for when Drapion is agitated, and be careful that the poison cloud attack doesn't catch you off guard.
Partner choice: You have only one partner available at this point, so the choice is clear. Use Piplup's bubbles to slow down Drapion, letting you draw a lot more loops, and try to avoid letting it get hit by attacks. You have no access to upgrades at this point, so Piplup will take quite a while for its assist to be usable again if hit by Drapion's attacks..

Slates awarded per rank: (rarer drops are in italics)
S : Totodile / Drapion
A : Chikorita

An interesting note here is that the Drapion you obtain here has the Bug Assist type, and not Poison (which is what you'd see if you captured it in the present). Presumably this is because Bug hits more types than Poison super-effectively?

Additionally, after clearing this mission for the first time, one stone door in the present is destroyed, giving you access to Skuntank! But the game isn't this forgiving for its other doors...


=================================================================================================



Mission 2: Where are you, Sunkern?
Objective: Capture 3 Sunkern.
Boss: Sandslash

Map:
mission2-map.png

This mission is pretty similar to the last one in terms of layout, but it introduces the Saffron Gym's best friend - teleporters. Don't worry, the ones in this stage are pretty clear and you won't be confused on where to go. This time, you're to capture 3 Sunkern. One Sunkern will be in the central chamber, one in the left teleporter's destination, and the other in the right teleporter's destination. This will be your first exposure to angry Pokemon, who will chase after you. Here it's Pidgey, and you'll lose a bit of time if one catches up to you and forces you into a capture. These birds are easy to avoid, but many others will be harder.


Attacks:
! :
Sandslash launches a medium-sized mud puddle which fades away within a few seconds. It is possible to draw a loop around this.
!! : Sandslash raises up a line of rocks in the direction it's facing, that extend all the way to the end of the screen. It is impossible to draw a loop around this.
!!! : Sandslash raises up 6 small rocks to surround it. It is possible to draw a loop around this.
!!!! : Sandslash raises up an X formation with rocks in 4 directions around itself (be warned, this will not always be a straight line!), aimed for all diagonals of the screen. It is impossible to draw a loop around this.


Sandslash is a slight bump up in difficulty. For one, he will slowly recover from damage inflicted by the styler if you do not draw a loop around him (for 4 or more seconds). It's very important to keep drawing loops, because there's no limit to Sandslash's regeneration - you can lose ALL of your progress if you wait too long! While Sandslash itself does not become impossible thanks to this, it is again a mechanic to be cognizant of, because from now on every boss will have this property - and this property is absolutely ruinous on some of them. And yes, like Drapion he too becomes agitated when around 50% health.


How easy to S-rank?: Somewhat hard on your first try, but Piplup's positive type matchup and Slowing effect goes a long way in making it possible. Make sure to save your assists for when Sandslash is agitated, and be careful not to let Piplup get hit by any attacks since you'll likely not have upgraded its recovery time, and any mis-steps can cost you the rank. Again, because this is an early mission, a few level ups go a long way in making the S rank possible.
Partner choice: Stick with Piplup for this. In terms of other positive type matchups, you'll probably have access to Totodile and maybe Chikorita from the past mission, but neither of them are all that worth it. Piplup's bubbles slowing down the foe confer a notable advantage, especially given their range. Totodile needs somewhat precise aim and has no secondary effect making it somewhat useless, (as for my opinion here, you should ideally avoid Poke-assists that do not have a secondary effect or great range, no matter how strong they are - this will be explained more in a future mission), and Chikorita's assist, despite providing a Slowed effect, is close range, making it harder to hit Sandslash with, as well as making Chikorita an easier target for attacks.


Slates awarded per rank: (rarer drops are in italics)
S : Sandshrew / Sandslash
A : Sunkern


Additionally, after clearing this mission for the first time, you get...nothing! Yeah, it's going to be a while till we see another stone door unlock.


=================================================================================================


That's all the missions I have the time to cover for now, stay tuned for the next ones! We're still stuck in the Forest Temple for quite a few more~
 
Good overmorrow everyone. Today I'm back with another duo of missions to talk about. Drafting up some of these maps is taking quite a while so I'll see if I can find some alternate program that makes them a bit easier to make. That being said, the pair featured in this post was somewhat quick to make, so I figured I might as well post about them.

Map legend:
Blue tile:
You start the mission on this square.
Red tile: You must complete the mission's condition to step on it. Takes you to the boss room.
Green tile: Teleports you to a specific location on the map.
Yellow tile: Stand on this tile to make a bridge (connected to this tile) appear. Tiles that need multiple players to activate will have a red dot, and are unusable during a solo run.
Orange circle: The Pokemon is angry, and will chase you on sight.
Brown circle: The Pokemon is angry, and will launch projectiles at you on sight (but not chase you).
Purple circle: The Pokemon is scared, and will run away from you on sight.

Powerups:
timeicon.png
Icons like this one give you extra time. The number represents how many seconds are gained upon collecting one.
baticon.png
Icons like this one give your styler extra energy. The number represents how much energy is gained upon collecting one.
powicon.png
This icon increases your styler's power by 20% when collected.
partnericon.png
This icon increases your partner's assist power by 20% when collected.
deficon.png
This icon reduces the damage your styler takes by 1 when collected, but will not lower a damage of 1 down to 0.
speicon.png
This icon increases your movement speed in the overworld when collected.


I should clarify that the game uses different icons to denote what the powerups are. However, they don't denote the specifics and if you've not played the game, can be unclear when used verbatim in this map. For example, all time powerups are denoted by a clock and you'll only know how much time they provide after collecting them, not before. As a result, I'm using my own icons that should hopefully do a better job of conveying what each powerup does.
In turn, the circles used to denote the angry/scared statuses also don't exist in game, because they have overworld expressions to denote that. Trying to use those expressions in a map of this size does not scale up well.
The colors used for the tiles are the same as in-game.
Any tiles with a grey background color are inaccessible during a solo run.

Mission 3: Torchic and the Treasure Chests
Objective: Capture 4 Torchic.
Boss: Vileplume

Map:
mission3-map.png


This mission will be one that introduces you to the concept of treasure chests and powerups. They will often be a necessity for anyone seeking to clear them, and you should almost always go for the time extensions. Anyway, the map is still small enough and is a straight path through so you don't have to worry about memorizing layouts just yet. Teleporters are back, but nothing complicated yet. This time, the Torchic can interrupt you as you aim to get the powerups because they'll shoot flames at you if you're within sight. If these flames hit you, they'll likely knock you off course, costing you 1 styler energy and a few seconds. When you're done grabbing items from the chests and capturing all Torchic, head for the red teleporter.


Attacks:

! :
Vileplume launches a blast of PoisonPowder in 8 directions, which goes away in a couple of seconds. It is nearly impossible to draw a loop around this.
!! : Vileplume quickly launches 6 (razor) leaves in the form of a semicircle in the direction it's facing, which travel all the way across the screen. It is impossible to draw a loop around this unless the leaves travel far enough.


Vileplume is the boss here (where were the Oddish or Gloom, huh?), and while not hard it's going to use a few attack patterns that you should probably keep in mind for the near future. It's still not too hard a boss given where you are, because its Poison Powder attack does not linger for too long, and its Razor Leaf attack is extremely quick, so you'll be relying on your looping strength to be consistent for a while to compensate for any HP it regains due to PoisonPowder stalling out time.


How easy to S-rank?: Time is generous - but make sure to collect all the time powerups you can to get just a bit more wiggle room. Still, this is likely not going to be possible on your first time, largely because you lack a good assist against Vileplume. You'll probably have to come back after the Forest Temple is completed to easily S rank this.
Partner choice: Piplup will likely not cut it due to the type disadvantage. If you have Drapion at this point, its good matchup is a great plus. The assist making the foe tired will be helpful, but it might be a bit hard to aim with it because all of its stingers do not travel in the same straight line, and there are very few of them - making it a risky choice if Vileplume goes for PoisonPowder. The earliest partner you can get best suited to this encounter is Pidgeot due to its massive range and good type matchup (obtainable from the a later mission in the Forest Temple), but some Fire type recruits from later on are also good picks. If you have Pidgey, that's a reasonable choice to pick here but the difference in power is very noticeable.

Slates awarded per rank: (rarer drops are in italics)
S: Torchic / Vileplume
A: Sudowoodo


Another interesting note here is that like Drapion, the Vileplume you obtain here has the Poison Assist type, and not Grass (which is what you'd see if you captured it in the present). Now here I am not too sure for the reason behind changing the type because Poison is a worse type offensively than Grass, when it comes to super effective coverage. Sure, Poison assists are a bit rare but they don't really do much outside of maybe two upcoming boss encounters, and even for that purpose it's not that extraordinary given Vileplume's rarity and difficulty to obtain. Who knows? Maybe we'll see how effective it is in action when we get there.

=================================================================================================



Mission 4: A hoard of Treasure Chests
Objective: Capture 4 Pidgey,

Boss: Forretress

Map:
mission4-map.png

This mission is also relatively straightforward with no branching paths, with a layout eerily similar to the last one. The four Pidgey are also something you'll be used to capturing. Keep abreast of the angry Chingling, who have a surprising range with their musical notes poised to hit you if you're nearby. Still, the simple layout hides one possibly exclusive feature - powerups. Normally, these would be locked behind multi-person switches in levels that contain them, but this mission gives you access to all of them, letting you try them out and feel just a tiny bit stronger. It's recommended that you take the time to collect all of them, especially if you've not spent the time to grind very much - and you ideally shouldn't yet unless you absolutely need to - the best mission to grind is not here yet. But if you do need to grind now, pick a mission where you feel you can reliably S-rank and want a chance at the boss Pokemon's slate.
Now, if you're actually playing this on console you might be confused when reaching the area with styler powerups - and that's because they're in chests with the icon of different field moves on them, different than the bland chests containing timer and battery powerups. So, you might be thinking that using the corresponding field move to clear the chest gives you a better powerup? Nope! The only effect that matching the field move to the icon seen is sharing the powerup's effect withthe other players in the mission, and since we're going solo, it doesn't do anything for us. You can target clear any chest with any Pokemon to receive the (same) powerup within. Anyway, once you're done move on to the red door after collecting your fill of powerups and all four Pidgey.


Attacks:
!!
: Forretress will (usually) make a short hop before telegraphing this attack. It launches a tremor all around itself (similar to Regigigias' passive). It is possible to draw a loop around this.
Not telegraphed: After becoming agitated (and even after subsequently calming down), Forretress may leap into the air and go off screen for a few seconds. As soon as it lands (it will always land in the center of the screen), it launches 3-4 medium-sized explosions around itself in quick succession. It is impossible to draw a loop around this.

There are two notable things about this boss fight.Firstly, while it's tempting to put your partner right behind Forretress to unleash its assist (and close range assists are very usable here), be very careful that the tremors don't catch you off guard and hit them. Secondly, the non-telegraphed attack has quite a bit of surprise value if you aren't used to those, and if you poise your partner to strike just as Forretress lands, it will very likely be in explosion range. It's important to be a bit patient within reason to properly take this thing down (because these explosions will show up in future on another boss, and be a lot more annoying).


How easy to S-rank?: Surprisingly, this is an easy S-rank thanks to having one of each powerup, letting you punch significantly above your weight class. As long as your partner does not get hit by any of Forretress' attacks, you should be able to get it on your first time through, but it is somewhat of a close call.
Partner choice: Going back to Piplup is a good choice for this boss. While you might think that a slowed effect on an already slow Pokemon does nothing, it does have a notable effect in staggering Forretress, increasing the time in between hops and thereby the !! attack. Now, you might think that Torchic would be a good choice here. And it is!...except for one small detail. Any Pokemon who you specifically need to capture as a mission's goal will never drop a slate in that mission. So, you'll have to S-rank the last mission if you want Torchic, and that's likely not happening at this point. Like Vileplume, there's no harm returning here when you've obtained a bit more partner variety.

Slates awarded per rank: (rarer drops are in italics)
S: Pidgey / Forretress
A: Chatot

Having Pidgey as the most common S rank reward seems like a joke at this point, when Chatot is actually the rarer Pokemon. But hey, I guess the game had to make up for giving free access to all of the powerups somewhere.

=================================================================================================

With that done, the Forest temple only has two more missions to go before we're out! But these vines aren't so willing to leave us be, because there's one of the largest early hurdles hidden away in them - essentially your first real taste of hell. Look forward to it!
 
The last two missions in the Forest temple are here! That's all for rest now. Anyway, the next missions will probably have a different map design since these took quite a while to make, and I wanted to stay somewhat consistent on a temple-by-temple basis.


Map legend is the same as the previous post.

Mission 5: Pidgeotto and the Switch Path
Objective: Capture 2 Pidgeotto.

Boss: Sceptile

Map:
mission5-map.png

Stage variations:
-
Shinx can be replaced with Hoothoot.

This mission is the first of many that introduces random stage variations. This means that whenever you start the mission, there is a chance that you'll get one specific variation, and not the other. I am not entirely sure about the % odds for this but believe it to be an even split. Like other mechanics, this will start off with a very small change, but will gradually evolve to even new layouts over time. While I will aim to mention noteworthy differences here, the fandom wiki has a comprehensive guide on them should you want to refer. That being said, in this case, neither Shinx nor Hoothoot is particularly hard to capture, so it doesn't matter too much. However, if you want to repeat this mission to grind for Sceptile's slate, I advice focusing on the variation with Shinx - Electric types are exceedingly rare at this point and type diversity is always good to have.

This is also the first stage to introduce multiplayer-only areas. Unfortunately they often contain some pretty rare Pokemon, or useful powerups and are rendered inaccessible during a solo run. However, it's still very possible to complete the missions without them. That being said, you'll also learn about switches in here. Your character needs to step on them (and not move) for a few seconds before their connecting platform becomes accessible. In turn, the layout here is not very complicated - just explore around and you'll find both Pidgeotto, but be careful that the angry Torchic don't hit you with their ranged Ember. Once you're ready, head into the red teleporter.



Attacks:

! :
Sceptile uses a short-range Scratch in the direction it's facing. It is possible to draw a loop around this.
!! : Sceptile launches 5 spread out (air) slashes in the direction it's facing, which travel all the way across the screen. It is impossible to draw a loop around this unless the slashes travel far enough.
!!! : Sceptile strikes with a large Slash (or is this Crush Claw? who knows.) in the direction it's facing. It is possible to draw a loop around this.


This boss is surprisingly brief to talk about. Despite Sceptile being renowned for his speed - and Sceptile does burst around reasonably quickly, he takes this as an excuse to just wait around in a spot for a few seconds at a time, giving you an opening to loop. As long as your loops are large enough, you can essentially ignore the ! and !!! attacks, only fearing when he uses !! or makes a sharp movement. Assists are helpful - despite the fact that you have a lot of time, you'd want to pin Sceptile down as quick as possible to reduce the risk of being hit by an attack.

How easy to S-rank?: Difficult, but doable with a couple of levels and/or a good assist. Grass types are still not really something you can counter reliably at this point, so come back later. However you're given a lot of time here, so you will likely clear this your first try with something like an A rank.
Partner choice: Sceptile's speed and choice of attacks lend two types of partners good success - both slowing and (quick) close range assists are pretty usable here. Despite the type disadvantage, Piplup is surprisingly useful here to cut our gecko's speed, letting you draw quite a lot of successive loops.
However, Torchic is completely unusable here despite the good type - Sceptile is simply too fast and does not linger in the same place long enough for Torchic's assist to rack up damage. This assist is also somewhat close range, so if Sceptile moves out of the way, there's no way to let damage accumulate. Pidgeot from the next mission is a good choice...but you're probably not going to get its slate for quite a while, because the next mission is significantly harder to clear.


Slates awarded per rank: (rarer drops are in italics)
S: Pidgeotto / Sceptile
A: Turtwig


=================================================================================================


Mission 6: A Pokemon Forest in the Way
Objective: Capture 4 Bulbasaur.
Boss: Tangrowth

Map:
mission6-map.png

Stage variations:
- Pineco can be replaced by Carnivine
- Delibird may occasionally appear in one of the top-most chambers
- Gloom can be replaced by Grovyle
- Kricketot can be replaced by Mothim, Oddish or Treecko
- Kricketune can be replaced by Hoothoot

As the final mission of the Forest Temple, this one pulls out quite a few stops in giving you a taste of hell. For starters, we now have a somewhat labyrinthine layout, which might require a bit of memorization and deft movement in order to successfully navigate. Now, I'll preface this by saying that you will likely be unable to complete this mission on your first try - and that's ok. In turn, this mission is a great early-game spot to grind, especially if you soft-reset for specific layouts.

The ideal layout you should aim for, if you're grinding is one with Carnivine, and if you're lucky, Delibird. At this stage, Carnivine is one of few Pokemon to award 2 AP for a successful capture, which is quite a step up from the 1 AP you've likely seen from most other Pokemon. Remember at this low a level, even a small gain makes quite an impact. Delibird is a very fun rarity, and like Christmas it brings along some presents. It might be slightly challenging to do so, but it awards a staggering 10 AP upon capture! Of course, because Delibird's chamber is one of the last you'll pass through it's not feasible to soft reset for it, but it is a very fun bonus if you can get one. Another interesting detail is that Delibird is your earliest possible Ice type assist - and while you can't actually claim its slate until clearing this dungeon, you might want to keep an eye out for it if you want that coverage as soon as possible.

Christmas never truly goes away, which is why Delibird is a recurring encounter in quite a few other missions, spreading happiness to the lucky who can encounter him. And like this one, he gives you a truck load of AP if successfully captured. However, you might have your hands full with other things by that time...

This mission has two paths you need to take after reaching a fork in the road, one left and one right. You'll have to travel through both of them to capture all 4 Bulbasaur. One Bulbasaur is found right next to the red teleporter, but 3 more are hidden in the stage Let's take each path's ideal setup and demonstrate how you'd go about finding each of them - it does not matter which order you do them in. After you're done, try to pole vault over the red teleporter, fail and subsequently fall into it.

Left:
Try to dodge the Kricketot's music and head through the teleporter. The first two Gloom you see are easy to avoid, but the third is angry and might strike you with an attack, due to its centralized position. Make sure to grab the clock from the chest on the right before heading into the two teleporters at the north end of this room. One of them has a Bulbasaur, the other contains an agitated Pidgeot (that can be pretty hard to avoid) and a time powerup. Pidgeot might be quite a challenge at this point, but proper assist use should let you gain a net profit in time if you're able to finish it quickly. If you're unconfident in capturing Pidgeot in less than 60 seconds, simply move to the next teleporter once you see him. After capturing Bulbasaur, head back the way you came.

Right:
Navigate around the Pineco and reach the teleporter at the bottom. Now, there's a Bulbasaur close to you if you head north, but it is scared of you and will run away if it spots you. However, heading north at this point will let you catch it quite easily because the north exit is blocked off by a switch, making that a dead end. However, this comes at the cost of forcing you to backtrack a bit, because the other Bulbasaur is on the other side of this section. So, here's my recommended path. From the teleporter you took to enter this place, head left, then up when you see all the Pineco. Try to dodge as many as you can, then catch the Bulbasaur at the north end. Step on the switch to close the aforementioned dead end, and chase down the second Scared Bulbasaur. If you align yourself to near the left of the screen such that Bulbasaur collides into you when turning left, you've saved yourself a good amount of time and won't have to chase it around. Head back the way you came. There's an inaccessible area to the extreme left, but because we're playing solo, it's nothing we can reap the benefits of.



Attacks:

! :
Tangrowth launches a burst of PoisonPowder all around itself. This lasts for about 5 seconds, sometimes more. It is impossible to draw a loop around this.
!! : Tangrowth creates solid thorn vines (possibly Frenzy Plant?) at 4 spots clustered together in the direction it is facing. This attack is often used twice, or possibly even thrice in a row, with Tangrowth switching direction after using it. Coincidentally, these vines are most commonly not set next to Tangrowth itself (the split I observed most often is: 1 vine near Tangrowth, 3 away), which means you can usually keep looping with no fear - unless Tangrowth decides to move after using this attack, These vines go away after a few seconds. This attack will only be used after agitation. It is possible to draw a loop around this.

How easy to S-rank? No chance. Come back here much, much later when you can snag the Bulbasaur in about 3-4 loops, can easily navigate around the angry Pineco/Carnivine without having to capture any of them, and make sure you have a type advantaged assist with decent range - I used Blaziken from a future mission as my partner here and was around level 24 before I could reliably S rank this.


Partner choice: Piplup is a no-go, the type disadvantage is a deal breaker at this point. The slowing effect does not make a difference on this slow a Pokemon, unlike Forretress. Torchic is absolutely useless here, its flames do not reach far enough to overcome PoisonPowder's range. Pidgey is somewhat usable, but you will likely feel the lack of power. Pidgeotto is a pretty good choice if you're able to S rank the last mission, because its power is decently higher - but this comes at the cost of a pretty bad recharge time which does not reflect the power increase. So my recommendation for a partner is Drapion - if you don't have it consider repeating the first mission (you need to S rank) to grind for its slate - which is a feasible endeavor given that it's the first mission.

So, let's start with the advantages. Drapion will be your strongest super effective assist at this point in the game, which is quite helpful when the numbers are still low. Now, the problem here is two fold - how Drapion uses its assist is by shooting 4 stingers in a straight line that make the foe tired upon being hit. Making the foe tired means they do not regenerate health as long as they have the status - which can be a godsend if Tangrowth is stalling for time with PoisonPowder. At this point, you likely do not have sufficient AP to upgrade Drapion's assist, and at the base level 1, these stingers do not have the best accuracy as they do not all follow the same straight line. Think of it like a scatter shot that's trying to be a normal shot. What this all means is that you need to place Drapion pretty close to Tangrowth to have it land all four of those shots. Now, you'd think this is alright, right? This is where we see the second problem - Drapion's recharge time. In general, evolved Pokemon tend to have longer recharge times than their unevolved counterparts. If you place Drapion too close to Tangrowth as it unleashes PoisonPowder it will be scared away and you'll have to wait around 19 seconds to use the assist again. If Tangrowth was agitated when this happened, you are likely at risk of not completing the mission because simply drawing loops around it at this stage will be impossible to quench its rage. Long story short, like Sceptile, return here after getting a good partner from temples later on.

Returning later when your styler is higher levelled also gives you the power to brute force any of the Forest Temple's bosses with your styler alone (and S rank them too!), and it is pretty satisfying to do.


Slates awarded per rank: (rarer drops are in italics)
S: Ivysaur / Tangrowth
A: Bulbasaur

side note: Tangrowth's assist sucks. It's not worth trying to grind a slate for it - unfortunately just because it's a really imposing boss doesn't mean it'll display that power when under your command.
=================================================================================================


With that mission completed, we're out of the forest pan and into the fire. That's right, the Fire Temple's coming right up with searing missions that...are actually somewhat balanced. Except for a few, but we'll get to those soon. Since we're done with the first batch of missions, I might try to do an assist review of the bosses after I can recruit most of them, because while some of them seem useful recruits, they may not live up to their strengths when fought as a boss and some have laughably bad assists. But that's just one of the ways this game gets its difficulty - finding the right partner for the right job (if any). Stay tuned!
 
Well it seems you have a bit of backlog (since you mentioned using Blaziken to try and farm Tangrowth slate) so I'm not exactly sure where you're at for the moment, but I'm sure you'd already know by now how much of an godsend Piplup is at the Fire Temple. You can pretty much just pour your AP into Piplup for the entirety of the Fire Temple and you should be smooth sailing.

However, if there is one assist that you want to pick up at the Fire Temple and start grinding for, you should ABSOLUTELY grab Hippopotas/Hippowdon whenever you get the chance. Ground is absolutely necessary for the unequivocal worst mission in the game, and the sooner you can get your hands on this slate the better so that you can use the Fire Temple itself to grind it. I'm not sure whether Hippo's assists are better than the Swinub line's, but I know it sure as shit is better than the Donphan line's, and being available earlier than the Swinub line should give it a very slight grinding advantage, but perhaps there's some difference in cooldown and power that I'm not aware of that you can check out yourself later.

One more thing I'd like you to look into is how Quilava/Typhlosion's assists fare vs Blaziken's. I don't know what Blaziken's assist is like (is it fire pillars or fireballs?), but I do know that Quilava/Typhlosion's assists involve a close range Flame Wheel which I recall is quite useful against the Abomasnow boss since Typh can be placed dead center on Aboma's hitbox and avoid its icicle-based attacks. If Blaziken turns out to be too awkward to position against Abomasnow's icicle attacks (like most fire pillar assists I've tried), perhaps consider Typhlosion as backup.
 
Thanks for your inputs! You're right that I do have somewhat of a backlog, haha. At this point I'm playing through the Ice Temple, though a lot of my writeups and maps from here to there are fragmented and incomplete, so it'll be a while till I catch up in this thread. I agree Piplup is really strong - it's surprising that it's the starter with such easy access!

The Hippo tip is quite interesting - since I seem to have glossed over it entirely while going through the Fire Temple, will take a look. At this point I have a few Ground assists, namely the Sandshrew line, Swinub, Piloswine and Larvitar - but haven't tried experimenting too much with them because Piplup is just that reliable. But I am definitely curious to experience this worst mission in game once I get there, As you mentioned, cooldown timers surprisingly do play a pretty large role in determining an assist's usablity, so I'll experiment with these Ground assists and see what works best.

Blaziken's assist does indeed involve raising fire pillars in its line of sight for a short distance, but since you mention Quilava and Typhlosion I'll give them a whirl, especially because I'd somewhat ignored the two earlier thinking that a boss would be better than a normal encounter (for better or worse the recent Tangrowth grind dispelled this notion). But that sounds very useful, especially if it's able to avoid attacks entirely in a specific position. A few of the later bosses even seemingly implement partner-tracking when you use an assist, so it'll be all the more useful. Will give them all a try and mention them in the relevant missions!
 
Figures that the one month I start taking a break from the forums again, someone’s playing through these missions. All jokes aside, I love this game like it’s my own child, and I’m looking forward to reading up on your progress when I get more time. For the time being, some tips for the later missions if you’re interested:
  • Each mission has different “cycles” of a Pokémon that can spawn, and some of these will take up noticeably more time than others. By far the most extreme example of this comes in Bronzong cycles being faster than Claydol cycles in a specific future mission.
  • The amount of extra Exp. Points you get after completing a mission depends on the mission rank you earn. Routing the later missions to get a higher rank consistently will make level grinding a lot easier.
  • The Ice Temple has a tendency to hide Time Extenders in areas specifically placed off of the main path of a mission. The first mission (the one with very little time and the Weavile boss) has a ton of extra time hidden behind the Red Warp Zone.
  • Hariyama’s slate is one of the best choices you can get before the endgame because of Fighting’s decent coverage and its faster recharge time than the lategame equivalent Gallade, who is stronger but slower to recharge.
  • If you opt to go back and grind for them, the Boss Pokémon of each mission have a 10% chance of rolling their own slates on a successful S-Rank attempt. Some of these I enjoy the most include Sandslash, Magmortar, Feraligatr, and Salamence.
 
I did forget to mention that clearing the last (Tangrowth) mission unlocks the Wobbuffet door in the present. From now on, only clearing a temple's last mission will unlock a door in the present.
Anyway, these maps are being a pain and a half so y'all can blame any future delays on them. But without further ado, here are the next two missions!
After clearing the Forest Temple, we get a bit of story before having some more missions made accessible to us as part of the Fire Temple.

Fire Temple: The second circle of hell


Map legend is the same as the previous post.

Mission 7: A Scorching Shower of Flames
Objective: Capture 5 Magby.

Boss: Magmortar

Map:
mission7-map.png

Stage variations:
The variations this time are somewhat substantial changes from each other and I am far too lazy to draft up a map for both of them. However the main ones you should be concerned with are:
- Cyndaquil and Typhlosion in the same room can be replaced by Flareon.
- Magmar can be replaced by Charmeleon, who functions identically in terms of aggro attacks.
- In the second chamber's upper-central area, Magmar/Charmeleon and the tile switch might occasionally switch positions making you have to take the other way round to access it. If this happens, the left and right teleporters will also have their destinations switched.

- Charmander can be replaced by Cyndaquil.
If this happens, some Magby will be in different places, and some powerups will vary!
If you see Cyndaquil vertically arranged, then here are the new locations:
(be warned that this is not the full extent of variations - sometimes Magby may mix positions even if you see Charmander? I've not seen this too often but it is something to take note of)

- Magby #1 (in the chamber you start in) will be next to the time powerup on the far right instead of near the teleporter
- Magby #2 (the one on the 2x4 platform on the left) will instead be to the right of the two dot switch, in the bottom right corner of that chamber. If this happens you should not immediately take the right path to the final teleporter, because there is no shortcut back and you'll have to backtrack all the way.
- Magby #3, #4, and #5 should not change their locations.


This mission will likely be painful when you're first attempting it, and its layout is pretty large as well. There's also something of a 'correct path', meaning if you take the wrong teleporter or two, you're expending quite a bit of time.

Anyway, from a grinding standpoint there's some merit to not clearing the mission and instead focusing on captures - Magmar/Charmeleon are mildly challenging and will take a while to capture but they'll give you 3 AP apiece, which is good. Don't waste your time with the Charmader/Cyndaquil unless you really want their slates - remember what I said in the intro post - time ticks down everywhere, even in between captures and battle transitions. Even if you're able to capture them in 5 seconds or less, the adjacent time loss will rack up the more you do. After you clear the first chamber, I advise heading right to see if you've got a Magby. If not, head upwards from the right corner and compare your layout to what you see in the map. If it matches, head right otherwise backtrack to the left teleporter here. You could go straight, but it's not worth the time (and that you are forced to backtrack by going straight).
Head to the room with the scared Magby, and try to capture it by hugging the walls closest to the Charmander/Cyndaquil near the left abyss. Magby will always stay within the left half of this room when chased and its speed matches yours, so you have to cut it off at corners to have a chance at capture. Once you're done, head to the other teleporter in this room, past the Typhlosion room, and snag the two remaining Magby from here and the chamber at the bottom, if you're still missing one. Otherwise, head to the red teleporter when done.

Another note here is about Magmar/Charmeleon behavior here. Unlike other fire types who aim their projectiles or chase at you depending on your position, these Pokemon will launch attacks only at a specific part of the screen, usually meant to inconvenience you. Their aim does not change no matter what you do. For example in the second chamber, they aim at the tile switch forcing you to time when you step on it. In the left teleporter from the second chamber, they aim at the powerup boxes, forcing you to wait to collect them. And there's not to forget the 4 Pokemon gauntlet in the final chamber where you need to time right or the flames will almost always knock you into a Pokemon, forcing you to capture it.


Attacks:

! :
Magmortar launches a Flamethrower in the direction it's facing that travels all the way to the edge of the screen. It is not possible to draw a loop around this.
!! : Magmortar launches a (larger area) Flamethrower in the direction it's facing that does not travel to the edge of the screen. It is not possible to draw a loop around this.
!!! : Magmortar begins exploding. This attack will only be used after Magmortar gets agitated. It can continue using this attack un-telegraphed as it runs around the field, and will likely combo into other attacks as soon as the explosions stop. It is not possible to draw a loop around this.
!!!! : Magmortar launches two fire pillars in a V shape in the direction it's facing. These go away after a few seconds. It is not possible to draw a loop around this.

How would I describe this boss on your first time through? Remove an o and s from the word. Up until Magmortar gets agitated, this is somewhat of a fair fight, especially given his tendency to use unidirectional attacks, so close range attacks end up surprising useful. However, do not actually bring a close ranged assist to this fight. Magmortar's explosions are absolutely soul crushing. They last for at least 6 seconds, sometimes more, letting it regenerate quite a bit of health,. They're also large enough to the point you cannot draw a loop around them to stop the regeneration. This boss is also the first one who combos attacks (launching them simultaneously or in quick succession), but not all from this point onwards will do so. This is somewhat devastating if your assist is unable to reach them, and this is one fight of many that brings to light a sentiment that the next post will demonstrate quite strongly - quick recovery time is vital for an assist, even if it doesn't deal much damage. Sometimes just being able to keep the foe's HP at its current value can be more useful than a strong assist that causes the foe to regenerate in the extra seconds, often more HP than the extra power.


I will rename the upcoming section from How easy to S-rank? to How easy to clear?, since from this point onwards it's not really feasible to expect an S rank on your first try through the mission. In all cases, increase your level substantially and then return later if you're keen on one.

How easy to clear?: Slightly difficult. Time is aplenty but it will take you quite a few attempts till you can get the layout generally memorized, especially with the stage variations there will be significant backtracking unless you get lucky. You'll likely clear this your first attempt with a C rank, but could feasibly get an A rank early on with good routing.

Partner choice: Piplup. As you might've seen with Punchshroom's post earlier, Piplup is just that good. While Sandslash has a type advantage here, its assist isn't suited to how often Magmortar moves around, and Piplup's slowing effect is pretty useful and lets you inflict damage while Magmortar is exploding.


Slates awarded per rank: (rarer drops are in italics)
S: Grovyle / Magmortar
A: Magby


=================================================================================================


Mission 8: Which switch is for Mime Jr.?
Objective: Capture 6 Mime Jr.
Boss: Blaziken

Map:
Note:
Every Pokemon here besides Mime Jr., Hitmontop, and one Ursaring will be angry and chase/attack you on sight. I am too lazy to mark each of them on the map given they're the majority. As well, each Pokemon will be adjacent to the switch that summons it.
mission8-map.png

Stage variations:
- Mime Jr. could be almost anywhere - outside of the first one they all seem randomized. There are far too many changes in layout for me to remember. Just try every switch tile you see.
- Numel can be replaced by Croagunk
- Hariyama can be replaced by Toxicroak
- Golbat can be replaced by Donphan
- Hitmontop may not always show up

This is another neat mission. This time, stepping on a switch can reveal a hidden Pokemon...but you've already seen this mechanic before during "Pidgeotto and the Switch Path" so this should be easy to adapt to.

Your goal is to find and capture six Mime Jr. all of whom are only found via switches. Coincidentally, nearly every Pokemon here is hidden under a switch. It's recommended to step on every switch you see despite the risk of random Pokemon attacking you, because sometimes the Mime Jr.'s locations get randomized. But in general, the first room has 3, second room has 2, and the last will be in the third left or third right room.

This mission can prove a bit challenging time-wise if you accidentally miss a switch, forcing you to backtrack. However, another aspect to this is a bit trickier. Let's say you step on a Mime Jr. switch, and nearly immediately after a wild Pokemon runs into you. After you capture that Pokemon, you have to wait for a couple more seconds to see Mime Jr. on screen. So, if you assumed that Mime Jr. wasn't spawned from the switch you just stepped on, you might just head the other way and completely miss it! There are a few narrow pathways in here too, so it's a good way to get a bit of experience in routing because future missions will have similar, if not harder setups (looking at you, Dodrio). Remember that unlike tile switches, the ones that contain Pokemon will immediately spawn them when you run over them, so you need to be a bit careful with your movement to make sure you aren't caught unawares.
This is a mission where having a second player would be a great help, enabling quicker backtracking and letting you check both the left and right chambers simultaneously. But we're still at this point where we don't need assistance.

From an AP standpoint: This mission is unique in that you can spend quite a lot of time to farm miscellaneous captures and still get an S rank - as long as you don't let your partner get scared off by Magmortar's attacks. If you want to AP farm, hope you get the version that spawns Croagunk (2 AP) and Toxicroak (3 AP - not as good a deal as Croagunk given the capture time). Try and snag the Hariyama (4 AP) if you can, but avoid the Donphan since it's capture time is nowhere near proportional to (2 AP).



Attacks:

! :
Blaziken kicks a single flame in the direction it's facing, which goes all the way to the end of the screen. Wait till the flames are far enough from Blaziken before drawing loops.
!! : Blaziken launches an ember at some distance from it that erupts into a somewhat tall fire pillar which lingers for a few seconds. It is possible to draw a loop around this.
!!! : Blaziken kicks a three spread out flames in the direction it's facing, which go all the way to the end of the screen. Wait till the flames are far enough from Blaziken before drawing loops.
!!!! : Blaziken launches an O-shape of 8 embers at a short distance in the direction it's facing, which erupt into fire pillars. These linger, but for less time than the !! attack. It is impossible to draw a loop around this.
After agitation, occasionally untelegraphed: Blaziken runs off the screen. It returns along the central horizontal line running fast, and throws out !! attacks about 5 times during its path. It is hard but incredibly satisfying to draw a loop around this.

How easy to clear?: Quite doable! You might even S rank this your first try if you get lucky with Mime locations. In particular, this is because Blaziken leaves itself open to drawing loops and the ! and !!! attacks conclude quite quickly, so you can resume looping with minimal delay. And of course, just whip out the assist when it uses !!. This is the first boss in a long time that's actually fair to fight - and if you'd like to grind this is very much a good pick to repeat again and again. For all the missions upto this point, I had the most fun here and spent a while grinding for later missions.

Partner choice: Piplup is once again a great choice, its slowing effect hitting hard against Blaziken's somewhat impressive agility. This is going to be a recurring trend for the Fire Temple as much as I sound like a broken record.


Slates awarded per rank: (rarer drops are in italics)
S: Combusken / Blaziken
A: Mime Jr.

=================================================================================================

Two fires down, two more to go. And the ones upcoming are absolutely lovely if you love pain :D

Stay tuned!


  • If you opt to go back and grind for them, the Boss Pokémon of each mission have a 10% chance of rolling their own slates on a successful S-Rank attempt. Some of these I enjoy the most include Sandslash, Magmortar, Feraligatr, and Salamence.

Interesting tips, I'll keep them in mind! Though I am a bit curious on this point - did you play the wireless missions solo as well or co-op? The reason I ask is Feraligatr - trying to S rank that stage solo has been a nightmare given its attack patterns, so I'd wager a really high level is needed for the former if you could recruit it.
 
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Interesting tips, I'll keep them in mind! Though I am a bit curious on this point - did you play the wireless missions solo as well or co-op? The reason I ask is Feraligatr - trying to S rank that stage solo has been a nightmare given its attack patterns, so I'd wager a really high level is needed for the former if you could recruit it.
I played through all of these solo- twice, actually, once far more recently than on my original playthrough of Guardian Signs. There’s just one problem- I never got all the way through them. I fell somewhat embarrassed to call myself as big a fan of this game as I am when I never made it all the way through as a kid or as a young adult. Making matters even more embarrassing on myself, these missions may or may not have something to do with one of my 3DS systems I had for five years breaking. I stopped playing the missions for quite some time after that happened, and I only recently finally made it to the last mission after growing the courage to grind these missions out and overcome some of the so-called “trauma” these gave me back then.

As for Feraligatr’s slate- I remember being at a pretty high level from all of the Heart Slate grinding I did in previous missions. The way I played through these was basically to 100% each mission before moving onto the next, Slates and all. At Level 70 I know you can S Rank every mission except for three of these, and most of them can be S Ranked noticeably lower level with enough practice. I want to say I was in the mid 30s-low 40s range when I S Ranked Feraligatr’s mission for the first time, and I want to say I used a leveled up Tangrowth for it.
 
It's been a while since the last update, and I have been a bit busy so future updates are still likely to be a bit inconsistent with how often they arrive. The size of the backlog keeps growing as I reach the Thunder Temple's midway point on console (one of the bosses is not like the others). But in turn this gives more time to let the missions upto that point soak in, letting me think of even more ideas. Let's begin this post, wrapping up the Fire temple's flames in a searing soiree!


Map legend is the same as the previous post, but reposted below for clarity:
Map legend:
Blue tile:
You start the mission on this square.
Red tile: You must complete the mission's condition to step on it. Takes you to the boss room.
Green tile: Teleports you to a specific location on the map.
Yellow tile: Stand on this tile to make a bridge (connected to this tile) appear. Tiles that need multiple players to activate will have a red dot, and are unusable during a solo run.
Orange circle: The Pokemon is angry, and will chase you on sight.
Brown circle: The Pokemon is angry, and will launch projectiles at you on sight (but not chase you).
Purple circle: The Pokemon is scared, and will run away from you on sight.

Powerups:
View attachment 645350 Icons like this one give you extra time. The number represents how many seconds are gained upon collecting one.
View attachment 645351 Icons like this one give your styler extra energy. The number represents how much energy is gained upon collecting one.
View attachment 645354 This icon increases your styler's power by 20% when collected.
View attachment 645355 This icon increases your partner's assist power by 20% when collected.
View attachment 645352 This icon reduces the damage your styler takes by 1 when collected, but will not lower a damage of 1 down to 0. On further testing this might actually be a reduction of more than 1? Not fully analyzed yet.
View attachment 645353 This icon increases your movement speed in the overworld when collected.

Mission 9: Shaken by Aggron's footsteps!
Objective: Capture 4 Bastiodon.

Boss: Probopass

Map:
mission9-map.png

Stage variations:
- This layout can occasionally have different powerups when compared to the map drawn up. I do not know how frequently this happens, only that the layout here is the best possible for the player given how many time powerups are available.
- Munchlax can occasionally be replaced by Teddiursa.
- Delibird does not always show up.
- possibly some others I've not documented


This mission actually has a very accurate title, and does a bit to bypass the standard convention of bosses and normal encounters. You WILL be shaken by Aggron's footsteps - be extra careful to never encounter one! Anyway, the layout here is somewhat formulaic. It focuses on two identical room layouts with tiny differences.
Take the first left turn to reach a few time powerups, then hug the left wall to reach the teleporter. Repeat these steps for the second room, taking care to not go right as far as possible or you'll run into an Aggron. After the second room, you will be in multi-chambered room with a teleporter at the north end. The red teleporter to take you to the boss room is also here. I advise sticking to one direction only, checking the chambers along it, then heading into the teleporter, and then checking the direction you didn't go for earlier. For example, go left, and dip in and out of each chamber to see if Bastiodon's there. If you see a weak Pokemon like Shuckle or Teddiursa, navigate around it to target clear any items. If you see an Aggron, run away. Seriously. Anyway, when you're done here head north. Immediately take the teleporter on the left and obtain a speed powerup as well as a Bastiodon here. This powerup is why I mentioned heading here using only one side, because the powerup will make your return journey along the other side much quicker. Now, return the way you came to multi-chambered room #2 and snake it out until you find the last Bastiodon.

Now, about Bastiodon. This is one of few Pokemon that like bosses, will get agitated upon reaching a certain health %, and like most of them this is around 50% health. It is not necessarily tough to capture but is a significant time sink, so you're very well served with a type advantage assist. What about Aggron - I mentioned staying away from it with no other guidelines so far? It's a miniboss too! Welcome to hell.

Miniboss spotlights:

Bastiodon:

Bastiodon has three (functionally two) attacks.
!: Bastiodon launches a Headbutt in the direction it's facing/
!!: Bastiodon uses Rock Slide, which drops rocks at random areas on the screen. Each rock is roughly 0.4 seconds apart and breaks apart upon hitting the ground. This attack drops about 8 rocks on average. You need to get very lucky with rock positions to draw a loop around this.
!!!: The same attack as above but lasts a second or two longer.

Aggron:
So, what's so bad about Aggron anyway? After all, it gives a cool 5 AP upon capture!...except you'd be much better served earning 5 AP by capturing 5 Pidgey. Seriously. Aggron's attacks also deal around 8-10 damage per hit, which is pretty hefty at this point in the game. He might as well be a boss Pokemon given the reach of his attacks and gargantuan HP - which is a lot more than any normal encounter, even compared to some later missions! And just like Bastiodon, he gets agitated when around 50% HP, but this one is far more aggravating. Fortunately he does not chase you very fast, so it is easy to manouver around him. Don't go for any powerups guarded by Aggron unless you are extremely confident in capturing it.

!: Aggron launches a gigantic Horn Attack in the direction it's facing. It is impossible to draw a loop around this.
!!: Aggron quickly draws up an X shape of rocks in 4 directions from it, aimed at the corners of the screen and reaches all the way there. Including being impossible to draw a loop around, this is extremely quick and has a high tendency to snipe your Pokemon if it's on the field using an assist.
!!!: Aggron uses Rock Slide, which drops rocks at random areas on the screen. Each rock is roughly 0.4 seconds apart and breaks apart upon hitting the ground. This attack drops about 8 rocks on average. You need to get very lucky with rock positions to draw a loop around this.

If you find Delibird along the way, score! You've just got yourself a neat 20 AP. Now, when you're done navigating around all those pesky Aggron and are done with 4 Bastiodon captures, head to the read teleporter and welcome to another headache-inducing boss, Probopass.

Attacks:
!:
Probopass launches Discharges of electric current in all directions around itself. It is very risky to draw a loop around this.
!!: Probopass charges for a second, and raises one rock wall - either horizontal or vertial on one side of the screen.
!!!: Probopass launches a Zap Cannon in the direction it's facing. Wait till this is far enough before drawing loops around it.
!!!!: Probopass charges for a second, and raises two rock walls - either both horizontal or vertial on either side of the screen. They essentially cut your available area in half. It is impossible to draw a loop around these, and these rocks stay up for quite a while. Probopass' movement is unhindered by these rocks.

How easy to clear?: Well, not very. You need to avoid all the Aggron your first attempt, and need a long range assist to not get to bogged down by Probopass' !! attack. If you're lucky, you'll clear this your first time with a B or C rank, but if not, just return to the Blaziken mission and grind out a few more levels. When you're reliably able to A rank this, you've reached a good degree of skill with this mission and I'd recommend moving on after then, because this trend of HP sinks is here to stay, at least for the next mission. For S ranking this, remember that Probopass is a Rock type, just like Aggron (for whatever reason) - so use that to plan accordingly.

Partner choice: So, by this point I was somewhat tired of using Piplup so much and wanted to pick Hariyama from the past mission as my partner. After all, it had a great side effect of Stopping a hit foe as well as dealing monstrous damage. Surely there was nothing to go wrong here, right? Well, the long and short of this is that Hariyama is a beginner's trap for this mission Bastiodon and Probopass are both Rock type here, so you could consider experimenting with Grass assists but Piplup is very much a good pick because of how much you'll have invested into it so far.

!! is the sole reason Hariyama is bad - at this point you do not have enough AP to upgrade its assist to strike Probopass while it is Discharging, and given its somewhat large recharge time you'll be in very deep trouble if it gets hit. Especially if the Rock Wall has been set, you will likely struggle to get any use out of close range assists. As much as I hated to admit it when playing through this - Piplup is really just that good (and will continue to be good for quite a while). Piplup's assist in particular becomes easier to hit opponents with if you upgrade its level, so if that's an issue focus on that over power. You can consider Hitmonlee if you want a Fighting type, since his kicks become a pseudo-long range assist when upgraded enough, but the slowing effect from Piplup is pretty useful even though Probopass doesn't move as quickly.



Slates awarded per rank: (rarer drops are in italics)
S: Bastiodon / Probopass
A: Aron


=================================================================================================


Mission 10: Graveler's Terrible Rocks
Objective: Capture 8 Pokemon

Boss: Tyranitar

Map:

mission10-map.png

Stage variations:
- Zubat can be replaced by Teddiursa
- Golbat can be replaced by Ursaring
- Hariyama can be replaced by Ursaring and vice versa.
- Shieldon can be replaced by Shuckle.
- Graveler (only in the 3-way chamber, the ones along the snaking pathway will always be there) can be replaced by Croagunk
- The two tile switches adjacent to each other may have their destinations swapped.


So, remember about how in the intro post I mentioned something about S ranks being locked behind certain mission layouts? This is a great example of that - if you see any Shuckle in the first room, you might be at risk of not clearing the mission, let alone getting an S rank. Unlike its stat spread would imply, Shuckle has a metric ton of HP. Even though its attacks are not threatening at all, you'll likely be looping the thing for at least 15-20 seconds, which is a significant time sink.

This stage is also a bit of a trap - the goal of the mission is to capture 8 Pokemon. In the room you start, you can see an isolated teleporter that has about 6 easy to catch Pokemon, so one might think to make a beeline there, right? Nope, not at all. That room is very much meant to eat away your time. So, how do you go about getting there? After you navigate to the teleporter you can access in the first room, you'll be at the mouth of a long snaking hallway. Here, as the mission's title implies, Graveler will throw rocks at you from afar, aiming to dislodge your course. They're reasonably easy to avoid, but the unexpected attack can catch you off guard. The same rock can also hit you multiple times, knocking you quite a bit off course if it strikes you in a straight line. Reach the end of this pathway to find a tile switch and a green teleporter. Activate the switch (which enables 3 areas for you in this room) and head through the teleporter. Then, navigate around the Hariyama or Ursaring whichever of the two you see and reach the place with two tile switches.

Now activate both of the switches just to make sure the path to the bottom is clear and try to dodge the Mightyena, but it's not too easy to do so, so just capture it for a neat 6 AP - though it might be a difficult capture at this point. Next to that you should find a 90 second time power up, grab it and head back the way you came - do not venture further north, unless you're absolutely certain you have enough time to spare. Now since the goal of this mission is to capture eight Pokemon you might have a realized by this point (if you ignore the Mightyena room) you've passed by exactly 8 Pokemon, so on your way back capture nearly every Pokemon you can see especially the Graveler because you've got Piplup up as your partner they'll be extremely easy to catch . So just to recap from the first chamber you'll have 3 Pokemon (2 Shieldon + 1 Zubat/Teddiursa), and 5 pokemon from the second chamber - (3 Graveler + 1 Shieldon + 1 Hariyama/Ursaring). The Mightyena takes a while to capture so you don't want to mandate it as one of the 8 required ones - avoid it if you can.

So you might be wondering what happens if you actually head north from the Mightyena room . Well what you'll find is quite a notable time sink and if you've got multiple people you can consider this route but as a solo player never go this way. So how it works is you've got three teleporters each at the north end of the room, each of them linked to a specific section in the connecting room. But they're all isolated stepping on switching one opens up a pulse in another and you'll need to navigate through each of the rooms about 5 times in order to get to the final teleporter at the end. Finally, this teleporter is what takes you to the room at the start with all the easy to capture Pokemon. If you want to explore this route first start with the central teleporter and head in the direction of the tile enabled by the switch in that room. Now unfortunately even if you avoid all the Pokemon that chase you, it's simply too much time spent just moving around and as you'll soon see in some of the later missions you won't always be able to easily avoid them like you did here.

Attacks:
!:
Tyranitar raises a giant line of rocks in the direction it is facing that fade away in a few seconds. This extends to the edge of the screen. It is impossible to draw a loop around this
!!: Tyranitar uses Rock Slide, which drop rocks at random areas on the screen. Each rock is roughly 0.4 seconds apart and breaks apart upon hitting the ground. This attack drops about 8 rocks on average. You need to get very lucky with rock positions to draw a loop around this.
!!!: Tyranitar summons a barrage of dark pulses around it in a reasonably large radius it is impossible to draw loop around this for about 3 seconds.
!!!!: Tyranitar raises a giant line of rocks in a V shape expanding outwards in the direction it is spacing (1 in front of it, 2 behind that, and 3 behind that) that fade away in a few seconds. This does not extend to the edge of the screen. It is impossible to draw a loop around this.


How easy to clear?: This is a tossup. On your first attempt you if you have the variation with Shuckle instead of Shieldon at this point, consider resetting. Shuckle simply takes too long to capture, and having the extra time is a boon. Despite an advantageous assist, you will likely struggle, and if you choose to access the central room with 5 Pokemon, you are not clearing this mission, at least early on. Proper pathing is essential, and your first attempt will likely end in a B rank, with a Shieldon layout. As for the S rank, you'll need to return here much later, more notably when your partner levels up.

Partner choice: Piplup is as always a reliable pick here, but you could get some good mileage out of Hariyama, especially if you use its pausing effect to interrupt one of the two aforementioned attacks. You can also consider Hitmonlee, who has pretty good damage and range. Hitmonchan needs a bit too much AP invested into it to see use here. Hitmontop is not recommended because he tends to linger on the field for a bit too long after using the assist (this is a recurring trend as we'll see with some later missions). At this point you'll still likely have to draw a lot of loops to keep up with Tyranitar's large HP pool. But I would still recommend Piplup despite its seemingly weak power because Dark Pulse has a surprising range, and no close range assist will strike Tyranitar when it's using it - though you could get lucky with Rock Slide missing. Being able to inflict the Tired status with your assist also has some merit given the next point...


Now, Tyranitar is an odd fight. For one, he is quite slow to begin with, possibly the slowest boss you've fought upto this point (comparable to Forretress). For two, close range assists are pretty powerful here. However, Dark Pulse and Rock Slide may throw off your tempo if Tyranitar decides to use them often. Another very interesting note here is about Tyranitar's regeneration, which is different from all bosses upto this point. Normally, a Pokemon would recover HP bit by bit if you didn't damage it for about 4-5 seconds, something like 0.5% every second. This titan however, loses chunks of HP every few seconds! From my estimation this seems to be about 4% HP per 4-5 seconds, so if he decides to spam attacks uninterrupted in quick succession you might be at the start of a losing battle. In turn, that's why a long range assist still has merit even if it's weaker - like I mentioned earlier, sometimes preventing the foe from recovering HP can be more useful than inflicting higher damage upfront and letting them recover it later.

Now, an interesting note about this mission once you're able to clear it - this is the earliest spot you encounter the Zubat line, and you can get Crobat's slate 20% of the time once you capture Golbat. While I have not gotten this to drop yet, it might be something worth looking out for if you like the Pokemon, but given Poison's abyssmal offensive coverage it's not really too important. AP farming still isn't too easy here, especially because now you'll be reaching the point where mission ranks award more AP than individual captures, so you're encouraged to S rank a mission before capturing miscellaneous Pokemon.

Slates awarded per rank: (rarer drops are in italics)
S: Pupitar / Tyranitar
A: Larvitar



=================================================================================================

With that, we're done with the Fire temple and gain access to (Ambipom?) in the present. Wait, why does this have only 4 missions while the Forest temple had 6? Maybe it's because the forest saved the rest fo later. Anyway, we're in for a bone chilling time at the Ice temple, and like the Fire temple, there's a mix of fair and unfair missions to see there. As a sneak peek preview, we have: someone who really likes jumping, someone who can't help but show off, someone who really likes construction and someone who can't stop sniping you. Wondering who's who? Stay tuned!

Also since this post was a bit large and tiring to type out, I did use voice typing for a good chunk of it - so if you see any grammatical mistakes or sentences not making sense, I likely missed them when patching everything up.
 
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The Ice Temple’s missions are where things start to get really interesting, at least to me. Each of these missions is noticeably different from one another, moreso than the Fire Temple, and these S-Ranks very much fluctuate in difficulty too. Let me warn you guys in advance before the nexts posts come in- you are not S-Ranking one of these for a while, as the combination of a tricky boss Pokémon’s typing, attacks, and the allotted time for this mission is not yet suitable for a sustainable S-Rank at this point in the game. There’s also that Feraligatr boss we’ve been talking about coming up; I said before that I used Tangrowth for this fight on my most recent playthrough, but I’m going to have to agree that it still sucks overall, combining a bad assist with expensive AP investment. Grass assists in general tend to not be some of the game’s better options, and while the Electric options are better, they’re also very limited until you get most of the good ones later on. Depending on your levels, Shinx or Luxio may be your best bet for consistency on Feraligatr, and possibly the boss that comes in the following mission.

If the upcoming batch of missions has any one theme I could choose to represent them, that theme would be “routing”. Figuring out the fastest ways to make use of your Time Extenders is vital in two of these missions in particular, and there’s also going to be an increase in Pokémon guarding various treasure chests, which starts to bring opportunity cost into question. Will they be worth the time to not only open the chest (takes about two seconds per chest, which adds up surprisingly quickly) but also to capture the Pokémon guarding it? Nonetheless, you can save a ton of time on most of these with adequate levels and a consistent navigation route through the temple in each mission. I was able to S-Rank every mission coming up fairly easily around Level 40 or so, maybe a bit higher, but I feel like this is only consistent once you can try and grind for a certain slate that makes the aforementioned really hard S-Rank much, much easier for the boss in particular.
 
I've made it to the thunder temple in my runs, and i have to agree that the Ice Temple is where things start to get interesting. The only places where i really got "stuck" were Tangrowth and Probopass, but every Ice Temple stage gave me quite a bit of trouble. The weavile stage was very helpful in the way of level grinding as well, once i got the rhythm of the stage down.
 
Coincidentally seeing this but I've been working on this (very) on and off over the past several years as well and really looking forward to seeing how this goes! Agree with the Ice temple having a major difficulty spike (Feraligatr / Abomasnow mostly; Weavile has a steep learning curve but yea it's pretty benign to exp grind on after). Thunder temple continues on the same foot for the most part but then that one mission happened where the map is really uncooperative (idk if spoilers are allowed here sorry!) to the point that I just said frick it and beat the game plus relevant past missions again on a separate DS so I could self-coop that mission by dual wielding DSes.

Last I remember I'm currently at the Dark temple, and I wanna grind some more levels and get to clearing another couple missions soon (though I'm overall certainly in "what's another year" mode when it comes to this project), but from what I know of the Light temple idk if I see myself completing that mission with a single DS either. It's plausibly just a skill issue on my end, or alternatively a matter of me not having explored other partners much since exp points to level them up are quite pricey, since I'm p sure I've heard of ppl completing these missions solo on a single DS. I had major trouble finding good guides when I was stuck on the mission that got me to dual wield, so it would already be cool to have this thread out there as a nice resource, good luck!
 
The size of the backlog keeps growing as I reach the Thunder Temple's midway point on console (one of the bosses is not like the others)
So you've finally reached that boss, huh? I will not fault you at all if you take at least a whole week or two just to even see the possibility of beating this boss by the time you've finished updating your backlog. I think I had level 4 assist with level 3 power & cooldown on my Hippopotas assist to clear this the first time. If the mission spawns Claydols instead of Bronzongs, legit just give up on the mission and just focus on AP grinding instead so you'd at least get something out of it.

I don't recall struggling particularly much with Feraligatr nor Empoleon; I'm pretty sure I used Luxio primarily to subdue the Vulpixes easier compared to using a Grass assist. I do recall having to bait Feraligatr's rapid fire Water Guns with the Capture Disc to keep it away from my assist though (an extremely useful trick for one of the Dark Temple's bosses later on). I do remember using the Abomasnow level as my grinding stage however, because a well-placed level 3+ Typhlosion assist absolutely shreds its HP in an unbelievably satisfying way; if you can beat Abomasnow without once losing your Typhlosion/Quilava assist, you'll feel like a god.

Last I remember I'm currently at the Dark temple, and I wanna grind some more levels and get to clearing another couple missions soon (though I'm overall certainly in "what's another year" mode when it comes to this project), but from what I know of the Light temple idk if I see myself completing that mission with a single DS either. It's plausibly just a skill issue on my end, or alternatively a matter of me not having explored other partners much since exp points to level them up are quite pricey, since I'm p sure I've heard of ppl completing these missions solo on a single DS. I had major trouble finding good guides when I was stuck on the mission that got me to dual wield, so it would already be cool to have this thread out there as a nice resource, good luck!
Heads up; the Light Temple is waaaaaay easier than that one utterly deplorable Thunder Temple mission. To put it into perspective, by the time I was able to consistently S Rank Light Temple, I can STILL lose to the Thunder Temple mission if it spawned the wrong mons; that's how bullshit it was.
 
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Greetings everyone, I'm back again with another duo of missions to add to the pile! The Ice Temple has some neat mechanics in play, so there's a decent bit to write about. As for my progress on console, I've gained quite a lot of levels but haven't made too much progress in terms of clearing more missions. However, I have managed to make it past "that" boss at least. Expect another diatribe about it when we get there! That being said, let's freeze hell over! Wait, why is Ice a part of hell anyway? Thank one lovely Pokmon for making that happen, featured in this post.

Ice Temple: The third circle of hell



Map legend is the same as the previous post.

Mission 11: Time, Time, Time!
Objective: Capture 6 Girafarig.
Boss: Weavile

Map:
mission11-map.png

Stage variations:
We've got quite a few this time!

- Sometimes the first trio of switches might be in different positions? Always prioritize the bottom right, if it doesn't exist then do the top right.
- Anorith/Armaldo can be replaced by Sealeo/Walrein respectively, however:
- The first Armaldo, if replaced, will be replaced by a Sealeo.
- The pair of Armaldo guarding the two 60 second time extensions, if replaced, will be replaced by a Sealeo each.
- Swinub can be replaced by Walrein.
- Vaporeon can be replaced by Sneasel/Spheal.
- In the room with the red teleporter, Stunky might occasionally appear.
- The final room's powerups can be arranged differently, but they seem to always be the same.
- If the stage is the Walrein variant, the final room's entrance will additionally be guarded by an angry Walrein.

Have you been feeling like the past few missions have scaled the difficulty too high without giving you proper room to train? Never fear, this mission's got you covered! It's one of the last few spots where mass-capturing can award you AP comparable to a high rank without them. Now, you might ask what makes this mission so suited to grinding? It's features two powerups (which I'll dub the "Quick Attack" pair) - the attack and speed powerups.
As you've seen in the Forretress mission, any form of powerup is pretty good, giving you that classic ability to punch above your weight class.

Now, before I get started talking about this stage, I'm going to mention the stage variations and how they play a pretty substantial role in determining what choice you should go for. You will know which variant you're on by the first Pokemon you see. Armaldo give you 8 AP on capture while Walrein give you 7.
If you want the max possible AP, and aren't too concerned about clearing the mission: Go for the Anorith/Armaldo variant.
If you want to try clearing the mission quickly,
even at the risk of losing AP: Go for the Sealeo/Walrein variant.
This might be a pretty surprising statement to see. However, at this point AP will still be scarce, and Piplup is still very likely to be your strongest partner and thereby the most useful assist. Somehow, despite Armaldo (Rock) being weak to Piplup's assist, it ends up being a more time consuming capture given the boatloads of HP it has. Comparatively, Walrein (Ice) is hit neutrally by Piplup, and its attacks can linger on the field forcing you to wait a few seconds if they land in unlucky positions, but it has notably less HP. As you level up both your partner and styler, the Armaldo variant will seem gradually more appetizing...but at that point you're not too likely to return to this mission, unless it's for further grinding.

Anyway, with your variant chosen, let's describe the strategy of this mission. As the name implies, time is a resource you've got little of - starting with only a minute! As such, collecting the litany of powerups along the way becomes a necessity. This mission has different strategies depending on your level when approaching it.

At a low level/when you unlock this: Ignore as many Pokemon as you can, and most importantly do not go for the first attack powerup you see. It will be guarded by a Sealeo/Armaldo and at your current level, you will simply not capture it in time to make meaningful progress in the mission. Ignore the first Girafarig you see, step on the tile switch and head north. Your first time powerups will now be visible - grab them, head west, ignoring the second Girafarig and wayward Sneasel for your second powerup. Do the same for the next trio of switches you see, and immediately head through the teleporter. From here, it's a straight path to the red telepoter - and keep ignoring all the Girafarig you see. There may occasionally be agitated Swinub/Walrein that chase you along the way, and Swinub is by far the more aggresive one, and is hard to avoid even if your speed is boosted. However, it's also much easier to catch and is not too big a time sink. They guard a few time extensions as well, so some captures might be hard to avoid. After you reach that area, head further north. Try to dodge the Walrein here if you're in that variation - it's difficult but possible. But even if not, it's a doable capture.

After that, you're in a decently sized area with the two powerups I mentioned earlier as well as some more Pokemon wandering around. Get the powerups, ignore the Pokemon as much as you can - the agitated Vaporeon can be quite difficult to avoid and is a tedious capture if Piplup is your partner. Head to the northmost end of this and collect all the time powerups you see. With this, you now have enough time to backtrack through the stage, grabbing all those Girafarig you had to ignore. On your way back, when you reach the room with the first green teleporter you took this mission, head left just barely until you can see the two Armaldo/Spheal and the two chests they're guarding. Do not approach them first. Target clear both chests to expose the time extensions, then approach one from either the top or bottom, not from the center. After the capture concludes, collect the first time extension (ideally it'll be extremely close to you), and you'll likely have enough invincibility to grab the second time extension, dodging the second Pokemon. Neither Pokemon has great range, so it is feasible to pull off this stealth early on. But being forced into a second capture, especially the Armaldo variant can spell disaster.


At a high level/when you come close to an S rank:
It's a bit funny how drastically this mission's pathing changes when you have power to spare. This new path essentially boils down to: capture everyone in your path. By "high level", I would recommend being around level 34 at least (yes, the recommended level for this mission is 19. This joke continues to get funnier the more you play these cursed missions :D), and while you can do this at lower levels, the higher you go, the less risky this becomes.
Grabbing the first attack powerup gives you two notable benefits: one, you don't need to spend as much time backtracking, and two, your captures will be much faster, giving you the chance to grind for slates. You can still pull off the invincibility manouvres to snag both time extensions in the first room even if your speed is not boosted by the powerup from the final room, but even if you fail, you'll still not be too bogged down by the time loss from the second captures. You should still aim to get all the time powerups possible, as having some time to spare is always helpful in case a capture takes unexpectedly long.


Attacks:

!:
Weavile launches a barrage 8-10 of dark blades in the direction it's facing. They aren't straight and follow a slightly curved path. Also, when Weavile is agitated, it may change direction untelegraphed before launching this attack. It is very difficult to draw a loop around this, and you'll likely only be able to do so as the attack starts or ends.
!!: Weavile shoots out three balls of ice that form into large ice crystals that occupy a space on the field for a few seconds. It is possible to draw a loop around these, but they reduce the effective size of the battle arena as long as they're around.
!!!: Weavile may abruptly change direction to slash the area in front of it. This is a short range attack that can occasionally combo into ! without further telegraphing. It is possible to draw a loop around this.

How easy to clear?: Pretty doable. The most important thing to do during this mission, especially early on, is to make a beeline for the final room, collecting time powerups along the way. In turn, this kind of pathing gives your final ranks a very interesting distribution - it's possible to get an A rank pretty early on, but the S rank will elude you until your level is high enough to capture a few Girafarig on your first run through the level, minimizing backtracking as much as possible. Even if you do need to backtrack, you can still S rank the mission - the sweet spot is getting at least two Girafarig on the forward journey. Another note about this is that Weavile seems to have lower HP than prior bosses, so as long as you enter its mission with a few minutes, you should be able to clear it pretty reasonably - even if it is a bit of a struggle. This boss will be your first exposure to attacks that linger on the field afterwards...and they're actually not that big a deal here. However, it's still something to be aware of because the next mission turns it into a big deal.

Partner choice: Weavile behaves like its stats would suggest, and as such a slowing assist pays dividends hugely here. Close range Fighting type assists are somewhat usable (particularly Hariyama's with the pausing effect), and you might be tempted to use them, but clipping Weavile's speed is a notable thing you need to keep track of. Piplup is as always a great pick here, and being a long range assist, reduces the risk of Weavile striking it. The slowing effect here cannot be overstated - at a lower level it feels absolutely infuriating to watch Weavile just dash off in another direction, breaking the capture line. If slowed, you're somewhat able to predict its trajectory and chain loops to be less easily interrupted. The largest problem with type advantage assists is well, their secondary effects. No fire type assist has one, and for Rock type assists, you might have at most Larvitar from the last mission. But without the necessary AP invested, it will be significantly worse than Piplup. Fighting assists upto this point have been all close range, and have some useful secondary effects, but you need really precise positioning to not have Weavile (after agitation) turn on a dime and combo !!! into !, knocking your brute away. As for Steel, you might get some use out of Bastiodon if you've got it, but the AP problem rears its head again. Long story short, don't overthink this even if you struggle. Piplup is all you need here.


Slates awarded per rank: (rarer drops are in italics)
S: Azumarill / Weavile
A: Girafarig


=================================================================================================


Mission 12: Save the Frightened Vulpix
Objective: Capture 5 Frightened Vulpix

Boss: Feraligatr

Map:
The gray blocks in this stage represent areas that can't be traversed, while tiles that are completely gray are inaccessible during a solo run.
mission12-map.png

Yes, the map is actually that large. Welcome to yet another labyrinth!

Stage variations:
- In the gigantic room, Skuntank can be replaced by Camerupt.
- In the gigantic room, Floatzel can be replaced by (an angry) Kabutops that chases you on sight.
- In the trio of rooms accessible from your first brancing path - specifically the left room, Spheal may be replaced by Marshtomp.
- Mankey and Primeape in the final room can be replaced by two Kabutops that are significantly harder to dodge.


This is a mission of all time. Certainly. No doubt about it. Absolutely! If the sarcastic tone didn't give it away, this specific mission is why the entire Ice Temple belongs in hell.

Well, I could sit here and complain about this one all day. But let's get into it nonetheless. This mission is your first example of one-way teleporters. They're not really too common an occurrence even in later missions, but if you're unfamiliar with the layout you can be caught off guard. In any case, you can always find a route back, even if it costs you a few seconds.

Like the past mission, you've got some pretty generous AP yields to work with here, and you might actually prefer this mission to grind because it gives you practice with harder Pokemon's patterns.. For example, Vulpix does not put up too much of a fight and you can capture one in about 20-25 seconds, but more often less with a good assist. Based on prior dungeons you'd expect to get around 2 AP, right? You get 4. It's not just Vulpix here, a lot of your opponents award you heavily. Though in contrast, they're a lot harder to capture, in more ways than one.

As the name suggests, you need to save the frightened Vulpix. What's a detail you learn only by observation, is that the Vulpix HAVE to be frightened for them to count towards the mission goal - and there are quite a few agitated or normal Vulpix roaming the field that could take up your time, and capturing them does nothing for the purposes of the mission (notably they do not drop slates, despite not being strictly identical to the mission condition). Furthermore, there are a few grid-like rooms set like an obstacle course where a few Vulpix roam. Your time is a precious resource because to catch these foxes weaving around corners, you'll have to catch nearly all the other obstacle Pokemon in the way. One of which is Kabutops, who gives you a startling 8 AP, and Quagsire, who gives a nifty 7. As profitable as they are to capture, you're likely not going to finish the mission easily if you run into all of them.

And even if you're adept at dealing with the obstacles soon, Vulpix is a different matter. You need to chase it down, but its speed is close to that of your players. So the only way you can make any progress is by cutting corners, and even one slip up resets your progress. You need to cut 3-4 corners approximately with a powerup equipped, depending on how well you cut them - often taking you no more than 8 seconds. I can confirm that it is possible to catch up to a Vulpix without any powerups, but it takes quite a while of corner cutting - my record was about 45 seconds. I would not recommend chasing them without a speed powerup.

So, what do we do here? Why am I talking about powerups all of a sudden? Let me demonstrate an example route that'll clear this up.

- At the branch of 3 routes, go right. After this, head up, ignoring the Vulpix and Kabutops. Head into the left teleporter. Important: The left teleporter in each of the 3 routes' rooms takes you forward, the right teleporter (near the torch) takes you backward. You will nearly never need to use the right one unless you want to backtrack for some reason.
- After heading to the left teleporter, you will now be in a room with 5 teleporters. Head up, sticking to the left side. You will see a chest. Clear it to receive a speed powerup. Now, head back the way you came and capture Vulpix from the 3 chambers at the bottom.
- The right chamber is the easiest to go for first, because you'll have directed Vulpix to run in a specific path on your forward journey, so you'll know where it is when you return.
- The central chamber has two Quagsire that are somewhat notable time sinks and can block your path easily, so you might be forced into capturing both of them in the worst case scenario. Like Vaporeon in the last mission, they're even more annoying if you've got Piplup. The Vulpix will be at the bottom.
- The left chamber is a novel layout. Approach the scared Vulpix from the top right (and nowhere else) for the easiest capture - it will try to run into the wall. If you approach it from the left, you will have to chase it around a bit and might collide into the other Pokemon nearby.


- Return to the 5 teleporter room when you're done. Then, head to the top left teleporter in this room. (the top right one sends you back to the start, you've no reason to go there)

- Now, you'll be in a very large, gigantic room. First, head left, dodging the Camerupt/Skuntank and go to the leftmost path. As you do so, you should see another frightened Vulpix. Catch it, but be careful to avoid the Kabutops that might intercept you. forcing you into an inopportune capture. After this. head back down to near where you entered this room and head right. When you see an angry Vulpix, head northeast to find a scared Vulpix (and a battery recharge to help with light damage). With a correct diagonal trajectory, you won't need to chase this Vulpix. After this, head north ward to the teleporter. Dodge the two Kabutops/Primeape & Mankey at the other end and reach the boss room with Feraligatr when you're ready. If you need more battery recharges, this final room has them, but you will likely not be able to dodge the nearby Pokemon in the process of getting them.

When you're ready, dash forth brave warrior into the red teleporter of doom.



Attacks:
!:
Feraligatr launches a large bullet of water in the direction it's facing at short notice. It is impossible to draw a loop around this. This attack will often be used at least twice in a row.
!!: Feraligatr charges for about half a second, and launches a ball of water that forms into a lingering puddle of water. Feraligatr can freely walk on this puddle, but your styler cannot. It is very difficult to draw a loop around this. This attack will only be used after Feraligatr is down to around 50% HP.
!!!: Feraligatr charges for about half a second and charges forward (a bit less than half the screen's length) with a powerful tackle in the direction it's facing. It is possible, but difficult to draw a loop around this.
Not telegraphed, after agitation: Feraligatr chains together a few hops, that take it across various parts of the screen. These hops cause a tremor immediately around it, similar to Regigigas' passive from the main game, but smaller in area.

As long as Feraligatr is agitated, its attacks will hone in on your Pokemon if it's possible for them to do so. Make sure to place your Pokemon on the field after Feraligatr launches an attack - because it can and will randomly change direction to try sniping you!

Feraligatr also has a nasty tendency to combo its attacks into one another at short notice, so you will rarely have moments of uninterrupted time to loop. Being careful is the name of the game here.


In general Feraligatr's attack pattern is largely centered around its high damage recovery. If you don't draw loops around it even for a few seconds, it's going to recover a lot of health real quickly and that's a lot quicker than any other prior boss (this is something you actively have to watch out for). So you're really going to need a partner with a quick recovery time, the damage doesn't that much matter if it's weak - you need to keep doing damage to it otherwise you're just going to lose everything.


If you're able to get Feraligatr down to around 50% HP, you'll notice that it doesn't become agitated. You might think this makes some sense, perhaps since the boss is this tough it doesn't get agitated? Oh, you sweet summer child. This devious croc lulls you into a false sense of security before getting agitated at 90% HP - the first boss to have such an aberration, but certainly not the last. Now this can be put a blessing and a curse depending on how you look at it because Feraligatr's attack pattern ramps up considerably, and it becomes much harder to fight when agitated. The blessing is that you don't have to deal with the tremors for too long after dealing with the agitation. Even then, its other attacks are still equally menacing. If it's got a water puddle on the field, you're just best of sticking to long range assists - short range assists are nearly unusable here. After all's said and done, this capture is still pretty hard, because even if you start this capture with around 5 minutes you're surprisingly starved for time, if attempting this in the late 20s - which is when I could clear it for the first time.



How easy to clear?
:(


Yeah, this mission is going to likely be your first real roadblock so far. It is not very fun, nor easy to clear. You will likely struggle a lot, and fail a few times. But, it does have a lot to learn from, especially in terms of getting you used to more complex attack patterns and higher HP pools. There's also quite a few goodies locked behind the 4-person door in the gigantic room, so if you're playing these missions co-op, you get access to an attack and partner powerup, as well as quite a few time powerups, making an early clear of this mission quite doable if others are around. You also get early access to Glaceon if multiplayer. Anyway, back to the solo run's advice.

The biggest point I've got here: do not forget about the 90 second time extension near the exit teleporter for the gigantic room. I completely neglected this while grinding it and only noticed it while drafting up the map for this mission - I could've sworn it was a battery powerup when I first looked at that area. If I'd known about that, I think I'd have found this mission significantly more doable to even clear. But alas, hindsight is 20/20. In any case, that's what I hope to address by drafting up these maps, to catalog hard to find, easy to miss or otherwise novel things in these stages.

August 15 Edit: I replayed this stage at a higher rank trying to grind for Feraligatr's slate and on multiple attempts did not see the aforementioned time extension again. It seems to be a stage variation that appears only sometimes, and I have no idea when it does. How lovely.

With that in hand and good Vulpix cycles, you can S rank this around level 40-45 I'd estimate, but it took me till I was about level 50 (I would like to remind the court that this mission's recommended level is 21) to get a glimpse of that shining S rank - granted I was working with a 90 second disadvantage. I have not experimented with Feraligatr (nor even obtained its slate yet) so I don't know if this is worth the severe grind yet.


Partner choice:
If you lose to Feraligatr (which is very likely), the game will usually give you a sentence or two on how to best approach that mission - this info is given to you for every mission's defeat. In some cases they're helpful, and in other cases they state the obvious. I've not recorded too many of them, but for this mission it's particularly notable. Here, the game suggest making Feraligatr tired because it drains the friendship gauge (regenerates HP) quickly. You might remember Drapion sounds like a pretty good choice for this given it's one of the earliest partners you can get with the power to inflict the tired status (which prevents regeneration) - and it actually is! Invest a bit into getting it to 3/2/2 at least and try the fight again. However, Drapion's got some significant recharge time, and if Feraligatr strikes it with an attack, the tired status will fade away before you can renew it, allowing it to recover health again. As such, you might want to consider a different partner...

Now as for Electric types, even coming back here later is a very, very dubious task. Nearly none have the range or power to keep pace with this especially if Feraligatr is rampaging. Your best bet if you're doing this is going for either a beam (Ampharos) or orb (Shinx/Luxio/Flaaffy/etc) that you get later on, but they aren't best bets by any means. Shinx is the closest to a good pick but you absolutely need to amp its recovery time. You might be able to get some use out of Pikachu/Raichu but their range falls somewhat short - just barely being able to strike Feraligatr when it's in the middle of the water puddle - so I don't recommend those. However they might become more usable with more AP invested.
What about Grass types? Well, none of them are really that suited to this either. Consider Carnivine or Sceptile if you've got a good bit of AP to spare, and their assists can strike Feraligatr in the water puddle. However, that's quite a bit to invest into what's essentially two fights of advantage, so maybe hold off on this. Tangrowth is well, good but you need some incredible battle instincts, positioning, and enough AP to make the world burn (something like 12,000 to max it out?). It's kind of impractical to use especially if you want to clear this as soon as possible.

So despite all advice to the contrary and its bad type matchup, Piplup has a great niche here, even if it can't actually inflict that much damage. Being able to prevent Feraligatr from regenerating at a somewhat high frequency, thanks to its quick recharge time is a godsend. The slowing effect is helpful, but doesn't confer as large an advantage as we saw with Weavile. It's also great at helping you save some time when capturing the Vulpix. While my first clear for this mission was with using Drapion, I stuck with Piplup when attempting to S rank it later on because the recharge time ended up feeling more important.

Now, this discussion might have brought up a certain Pokemon to mind - one with the (possibly) cheapest costs to upgrade and has one of the lowest recharge times of all (without a secret drawback - looking at you Mankey and Primeape). I'm talking about Chingling (obtainable from all the way back in Forretress' mission). Even if you spend the ~1000 AP needed to max it out (bear in mind that for most other Pokemon, you'll need to spend anything from 5,000 to 12,000 to max their assists out. Quite the king's ransom at this point! The right mission to farm AP specifically for partners is still quite a while away), Chingling's assist is not strong, and you will sorely feel the lack of power. However, it gives you immense flexibility in how you tackle this fight, and therefore merits a mention, even if using it isn't the most intuitive.


Slates awarded per rank: (rarer drops are in italics)
S: Togetic / Feraligatr
A: Vulpix

=================================================================================================

Phew, finally done with that pair. Would you be surprised if I said the worst of the Ice temple was now behind us? Well, it is! The next two missions, while hard and tiresome in their own right, are much more fair than the one just above. Stay tuned to find out how!
 
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I'm glad to see this game get some love! The soundtrack, the pixel art, the atmosphere, the gameplay, everything about it is so nice. Well, except the one thing you're going through. Stay strong and have a meme
914cce.jpg


Heads up; the Light Temple is waaaaaay easier than that one utterly deplorable Thunder Temple mission. To put it into perspective, by the time I was able to consistently S Rank Light Temple, I can STILL lose to the Thunder Temple mission if it spawned the wrong mons; that's how bullshit it was.
That's amazing, congrats.
I didn't even know it was possible to S rank Light Temple. My first clear was at level 70, which is still an ungodly amount of grind to get there. For years I assumed it was simply impossible to get the two rare slates in singleplayer.
 
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Ok so I know you're on the grind on that STUPID Magnezone mission and all, but I might as well drop some upcoming Dark Temple boss tactics so you don't have to grind in the dark like I did. I will preface this by saying that every single one of the Dark Temple's bosses will punish your assist for having long on-screen time, so if you're going to choose any assist for these stages, go for those that get in and out of the field QUICK.
After this boss does a stationary attack ( ! shoots stingers while !!! shoots gusts of wind), she is EXTREMELY likely to move around shooting stingers everywhere, but she may also just move around without shooting anything so this is pretty much RNG on whether it's safe to punish. She will also summon almost uncircleable poison puddles for a long enough period where her meter will drop if you don't do something about it (either risk a circle or drop an assist).
Close-ranged assists are simply not viable for this stage. Furthermore, the opportunity for a safe assist summon is actually extremely tight; only the poison puddle attack will give you a reliable window for "flame pillar assists". Because of this, you can actually prioritize high powered assists with long cooldowns to maximize your value. The assist needs to both be long range and get out of the field quickly enough to not be bombarded by stingers: I used the "blades of wind" Flying Assist which was used by Pidgeot, but any other user can do; I think Noctowl and Skarmory also have this iirc.

This mfer is FAST, but that is the least of your troubles. The main worry of this fight is its "boomerang dark wind", which it shoots behind itself before the wind enlarges and boomerangs forward. This attack is summoned by !! [blades of wind] and !!!! [slash + blades of wind]. Gliscor will also fly across the screen and summon ground spikes, but these are inconsequential. You NEED to learn how to deal with the dark wind above all else.
Gliscor's dark wind actually has a blind spot right behind it where the wind hitboxes do not actually connect with at any point; you can place your assist here once Gliscor commits to its direction of attack. Be warned that Gliscor will try to track your assist whenever it readies this attack by turning to face the assist, so do not prematurely place your assist before you see the exclamation points. Piplup makes a triumphant return here; it's quick, the close-ranged blind spot is ideal for it to hit the entirety of its assist, and most importantly it slows Gliscor down.

Salamence's !! and !!! summons blue flame pillars around itself and it has a quick !!!! stomp, but the main attack to be concerned here is !, a simple blue flame projectile. What's so bad about this projectile? The issue is that Salamence WILL track your assist with it whenever it is on screen. What's more, this blue flame attack has low cooldown and Salamence will often either chain consecutive blue flame attacks with it after moving a bit or immediately summon flame pillars, making this move both dangerous and quite risky to punish.
Salamence likes to throw attacks so often that there might (or will) be situations where Salamence readies its homing flame while your assist is on screen. Should that happen, put your styler right next to Salamence (away from your assist) to redirect it. Salamence usually prioritizes the target that is closest to it when it shoots its flame, but lifting your styler prematurely may cause Mence to aggro back onto your assist, so ideally your styler should still be on screen even as Salamence shoots its flame, so you have to strike an awkward balance where you want your styler to be as close to Salamence as possible but not so close where you cannot react to the flame. The worst case is that your assist is so close to Salamence that you basically have to stick your styler right next to Salamence's hitbox and prepare to just eat the hit or lift your styler frame perfect, all the while hoping Salamence doesn't just ignore your styler and target your assist anyway.

As you might have surmised, close ranged assists are risky for the job, especially when accounting for Salamence's stomp which it can do right after its flame. The best assists to use for this fight are actually Dragon assists due to their quick animation and damage.....which you won't have until you beat Salamence itself, so Ice is pretty much all you'll have; the numerous "Blizzard" assists should be safe to position but they linger long enough where you will have to bait Salamence's flame away from them, and I do not know of any other variants of Ice assists tbh. Funnily enough, I think I did not actually even use a super effective assist for this fight, instead I went for Weavile (Dark assist) for striking down the mandatory Gardevoirs (suuuuper annoying btw), but its extremely quick animation also came in handy for Salamence. Well, you'll see why I grinded my Weavile assist soon enough...
When you can reliably clear this quest, GET GALLADE'S SLATE. It is the best assist by far for the Light Temple; grab it ASAP. If you happen to get Salamence's slate for your S Rank run, this stage becomes pretty nice for grinding.

Dusknoir's main gimmick in this fight is summoning a constant hazard that travels around the edge of the screen, and it summons another one to constrain the screen even more once you clear its angry phase. Thankfully, Dusknoir itself doesn't actually attack often; it mostly just teleports rather slowly but consecutively and summons attacks (180° dark wind or ghostly wisp stream) that are easy to dodge and position against (of course, not accounting for the constant hazard). Be warned that Dusknoir does track your assist and may attack consecutively with its dark wind, so timing is still important.
Due to the frequency of Dusknoir's teleports, quick animation is key. From what I remember from my testing, Weavile's "Dark Wind assist" is by far the best assist to use for the fight; it's quick, does solid damage, and usually peaces out of the field before either the stage hazard or Dusknoir get the chance to target it. Heck, Weavile was even fast enough to sneak in a quick assist in between Dusknoir's Teleports, drastically boosting its safety and optimum DPS. "Dark Pulse assists" (if there are any idr) could also deal solid damage, but they linger on the field longer and thus become more vulnerable to Dusknoir's consecutive attack.
 
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Welcome back! It's surprising that it's been a month since the last post, and a large reason for the slow updates is a feeling of burnout with regards to this. God has been defeated once with 4 seconds to spare (somehow), so I've made good progress but it'll be a while till I have concrete strategies for that mission given how many times I've failed so far. Trying to grind it is positively tiresome and I want to ignore it for as long as I can, so it's likely I'll only make serious rank attempts on it after coming close to the level cap of 99, which will be a while away. But that being said, I've still got a brief writeup on most bosses/missions before then so that should hopefully let them be released a bit sooner. (spoiler: all styler levels are equal but some levels are more equal than others)

Before I continue with this week's post, I'd like to let y'all know that I've made some decent progress on the thing I mentioned in the first post - starting a catalog of all past assists along with each Pokemon's level up requirements and stats, aimed to be a comprehensive guide on anything partner related. This will likely not be complete for a while given the amount of clips and data I'll need to make and collect, but it will be a neat resource that to my knowledge, does not currently exist on the internet. Expect it to be complete at some point between the Thunder and Dark temples. I've also discovered a neat (albeit very niche) detail about Guardian Signs' save structure, and while not groundbreaking, is something that makes this compilation possible in the first place...though it doesn't make it much easier. This specific detail is somewhat technical and will be shared when I release the entire thing, so look forward to it!



Map legend is the same as the previous post.

Mission 13: Round and Round! Find the floor!
Objective: Capture 5 Smoochum

Boss: Empoleon

Map:
mission13-map.png

Stage variations:
- Weezing can be replaced by Politoed.
- Glameow/Purugly can be replaced by Ambipom
- Marill can occasionally show up towards the end of the snaking pathway (second last room).
- Another (third) speed powerup can occasionally be found in the Glameow room, in the same spot as the Purugly room.
- Possibly others that I've not catalogued.

All the Koffing/Weezing/Politoed follow a set path on rails and will move in a circle around the area where they're placed. They will also chase you if you're close to them, but this distance is more generous than most other angry Pokemon.



This mission introduces yet another mechanic that future missions will use, albeit a bit rarely: invisible tiles. Every 4 or so seconds, the tile will shiny a bright green for a short duration, letting you know that you can walk on it. You'll need to know the locations of these tiles beforehand, because trial and error while feasible can cost you a decent bit of time.

So, your goal here is to capture 5 Smoochum. They're generally easy captures, so nothing to note here. However, the main gimmick of this stage will be what costs you some time - and given the stage's size, missing a Smoochum can have consequences, forcing you to backtrack quite a bit. The Weezing/Politoed that circle the path are not particularly difficult or notable captures, but you can be chained into multiple captures if you aren't paying attention, wearing down your time. Still, time's pretty generous so you should always be able to clear this mission, as long as you don't backtrack much.

There's not too much to remember in terms of a specific path, but for the specific invisible tiles in the order they appear in: top-left, bottom-left, top-right, top-right, middle. The latter two are in a different room entirely, and it's a room structure you'll probably grow to hate in some later missions. But for the purposes of here and now, the entire left half of this room is completely useless, so if you're wondering why it's there, that's why. Anyway, there's also not much to narrate about the mission's layout itself, so let's move onto our penguin's analysis.

Attacks:

!:
Empoleon launches a swipe with its wings in the direction it's facing. This can occasionally combo into a second swipe with no real way to know if the attack will use one or two swipes beforehand. This attack uses partner tracking - if your partner is in range of this attack, Empoleon will turn to face (and possibly strike) it.
!! only: Empoleon summons 3 jets of water at random points on the screen. These go away after about 8 seconds. It is possible to draw a loop around these.
!! and !!!: These two symbols often represent the same three attacks and there seems to be no way to tell what attack Empoleon is using. The possible attacks go away after about 6 seconds, but it is impossible to draw a loop around them. They are:

- Empoleon launches a spiral of water jets in 4 directions that extend to the edge of the screen, covering nearly all visible areas.
- Empoleon raises 12 jets of water at random areas across the screen. These do not affect its movement.
- Empoleon summons a lot of water jets in something like an chi (curved x) shape, reaching all corners of the screen.

After agitation, Empoleon may (without further telegraphing) leave behind lingering water jets as it walks around, immediately after using an attack. These fade after a few seconds.

How easy to clear?:
The easiness of this mission is largely tied to you knowing the locations of the invisible tiles and where the Smoochum are (in a general area). On a completely blind run, you will likely run out of time. And while it's been ages since the last time it happened, you finally get access to all four powerups yet again! In turn, you're now able to play a lot more recklessly against Empoleon. As such, knowing the layout and collecting all the powerups will likely end in you earning B rank, with an A rank after a few attempts with little difficulty. An S rank isn't too far off, but you might be held up by Empoleon's stalling tactics with the water jets.

Partner choice:
Surprisingly enough, Empoleon is a fast Pokemon despite what its mainline speed stat would imply. So despite the type disadvantage, Piplup has a legitimate niche here given the age old slowing effect, its range and quick recharge time. You might think that an Electric or Grass assist might be better - however there's no good assist for either of those types available just yet given the AP you've got so far. This is the second advantageous fight I mentioned in the Feraligatr mission for those two assist types. You could feasibly invest into a medium range assist like Sceptile and have it shred Empoleon's health, however given that it's a close range assist, you're at risk of being taken out by the water spirals. That being said, your partner choice does not matter as much compared to the last mission because Empoleon also seems to have slightly lower HP than the bosses so far? though not as low as Weavile. While a difficult fight nonetheless with some stalling attacks, Empoleon is generally a fair fight.


Slates awarded per rank: (rarer drops are in italics)
S: Prinplup / Empoleon
A: Smoochum


=================================================================================================


Mission 14: Rush ahead! Don't look back!
Objective: Capture 1 Mareep

Boss: Abomasnow

Map:

mission14-map.png



Stage variations:

- Mankey/Primeape can be replaced by Glameow/Purugly, except for the Mankey in the first room, however certain Primeape can be replaced by Ambipom.
- Ambipom can be replaced by Piloswine.
- Dodrio can be replaced by Pelipper.
- The two chest room can have either two Ampharos or a Delibird and Glaceon.
- In the second room that you enter (segmented with all the tile switches), the first pair of switches you encounter will occasionally have their destinations switched.
- In the final room that you enter, the locations of the two tile switches will be somewhat random. But in general, the one further from your starting position is the key to proceeding further.

Note: (Almost) all Mankey, Primeape, Glameow, Purugly, Dodrio, Pelipper on this stage are angry and will chase you on sight. I am too lazy to mark each one on the map, it's just easier to assume they'll all chase after you. The only exception is the final room, where not all birds are angry.


This mission has possibly the easiest requirement yet - catching only one Mareep and it's the first Pokemon you run into. Score! However, it's got plenty of nasty surprises to catch you off guard. That being said, this route is nearly a straight path through and it's unlikely you'll ever need to backtrack or get lost along the way. You'll often have to stand still for a few seconds to activate the multitude of switch tiles, and as you do so, Pokemon might charge up to you, forcing an inopportune capture.

In the second room you reach, you'll see a branching path with two switches. Step on both of them and head north. Try to dodge the Pokemon you see and clear any chests you see in there - if you see a 60 second time extension and a speed powerup, you're done with this room and can proceed. However, if you find only one powerup, grab that and head to the westmost central room to find the other powerups. This is an example of more stage variation, because you won't always know where the powerups are. Purugly is notably easier than Primeape, while Glameow and Mankey are about the same (and easy) to capture.

After you navigate the first batch of Primeape/Purugly, you're now at the start of a curved hallway with plenty of powerups and battery recharges. Sounds great right? Yes and no. This room will be guarded by quite a few Dodrio/Pelipper and they can catch up to you pretty easily - especially if you missed the speed powerup in the last room. You're going to need to play very, very stealthily to escape most of them - the luckiest I could get with evasion was being forced into only 2 captures here without it.

Fun fact: I didn't even realize the speed powerup existed at this point in the stage until a few days before I started the writeup for this! It is surprising how much easier having it makes the curved pathway. Still, it's very possible to S rank this mission somewhat early on even if you don't have the powerup.

Grab the Defense and Assist powerups near where you enter this hallway and try to navigate around the birds - don't aim to get any battery recharges unless you absolutely need them. When you reach the bottom-left corner of this room, you'll see a teleporter. Enter this teleporter. If you're lucky, you will see a Glaceon and Delibird. If you're unlucky (something like 80% of the time?), you'll see two Ampharos. Why would you want to enter this room? There's two minutes worth of time extensions in here, and will be vital to an early S-rank. Glaceon's got quite a lot of health, but does not have troublesome attacks and gives you a startling 11 AP upon capture, Delibird will once again reward you with the spirit of Christmas - a clean 30 AP upon capture. Particularly, neither of these two chase you, but they're rarities.

Miniboss spotlights:
Primeape

Welcome back to agitation! Now, you might have already run into Primeape during Feraligatr's mission, but he deserves a spotlight at this point because there are many more to avoid. Primeape is possibly the least boss-like miniboss given how open he leaves himself to looping but there are a few aspects that make him tricky. For one, his attacks have pretty reasonable range that can break your loops but come with a drawback - after using ! or !!! Primeape has to have a cooldown period of sorts for a couple of seconds where it cannot move. Use this opportunity to strike it with an assist or chain loops like no tomorrow, and most importantly don't rush into using your assist (because while you can, and there's a pretty good way to blitz this capture in <15 seconds with good assist timing, it comes with a notable risk). If your Pokemon is scared off by an attack by Primeape, it's going to be really, really difficult to break through Primeape's agitation, especially at a lower level.

!: Primeape punches the area directly in front of itself. This is a quick, short range attack that incurs cooldown.
!!: Primeape charges forward a distance roughly 1/3rd of the screen's length in the direction is facing, damaging the styler upon contact. This attack does not incur cooldown.
!!!: The same attack as !! except it incurs cooldown.


Now, given how many Primeape you'll likely be forced into capturing over this mission, it's pretty likely that you'll have obtained it (or Mankey's) slates by this missions's end. You might even take a look at their stats and notice that they're actually amazing! However, do not actually use Primeape unless you really like the Pokemon. Primeape's (and Mankey's, from this point on) assist retains one crucial component noticed when you fought them as an opponent, their cooldown time. Despite Mankey's maxed out recharge time only being 0.5 seconds, the lowest out of all Pokemon (and Primeape's being 1 second), after launching the barrage of punches it will expend another 3-4 seconds at least in cooldown. Having a Pokemon be on the field for so long without doing anything becomes a risky liability, and you'll likely have it hit by an attack during this cooldown. And of course, when that happens, you're back to waiting the 19-20 seconds to use it again - quite a far cry from the advertised 0.5 seconds.

Ampharos
It'll help to get used to these patterns, because they won't be going away! Ampharos also has quite a bit of HP for this stage in the game, so you might want to consider using a pausing assist here. Anyway, Ampharos does not get agitated (thankfully), but has plenty of strengths to merit status as a miniboss.
!: Ampharos generates a lot of sparks around itself for around 4-5 seconds. It is difficult to draw a loop around this.
!!: Ampharos charges for a second and looses thunderbolts at random areas on the screen for ~2.5 seconds. It is possible to draw a loop around this, but you'll need to get lucky here - no amount of skill will help.
!!!: Ampharos summons an electric orb around it at a short distance that moves along with it, staying for quite a while before disappearing. It is difficult to draw a loop around this.

It is possible to target clear these chests without the Pokemon spotting (and thereby chasing after) you, but it seems very hard, if not impossible to collect both powerups without being forced into at least one capture. Now Ampharos might as well be a miniboss given the absolute BS attacks it specializes in. If he got agitated, well it'd probably be comparable to an actual boss encounter. Ampharos specialzies in wasting your time. It's also got quite a lot of HP for this point in the game, so even if you have a good assist (why would you bring a ground type assist here? None of them match up well against Abomasnow), it's not going to be an easy fight. The !!! attack in particular is very hard to deal with because it lets Ampharos regenerate quite a bit of HP if you can't loop it during that attack. It's possible to draw a loop around Ampharos while the orb surrounds it, but given that Ampharos itself can move with the orb, it's not really easy, and you might end up taking damage. Being reckless with this fight (especially if you're forced into two of them) might even cause you to run out of styler energy, something that hasn't really been a concern before this point. Still, it's vital that you enter this room because 2 minutes is quite a bit of time to gain from the time powerups here, that could make or break the S rank. However, if you feel like you'll spend more than 2 minutes capturing the pair, skip this room. Remember that if both Ampharos end up with a slow capture, you'll still likely clear the mission - but even an A rank will be pretty difficult to earn from that point on.

After you're done, head northward. If you for some reason don't have a speed powerup, hug the left edge and find it at the top left corner of the screen. Otherwise if you've already got one, hug the right edge, collecting any time or battery extensions as you need them. Finally, grab the attack powerup just below the green teleporter at the end of this pathway and proceed. The next room you're in has an odd layout, but it's very simple. Just search for the tile switch furthest away from your starting position and activate it. This will unlock the path to the red tile and thereby the boss. The other tile isn't really useful - as the gaps in the floor allow you to evade the chasing Dodrio/Ampharos here. Activating it will actually make navigation harder as you cannot dodge the Pokemon in this room as easily. When you're done here, head forth to the final boss room for the Ice temple. Do note that the Ampharos here will shoot projectiles of electricity at you from afar, unlike the ones in the chamber earlier. After you're done, try to avoid the Piloswine who might greet you with a hug as you cross over, and head to the boss door. Hypothermia is only one capture away from being vanquished!



Attacks:

!:
Abomasnow raises up 8 blocks of sharp ice in a short radius surround it. It is impossible to draw a loop around this.
!!: Abomasnow launches a Blizzard which zig-zags a blast of icy wind in the direction it's facing. It is impossible to draw a loop around this
!!!: Ice sculpting: Abomasnow will raise 4, 6 or 8 ice pillars around the arena's edges. After agitation, Abomasnow can raise these pillars closer to the center of the screen. Abomasnow itself can move through these pillars but your styler will be damaged on contact. They seem to be in the form of a vertically oriented eye, but have occasional variations.

Partner choice: As you've likely seen mentioned in prior posts, Typhlosion (or Cyndaquilava) is a startlingly powerful pick here. As Abomasnow's ! attack winds down, or immediately as it uses !!, or even immediately when !!! is telegraphed, drop them directly on Abomasnow's position and watch its HP burn. Surprisingly, this tactic's going to be very, very useful when it comes to a later boss - and one where you the damage increase from short-range assists is notably appreciated. The Fire starter's 15 minutes of fame are very well deserved. Then again, you can still clear this mission with Piplup on your first try, and I'd actually recommend that more than a fire type at least early on. Piplup's strategy lets you get penalized less by how it works - it lets you learn by observing, by virtue of being a long range assist it lets you inflict a little bit of damage at a time with a lower risk of being hit by an attack.

How easy to clear?
All in all, this is probably the easiest mission in the Ice temple given its required level, and you will likely be able to clear it on your first attempt with a B/C rank, with even an A rank very possible early on. However, you still need to play pretty carefully for this to happen - if a few too many birds catch you, you're at risk of not clearing the mission entirely. It's possible but pretty hard to dodge them without a speed powerup, so do try and get the one early on. That's not to forget about the Ampharos, for getting unlucky with them spells disaster for higher ranks. The S rank isn't too hard either! As long as you don't end up caught by the birds, a Fire type assist goes a long way in amping your rank potential - not to forget that you've got all the powerups accessible to you, further strengthening your power.


Slates awarded per rank: (rarer drops are in italics)
S: Froslass / Abomasnow
A: Mareep


Slate spotlights:
This mission is an incredibly rare instance where both of the S rank slates are great with their own niches - Froslass being the more common one is somewhat similar to Typhlosion's assist - in exchange for worse accuracy than Typhlosion you get about 50% more power and a very potent slowing effect. A certain reptile in the distant future shudders at the thought of this. It's essentially Piplup deluxe if you're alright with the reduced range/accuracy. It will likely take you quite a bit of practice to get Froslass working right, but when it does, it shreds HP bars very effectively along with possibly the best secondary effect. Another neat trick! At the max level, Froslass' slowing effect lasts for about 18 seconds. How is this significant? If Froslass' assist strikes the foe, and Froslass itself gets hit by a foe's attack, it'll be chased off. Now as you might've noticed in my earlier writeups, if your partner is struck by an attack, it'll take about 19-20 seconds to return. Therefore, you don't need to keep checking the assist menu to see when Froslass is done recharging! When the slowing effect wears off, that's your cue - no time's wasted going back and forth.

Abomasnow on the other hand, focusses on dealing with speedy enemies another way. Like its Ice Sculpting in the boss battle, it raises up pillars of ice that damage foes on contact. If a foe is fast and moves to and from multiple pillars, it takes damage from each of them. Now, this might seem normal at first until I remind you about Abomasnow's power - when maxed out it reaches a staggering 500! Of course, it is slightly harder to properly use, but given Ice's impressive offensive coverage this attack can whittle down HP bars at a startling rate. Furthermore, it inflicts the tired status on the foe. This isn't as useful from this point because Feraligatr was essentially the only Pokemon that was hit the hardest by a tired status, but can still be a useful tool against a few teleporting maniacs in some later missions...

I personally prefer Froslass' assists because the slowing effect just provides that much more value to me, and unlike a certain other slowing assist I'll cover later on, is very easy to brush past a foe and strike them to inflict status, even if you're somewhat far away. In fact, Froslass is my #2 assist pick in this game - it's very fun to use. What about other top ranks? Well, we won't be seeing #1 for quite a while, but #3 will be here before you know it. That's right, it'll be featured in the next post! As good as Piplup is, it just barely loses out on the top 3 and has the #4 slot, while #5 is still essentially vacant. Who knows, perhaps I'll have found someone to fill that spot the more I keep grinding? Stay tuned to find out who they might be!


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Remember how I said I'd be posting a bit earlier? Real life said no, so a somewhat long wait time is probably here to stay for a while. I'll be somewhat busy with exam prep in the interim unfortunately, so that's why.
Anyway, a poll in this thread is up - vote on it with your preference on how you'd like to see the assist compendium! That being said. The last door unlocked Tyranitar's door in the present, so if that's the last one you missed, this is your out. But if you've got any more left, keep treading forth, brave soul into the veritable voltaic vendetta I have against this place (or at least a quarter of it).




Thunder Temple: The fourth circle of hell


....how many circles of hell are there, anyway? Might as well be a sphere while we're at it.

Map legend is the same as the previous post.

Mission 15: Are you for Riolu?
Objective: Capture 2 Riolu.
Boss: Lucario

Map:
mission15-map.png

Stage variations:
- Voltorb can be replaced by Snubbull, or Natu in the mini chambers.
- Pachirisu can be replaced by Baltoy or Electrike.
- Granbull can be replaced by Bronzong.
- Electrode can be replaced by Xatu.
- Jolteon can occasionally appear in the top-center room, in the area before the teleporter.
- The stage can occasionally be horizontally mirrored.

Stage notes: (if some of these aren't reflected in the map, I was either lazy or forgot)
All Electrode, Pachirisu, Baltoy, Natu will fire projectiles at you on sight.
All Voltorb, Granbull, Bronzong will chase you on sight.

This mission slightly scales down the labyrinths you might be used to, but the map size itself still is pretty hefty. However, randomization makes a pretty major return here. You'll have to be good at recognizing patterns to know which route to take. You need to capture two Riolu hidden in the stage, and like Blaziken's mission (how long ago was that? Ah, glorious days) you'll have to step on a switch to reveal the Pokemon hidden below. Some of the ones you'll encounter in this stage won't be very easy to avoid! Unlike in Blaziken's mission, this time multiple Pokemon can be concealed under the same switch, and they will almost always chase or launch projectiles at you. Styler energy is a concern here surprisingly, because if you get hit by too many attacks here, the boss is going to sting even more, leading to a possible game over.

Something novel this stage reminds me of is the Perplexahedron from Ben 10 Alien Force; it was essentially a cube-shaped labyrinth where the only cue to knowing your path forward was identifying which chambers had guards, defeating them and moving on - because the guards would only block chambers en route to the final one and not dead ends. It's the same setup here; Lucario is the pharaoh of a lost era with guards commemorating his status, and the guards are Bronzong and Granbull. Perhaps there's some significance these two have to ancient Egypt? Or there's another reference at play that I'm not quite getting. Anyway, moving on.

If you see any chamber guarded by either a Granbull or Bronzong, that has one Riolu. Each Riolu chamber is also diametrically opposite - so lets say your first Riolu chamber was top-left. Then you know the second one will be bottom-right. If you did not see a Riolu in the top-left chamber, that means you'll find them at bottom-left and top-right. Always check the top-left chamber first, and don't activate any switches unless you actively want the Pokemon they conceal.

If the top-left chamber has a Riolu:
Enter that chamber, capturing that Riolu. Then head to the bottom-middle chamber, grabbing the two time powerups. Then, head to the bottom-right chamber to grab your final Riolu. Before you head back to the red teleporter, hug the right edge of the map to get a time powerup, head to the top-right chamber to grab another time powerup, then back to the red teleporter when ready.

If the top-left chamber does not have a Riolu:
You should still enter it and check if there's a time powerup (there should be, unless my notes here are wrong - if it's not here it'll be in the top-right chamber). Grab it and head back. Hug the left edge of the map as you head down. Grab the time powerup (which will be here instead of the right edge if you're experiencing this), and head to the bottom-left chamber, getting the Riolu there. Head to the bottom-middle chamber, grabbing the two time powerups.. Then, head to the top-right chamber to grab your final Riolu and then the red teleporter when ready.

After you're done with the Riolu - who put up a surprising struggle for an unevolved Pokemon (awarding you with 11 AP? wild stuff), the red teleporter beckons. If you're lucky, Delibird can spawn in one of these rooms (I found it in the same room as one of the Riolu - bottom left if it does spawn) and it gives you a bonkers 60 AP upon capture! That being said, with the guards out of the way, it's time to raid a tomb! Or well, whatever Lucario's guarding here.



Attacks:

! :
Lucario launches a heavy (Mega) punch in the direction it's facing. It is impossible to draw a loop around this.
!!: Lucario uses ExtremeSpeed and charges off (or to the edge of) the screen with a blue aura surrounding it. It will return to the screen in a few seconds. It is nearly impossible to draw a loop around this.
!!! : Lucario charges for about half a second and launches 4 Aura Spheres clustered together in an area near it. These spheres linger for about 6 seconds. It is easy to draw a loop around this.
!!!! : This attack is only used after agitation. Lucario may appear to stand still in a spot for a few seconds, and then will run off the screen in the direction it's facing (but not as fast as !!), all the while throwing punches (possibly Close Combat?). It will return in the same direction it came in about a second, still throwing the volley of punches, stopping when it goes a bit past the center of the screen. It might be possible to draw a loop around this but I have not been able to so far.

Lucario is notable for one reason - it's the first boss to get agitated TWICE. Once at 50% HP, the other at 99%. The latter one can be an especially nasty surprise if you're low on time and hope to wrap up the capture. Once again, Piplup's slowing assist is just so wonderful here. However, Lucario is still very much a pain to capture. For one, if he spams Extremespeed you will be hard pressed to draw loops unless your hand is particularly agile.


Partner choice:
Since Lucario's a Fighting type, you might consider using Psychic assists with a slowing effect, like Girafarig. However you need to be pretty careful with the aim, because even at the max level you won't deal that much damage unless Lucario moves across the places in range of the assist. It's really not worth the hassle. You can consider Xatu from this stage as well, but the pausing effect can be hard to time just right, since Lucario's attacks have a somewhat quick execution time. Now, Chingling certainly does exist, being the cheapest partner to max out, and Lucario can be positioned to the point where you can use this assist somewhat well. Still, do not use Chingling here unless you're absolutely certain you can estimate Lucario's patterns because its damage output is pitiful, forcing you to rely on loops a bit more heavily. The double agitation will need you to position it very carefully, each time.

Remember how I talked so much about Froslass last mission? Yeah, unfortunately despite the heavy potency of its slowing, I don't recommend it here. Lucario is just that agile and turns often, so you don't want to be in one place for very long or you're at risk of being hit by a stray attack. Furthermore, you'll still likely not have enough AP to max out Froslass, making it a less useful than Piplup (this Pokemon's really worth its weight in gold, huh?) who you're likely to be at at least 4/4/4 or something close by. As well, none of the Flying assists are particularly good because of their lack of secondary effect, and Lucario is unlikely to be hit by too many air blades due to its agility. As such, you're best off sticking with neutral assists. Where are all the Fairy types when we need them? Now, the problem you might notice is that Piplup's damage output starts to fall off a bit here. However, this is where its second wind comes into play - a 5/5/5 Piplup, expensive though it might be, will still be cheaper than many other max out costs, giving you some pretty reliable slowing. Lucario is agile, so don't count on too many assists hitting it, unless you're adept enough to catch it as soon as you see a !!! - because that's the only opening you'll get. My first S-rank clear was with Piplup, but any slowing effect will probably go a long way here.



How easy to clear?:
This mission will be a struggle to clear early on. However, I do urge returning to it to try and S-rank (doable at some point when I was ~85 power) because Lucario's damage output as an assist is worth it. The biggest tip to S-ranking this? Keep the map available for easy reference, and repeat the mission a few times to get a handle on typical Pokemon patterns. Exploit Lucario's !!! - because it often leads the battle off with that, and you can chain a lot of loops during it. Even when Lucario uses !, you can go back to looping nearly instantly because of how quick the attack is launched. Overwhelming Lucario without letting up is a good way to rank well. As long as you don't get unlucky with Lucario spamming Extremespeed or Close Combat too often, it is doable.


Slates awarded per rank: (rarer drops are in italics)
S: Grotle / Lucario
A: Riolu

Slate spotlights:
-
Lucario's slate is quite the enigma, partly because it plays very differently compared to all other Fighting type assists. But why is this assist worth it at all? Well, that's because Lucario deals quite hefty damage and inflicts a slowing effect by launching a barrage of aura blasts in the direction it's facing. If the foe's rendered immobile for a few seconds, you can absolutely wreck it. Yet, there's a reason this assist is #3 on my list and not higher; Lucario's slowing, even at the max level wears off in a couple of seconds unlike Piplup/Froslass, where you could actively rely on the effect being around for quite a while. Despite Lucario's tendency to stay on the field for quite a while with only medium range, Fighting's great offensive typing coupled with how many aura spheres Lucario launches at a max level let it inflict dizzying amounts of damage, and sometimes even a few seconds of slowness can be what you need to swing a capture in your favor. Definitely worth the effort to get this slate in my eyes.


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Mission 16: Pikachu Pursuit!
Objective: Capture 5 Pikachu.
Boss: Metagross

Map:
The maroon blocks in this stage represent areas that I recommend you lure the Pikachu towards (with a clockwise path), where they can be easily caught. They do not have any identifying details in the game.
mission16-map.png

Large maps abound! What is this layout lmao

Stage variations:
- Rampardos can be replaced by Luxray.
- Baltoy can be replaced by Pachirisu or Natu.
- Cranidos can be replaced by Snubbull (in the diagonal pathways)
- Hippowdown can be replaced by Luxray/Cranidos/Rampardos (in the Pikachu chamber)
- Luxio can occasionally show up in some chambers if Luxray appears in them.
- Staravia can be replaced by Luxio.
- The final room's first tile switch might sometimes be found near the northmost time powerup instead of the northeast position displayed on the map.


Anyway, while we're making TV references in here, this mission is an apt demonstration of something iconic to Jojo's Bizarre Adventure; the Joestar secret technique. There are plenty of Rampardos around here, and they will chase you without mercy. Without the speed powerup you find along the way, you're going to be very, very hard pressed to avoid them. What's that, you didn't see a Rampardos? Out of the frying pan and into the fire, you saw Luxray instead, who is as bad, if not worse to capture :D

This does bring up an interesting point about assist types. Given the varied types of the Pokemon in this mission, you might notice how type effectiveness works differently in this game. Resisted (includes immunities) attacks deal 0.5x damage as you'd expect, but super effective attacks only deal 1.5x damage. As a result, type matchups while important, can somewhat be overcome if a disadvantaged assist has other tools at its disposal. This is part of how my #1 ranked assist has a surprising niche that'll be described later!

Miniboss spotlights:
Both minibosses features here have behaviors similar or identical to prior minibosses, but their details will still be listed here for ease of access.

Luxray's attacks are identical to Ampharos'. It does not get agitated. (remember what I said during that mission?)
!: Luxray generates a lot of sparks around itself for around 4-5 seconds. It is difficult to draw a loop around this.
!!: Luxray charges for a second and looses thunderbolts at random areas on the screen for ~2.5 seconds. It is possible to draw a loop around this, but you'll need to get lucky here - no amount of skill will help.
!!!: Luxray summons an electric orb around it at a short distance that moves along with it, staying for quite a while before disappearing. It is difficult to draw a loop around this.

Rampardos' attacks are almost identical to Bastiodon's, however it uses Rock Slide for ! and Headbutt for !! and !!!. It gets agitated around 60% HP.
!: Rampardos uses Rock Slide, which drops rocks at random areas on the screen. Each rock is roughly 0.4 seconds apart and breaks apart upon hitting the ground. This attack drops about 8 rocks on average. You need to get very lucky with rock positions to draw a loop around this.
!!: Rampardos launches a Headbutt in the direction it's facing.
!!!: Rampardos launches a Headbutt in the direction it's facing.

Both of these Pokemon are going to chase you with a ferocity never seen before, and you'll be hard-pressed to avoid them even with the speed powerup. Fortunately it's en route, because trying to navigate around them without it seems nigh impossible.

This mission is to me, the gold standard of the past. It's got a healthy dose of fun and difficulty while all the time not being overbearing. First off, the layout is absolutely hilarous. You walk up an eerily long diagonal pathway (which has not been seen before), and are greeted with a warm Rampardos/Luxray hug (which is very difficult if not impossible to dodge). After that's done, you move on to the next room which is also another diagonal pathway, but with 4 (why are there 4 of these? they don't stack lol) speed powerups. Presumably this was a multiplayer feature, because all 4 will always have 4 randomized field move icons on them, but it doesn't matter for the context of a solo run. Just crack one open and head forth - to encounter THREE Rampardos/Luxray along the way. But now you've got the speed to just barely squeak past all three of them and head to the end teleporter. Now, you're taken to another room which is ALSO a diagonal pathway (this adds to the charm). Grab the time extensions you need, heading to the teleporter at the end.

Now, you're taken to a massive chamber, but be careful of your surroundings.

The goal this time is to capture 5 Pikachu. All of them will run away from you, like you might remember from the Vulpix mission. Fortunately, these 5 are the only Pikachu that appear in the stage so you don't need to pay attention to whether or not it's frightened. That being said, they're surprisingly agile and make for the second hardest chase in all of the missions, even with a speed powerup. (the first is not going to be seen for a while). As such, you're best off referring to the map and using the locations marked in maroon to aim the Pikachu towards, capturing them. The one I've had most success with was the south-east corner. I have marked the spots on the map (in maroon squares) where it's easiest to lure the Pikachu into and catch, assuming you move clockwise, so referring to it helps. When aiming to catch Pikachu from the south-east corner, hug the wall on your left. It might look like Pikachu veers to the right and escapes you, but you will, almost definitely be forced into an encounter with one. As well, be careful about how you chase them because your post-capture invincibility can render you unable to initiate battle with a Pikachu, so make sure it's worn off before moving, otherwise you might have to chase it around for another lap!

After you have all five Pikachu, head to the teleporter and you'll enter a chamber that seems eerily familiar, especially if you've played the next mission. Dodge the Rampardos/Luxray near the entrance and head clockwise as much as you can. This is a longer route yes, but it's the only reliable way to avoid the patrolling Skarmory. The Skarmory here are quite difficult to capture...which is why they get an imprompt miniboss segment! Four of them are here, and they all have a set path to move around the outer circle here, so even if you capture one, you might just be caught by another. They've quite a bit of HP for this point in the game, and being forced into even one Skarmory capture will make that coveted S rank here very difficult.

Miniboss spotlights part 2:
Skarmory: (does not get agitated)
!:
Skarmory launches 5 whirlwinds in the direction it's facing that travel to the edge of the screen. This attack has very little delay between being telegraphed and actually being used.
!!: Same attack as above but it's 3 whirlwinds insted of 5.
!!!: Skarmory launches a single tornado that moves slowly in the direction it's facing. This tornado increases in size the further away it moves from Skarmory. This attack will linger on the field for about 5 seconds, and will nearly travel to the edge of the screen.

These aren't very easy to beat. Even if you entered this stage with a Fire assist, Skarmory is surprisingly nimble and can just move out of the way of your assists. The real terror is !!! - your styler's health can be whittled down really quickly if you aren't paying attention to it. As such, take the slower route and don't go anti-clockwise to start off.

As you head clockwise, you'll find a 30 second time bonus and a tile switch. Get the time and activate the switch. If you're lucky, the switch will be at the north end of the stage, which means you can navigate back anti-clockwise with low risk of a Skarmory capture. But be careful, they've got deceptively large hitboxes, so don't be afraid to retreat back to a clockwise path! However, you might also find the tile switch at the north-east edge of the stage. Activate it and head back to the spot you saw earlier (on the west edge of this circle) where the tile switch opens up. Grab the powerups here that appeal to you, but be careful of the last rogue Luxray/Rampardos here that will still chase you, like all others. When you're ready, dive into the red eye of Metagross.

Anyway at this point you should ideally be at least level 34 (50 power) because this iron dude has a metric ton of HP. You'll be drawing loops for quite a while. Now unsurprisingly, being a pseudo legendary means Metagross' attacks hit with a lot of force, but by this point you'll have enough styler energy to withstand a few. Well, that's if you didn't get unlucky with the Skarmory.


Attacks:
! :
Metagross launches a Hyper Beam in its line of sight, which has multiple variations (described below). It is impossible to draw a loop around this.
!! : Metagross uses a Stomping Tantrum in a small area around it. This attack is used once after the telegraph, and then again after about a second (and the first attack clears up). It is risky to draw a loop around this. After agitation, it is possible that Meta
!!! ? : Metagross unleashes a barrage of psychic spheres that travel outward in a spiral in 4 directions to the end of the screen. Not only is this seemingly impossible to draw a loop around, you probably shouldn't use your assists during this attack because the spheres will almost definitely strike your Pokemon given their range - but there do seem to be blind spots here if you want to be very thorough. After agitation, this attack can be used without telegraphing, and Metagross can use a Hyper Beam attack at the same time as it's using this attack. As a result, you might see this attack being telegraphed as ! sometimes.
!!!!:
Metagross uses a wide AoE Hyper Beam that quickly sweeps the screen in all directions. Why would you draw a loop around this?
After agitation, untelegraphed: Metagross hops around the stage a few times, covering decently large distance and launching powerful tremors all around it, essentially an upgraded version of !! (similar to Abomasnow but far stronger). It is impossible to draw a loop around this.

Like Empoleon, Metagross too varies its attacks quite a bit, but takes it up quite a notch - so you can't always predict what attack is coming your way. Aside from !!!! being the full-circle Hyper Beam, there are many variations it could use at any time for either ! or !!!. Unless otherwise specified, assume that the point of origin of these Hyper Beams is the direction Metagross is currently facing. (For brevity and because it sounds cooler, I'll call the Hyper Beams lasers for this segment.) The easiest way to imagine these attacks is to think of Metagross at the center of a circle, and each attack covers variable arcs through that circle. That being said, it does not seem to employ partner tracking for any attack. Regardless, what I've seen so far are:

3 lasers that don't move.
2 lasers that don't move (that are launched in between the the 3 above if both attacks were fired simultaneously).
1 laser that circles the field at medium speed.
1 laser that scopes a quarter-circle at fast speed.
1 laser that scopes a half-circle at fast speed.
1 laser that doesn't move

The pattens below were observed only after agitation, but it is possible Metagross could use some before agitation.
1 laser that circles the field at fast speed.
1 laser that scopes a third-circle across the field at slow speed.
4 lasers in a cross shape that don't move. Not affected by the direction Metagross faces.
4 lasers in a cross shape that converge into two beams at slow speed.



How easy to clear?:
This is one of the easier S ranks, especially if you can get the Pikachu chasing down pat. It's not particularly hard, though you might lose time in getting them to circle just right, or getting caught in one too many Rampardos/Luxray captures. On your first attempt, you will likely end up with a high B/low A, but even as early as your second or third attempt you're able to snag that coveted S rank - time's generous here. The Rampardos variant does seem a tad bit easier to S-rank, mainly if you're still using Piplup because the positive type matchup is certainly helpful.


Partner choice:
While you might consider that a Fire type is great, you might want to focus on the long range assists (like Flareon), and not close range like Typhlosion because it in particular tends to stay on the field for a while, increasing the chance it gets hit by a stray laser (which remember, can sweep the screen). But yet, Piplup is once again a great pick because being able to slow Metagross reduces its speed to the point you can spam loops like no tomorrow. The slowing effect is also notable because while Metagross isn't particularly fast, it's fast enough to the point you can't chain loops as easily as you might like. The only time (for any Pokemon) you need to wait is when it uses the psychic sphere barrage. Otherwise, launch your assist immediately after Metagross uses its laser attack, to see which type it is. If it's using !!, place your assist a decent distance behind and let chaos unfold. Like Blaziken, this is actually somewhat of a fun mission which you could use to grind quite an amount of AP. While not the 'optimal' mission to do this in per se, it's still perfectly fine to do so, and there are a reasonable assortment of slates to collect in here.

Lastly, I'm going to recommend you avoid Fighting type assists, particularly the pausing ones (Hariyama and co). This is in large part because after agitation, Metagross' attacks become much harder to predict until it actually launches them, given the variation. Some attacks may not even be telegraphed well, and given the range requirement for Fighting assists, they're very liable to getting sniped by an attack. As such, they're inconsistent. What about Lucario, you might ask? Avoid it for this stage if you can; like the others it lingers on the field for quite a while. However, choosing to use it does have a good return cost. If you can place it down as soon as Metagross launches a slow laser, it can inflict massive damage.

Slates awarded per rank: (rarer drops are in italics)
S: Pikachu / Metagross
A: Noctowl

Slate spotlights:

- Staraptor is arguably the rarest slate here (because you can get it from a Staravia drop 2% of the time, and only 2 Staravia can be found in this stage, near the end), and despite that, this stage will likely be your most fun/reliable bet at getting one. As expected, I have gotten exactly one slate to drop from Staravia in all my times replaying this mission, and it was Staravia itself. While you can technically encounter Staraptor in the next mission, there are many reasons you might not want to play through it again.
- Do not use Metagross. Genuninely, using it feels like it's an occupational hazard. Like, I adore the mon but it is atrocious and terrible in here. Even if you max it out to 5/5/5, it is a Normal type assist (why) and its beam does not have the best horizontal range, even if its damage seems respectable. It's all too easy for an opponent to just walk out of its range. Somehow its stats are better than Porygon-Z who shares the same assist type, and who you get in a later mission, but that doesn't say much. If you do want a Normal assist, consider ones like Glameow who can inflict a secondary effect to make up for the lack of super effective coverage.


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The next post features what many of you might have been waiting for (and warning me about in prior posts); possibly the most dreaded mission of them all! But it's not alone, because the other mission it tags along with has some surprising merits of its own that make it worth many, many repeat playthroughs. Wonder what those might be? Stay tuned to find out!
 
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Registered to this forum just to say that this has been a really helpful resource for me!! I remembered that this mode existed and started making a proper push to finish it earlier this week; just passed the second mission of the ice temple. Been using this run as a guide, and I’d love to hear your tips for things beyond the thunder temple! Even if they aren’t as carefully formatted as your past posts are—you’ve done a TON of work documenting this mode I’ve never seen before! Thank you so much for enabling my goofy little quest to beat this mode.
 
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