Pokemon Ranger: Shadows of Almia Guides
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Author:  tiger10x [ Wed Dec 03, 2008 7:15 pm ]
Post subject:  Pokemon Ranger: Shadows of Almia Guides

So I decided to take sN0wBaLL's idea with the whole multi-guide topic and put a bunch here as I complete them and hope there's some feedback/something. In general, if it's new or changed in Almia, it's probably in here. If it's just some thing that could've been covered in the original game, check out the site's current section for such information. Screenshots may or may not be eventually added depending on whether I can get some good ones/someone offers to help/they magically appear. Other than that, if these are added to the site at some point, the data lists would probably turn into very handy tables that look a lot nicer. In the meantime, guides are indeed big groups of words.

List of guides planned in somewhat specific order:

Poke Assists
Field Moves
Capture Arena
Quests/Power-Up Data

Ongoing list of updates to this topic (guides added):

Dec 3: Introduction (this post); Capturing Changes, Poke Assists (next post)
Dec 5: Field Moves, Partners, Capture Arena (next posts)
Mar 15: FAQ (next after "next posts")
Apr 14: Walkthrough, Quests, Browser data added to site (and Psydex)


Pokemon Ranger: Shadows of Almia is the sequel to the popular original Pokemon Ranger. The basic concepts of the overworld and capture systems remain the same, but getting used to a bunch of changes and additions is necessary. The most noticeable changes include the HP system for capturing rather than getting a certain number of loops at once. There are also new types of field moves that even let you ride Pokemon on water or lava.

This game takes place in the region of Almia, and 270 Pokemon from varying regions inhabit the area, specifically those from Sinnoh. The story starts with you being enrolled in a Ranger School, which serves as a tutorial system for the game, however if you have played the original game, the beginning in this one may feel a little drawn out. Anyway, you'll graduate eventually and become a Ranger for the adjacent Vientown.

One notable new feature is the addition of Quests. During lapses in the storyline and after the game is completed, there are several chores or tasks that can be taken care of for the population of Almia. These range from saving various Pokemon from danger or fetching a certain Pokemon for research.

Also new is the choice of Partner Pokemon. There are seventeen available, but you can only choose from three (Munchlax, Starly and Pachirisu) to start. There is one for every type, and thus one for every Poke Assist. New Partners can be earned through the story or Quests.

In all, the new Pokemon Ranger game is a big step up from the last game. There is much more content and a large new world to explore. Even if you didn't like the original game, this one could still be worth a try.

Author:  tiger10x [ Wed Dec 03, 2008 7:22 pm ]
Post subject:  Re: Pokemon Ranger: Shadows of Almia Guides

(Poke Assists can be found under Capturing Changes)

Capturing Changes

The Ranger games are unique to the Pokemon series in how Pokemon are obtained. Pokemon are captured by drawing circles around them with the stylus. Some Pokemon require more loops than others, and not all Pokemon just stand in the middle and wait to be captured. Pokemon like to run around and attack.

The new HP system is a big change from the last game's method. Instead of completing the entire capture in one attempt, you can now lift up the stylus from the touch screen without losing the capture. This makes it much easier to avoid close attacks, especially when the Styler is at low health. However, Pokemon will slowly regain HP if you don't wait too long to restart the capture process (about four seconds). The HP bar (technically called the "Friendship Gauge") is the black box underneath each Pokemon that fills with yellow. There is no total HP stat indicated, although you can see how much the bar increases with every loop. For bosses, there is a much larger gauge at the top of the screen.

Building off the HP system, a capture is automatically finished when the HP of a Pokemon reaches zero. This removes the possibility of messing up after you have enough loops to capture the Pokemon, but it also removes the extra experience gained in the old version from extra loops after the capture. If there are multiple Pokemon on the field, the Styler stays in play, and captured Pokemon disappear from play as they are captured.

There is also a new stat for the Styler called power. The higher the power of the Styler, the more quickly a Pokemon's HP bar fills. This is indicated by the number and the plus sign that appears by the HP bar after every loop. This number usually remains the same unless special conditions are in effect. One is a Poke Assist that increases power, such as Fighting, Fire or Normal. When the Styler levels up (as a result of enough experience), the power increases as well. This eventually leads to the point where you can capture Pokemon from the early stages of the game, like Bidoof, in one loop.

The experience system also has its share of changes. There is a standard amount of experience gained for every different Pokemon, but there a bunch of new bonuses. Since extra loops no longer apply, example bonuses include: Rapid Capture, 50+ Loops, One-Line Capture, Group Capture, No Damage, etc. Bonuses have a proportional effect on the amount of experience earned. This means that they are worth more if the Pokemon is worth a high value.

In respect to the Pokemon being captured, there are several new attacks that can really make it harder to capture them. One type of annoying attack is the Pokemon surrounding itself with an object. The Pokemon will be able to move around and use other attacks. As the Ranger, you simply can't get too close to the Pokemon when you circle it or you'll touch the flame/leaf/orb/other and take damage. Either way, the Pokemon nearly always gives away its attack beforehand. Pokemon usually cry out and have an exclamation mark above their heads before attacking. The number of exclamation marks also hints toward which attack it uses, so pay attention to that.

As the game progresses, you'll eventually discover a new technique the Styler can use to capture Pokemon. This is called charging the Styler. By holding the Styler still for a small amount of time, energy builds up. When the "UP!" appears, the power of the Styler increases. There are two levels of charging, which are unlocked by progressing in your Ranger Rank. The first level multiples the original power by two and the second multiplies the original power by three. On the down side, if the line breaks, the charge breaks, too, so you'll have to recharge it.

The final new changes in capturing deal more specifically with Poke Assists. Nearly every Assist has been changed, and there are now status conditions such as "Tired" and "Slowed" that come into play as a result of them. For more information, see the Poke Assist guide.

Poke Assists

Poke Assists work in the same manner as before, but the Assists themselves and their effects have changed greatly. The effectiveness system still follows the normal chart. Advantageous circumstances are marked with a red up arrow and red circular outline while disadvantageous uses the color blue and a down arrow. There is now an Assist for every type plus the extra Electric Recharge Assist/Field Move.

Most Assists can add damage to the HP bar during a capture, but they also have new lasting effects, called states. There are four of them: "Paused" disables the Pokemon from attacking. "Tired" prevents the Pokemon's HP bar from draining. "Slowed" literally slows down the Pokemon. "Stopped" also literally stops the Pokemon. All of these states last for varying amounts of time based on the Pokemon using the Assist and the type effectiveness.

The Partner's Assist system has also slightly changed. The Partner Gauge is still intact, but it only has one part to it. The Assist used is the same as any other Poke Assist of the same type; the only difference is that it can only be used when the gauge is full. After use, it needs to be recharged by drawing from 40 to 60 loops, depending on the Partner Pokemon's gauge's length.


Drawing a line makes long grass sprout from the line. If the Pokemon touches the grass, it becomes slowed briefly. This has no effect on flying/levitating Pokemon.
This doesn't have too much usefulness, but it's good if it's all you have. Drawing smaller or tighter circles will make Pokemon stay in contact with the grass.

Drawing loops causes a twister to form in the middle of the loop. When the twister gets large enough, smaller twisters start to spin out of it in four directions. A Pokemon takes damage if it touches or is hit by a twister.
This is good for fast Pokemon that don't directly target the Styler line. Draw a lot of small circles quickly in a corner so that the resulting projectile twisters can hit the Pokemon while the Styler stays out of the way.

The power and line length are temporarily boosted.
This is a great Assist for dealing with multiple Pokemon at once. The only downside is the inability to charge the Styler.

This Assist recharges your Styler energy based on the power of the Field Move of the Pokemon (which is also Recharge). The amount healed is ten times that power.
As for a tip, use Recharge when your Styler energy is low. What else?

Hold down the Styler to inflate a bubble. The bubble can then be flicked at a Pokemon. On contact, the bubble pops and adds the Pokemon's HP bar. The Pokemon is also slowed. The bigger the bubble, the better.
This is definitely not as fun or useful as the last game's bubble entrapping the Pokemon. If you need a way to get damage on the Pokemon without getting close, this is worth it.

Slide the Styler at the Pokemon and release from the screen to flick gravel in that direction.
This is a decent Poke Assist in the sense that you can easily spam it. If you need to stay out of reach, this works.

Tap on the screen to place small electric sphere. After a second, a thunderbolt strikes that spot. If a Pokemon is hit, it takes damage and becomes stopped.
If you have good aim and prediction, this is a very good Assist, especially when it has a good type matchup. If you just want to do damage, the time a Pokemon is stopped allows for another thunderbolt to continue paralyzing it.

Touching the screen create a blob of goo. Dragging the Styler causes the goo to stretch from its start. Releasing the Styler causes the goo to fly like a slingshot. The basic thing to remember here is that you're not flicking, you're pulling back and shooting.
This is another good and easy Assist to spam. Just fire a bunch at once, and hope most make contact.

This Assist slightly boosts the Styler's power and causes Pokemon to become tired.
Simply put, use it if you need more power.

This Assist greatly boosts your Styler's power but has no other effects.
This time, use it if you need a lot more power.

Shaking the Styler from side to side causes the screen to shake, simulating an earthquake. The quake slightly damages the Pokemon along with pausing it. This has no effect on flying/levitating Pokemon.
This a good Assist for groups of Pokemon. Make loops during breaks in attacks, and stop possible attacks by shaking the Styler when necessary.

Drawing a line creates an orb of energy. The ball increases in size when the line is made longer. This can be flicked by releasing the Styler. If the orb is larger, it causes more damage and a longer effect.
Rather than fully charging the Assist, simply flick a lot of small spheres at the Pokemon. It builds up damage faster and is more easily controlled.

Holding down the Styler in one spot causes a poisonous puddle to form. If a Pokemon steps in the puddle, it becomes tired but takes no damage. This has no effect on flying/levitating Pokemon.
This isn't a very useful Assist unless you really want to get a Pokemon tired. There are better Assists to use.

Drawing loops that don't enclose a Pokemon create a ghost in the middle of the loop. Ghosts float around the field. On contact with a Pokemon, they cause damage and tire the Pokemon.
This is a decent Assist, but you can't always rely on the ghosts to touch any Pokemon. Ghosts move in a clockwise spiral motion from their starts, so you can at least aim a little.

Draw a loop to create an energy ring. You can then flick the ring at a Pokemon. Contact with a ring stops the Pokemon and causes some damage.
Overall, this is a good Assist. It stops Pokemon and is easy to use (after you get used to the control of it). Draw a bunch of loops outside of the Pokemon's reach, and flick the rings at the Pokemon. If you miss, you can always change the direction of a ring by flicking it again.

This Assist has no offensive abilities. Instead, you can use it to draw a loop around damage-causing substance on the ground to remove them. This includes things like puddles of mud or poison.
Since there's no offensive reason for using this, it's only worth it if you really need to clean up the field of puddles.

Drawing a line creates a snowball that gets larger as the line is drawn. Releasing the Styler flicks the snowball. If a snowball hits a Pokemon, the Pokemon becomes frozen (stopped) and takes damage.
This is another good Assist that can be spammed. Snowballs take a while to get large (which includes scribbling in the corner or side), so it's better to throw a lot of little ones. In the small time that it takes for a Pokemon to freeze and unfreeze, you can easily throw another snowball.

Touching the screen selects a spot for a meteor to hit the ground. The longer you hold, the more powerful the meteor becomes. Move or release the Styler to send the meteor. Contact tires a Pokemon and causes a lot of damage.
Meteors take a couple seconds to fall, so you need to predict where the target will end up in that time. The Assist overall isn't one of the best out there, but it does come in handy if you just aren't able to get any loops in there.

Author:  tiger10x [ Fri Dec 05, 2008 7:04 pm ]
Post subject:  Re: Pokemon Ranger: Shadows of Almia Guides

New Field Moves

The fundamentals of Field Moves and clearing targets have not changed in Almia, but there are now new types of Field Moves, called Map Moves and Area Moves. These don't have specific targets that require being cleared. Instead, Map Moves can be used nearly anywhere, and Area Moves must be used at a specific location (and are almost all and almost exclusively used in the story). Rather than explaining all the differences, here's a list that outlines the new Field Moves.

Example Pokemon

Map Moves:

This heals the Styler's energy by ten times the power amount of the Pokemon.

While on land and not in a cave or building, you can ride a Doduo to go faster.

Fly immediately to a selected location such as a city.

Teleport out of a cave or similar area to the entrance.

Area Moves:

Rain Dance
Use in order to cause rain from a vantage point.

This literally clears a mist or haze when necessary.

Use to light up a dark area. This must be used first if you wish to use normal target clears.

Float across a gap if you have enough of an air current.

Use to go up one level in a cave or temple if there is a circular opening above (shown by light).

This stinks up the room immensely to provide both plot development and comic relief.

Sand Fill
This is used to fill a hole with sand.

River Flow
Floatzel, Empoleon
Use this at a dock to ride the Pokemon on top of the water. You can only get off at another dock. Empoleon can also burst through small glaciers if it is going fast enough.

Magma Flow
Like River Flow, but with lava and no glaciers.

Use underwater to swim over or cross deep trenches.

Dark Power
Apparently does something using "dark power" in a Wi-Fi downloaded Mission.

Author:  tiger10x [ Fri Dec 05, 2008 7:08 pm ]
Post subject:  Re: Pokemon Ranger: Shadows of Almia Guides

Partner Pokemon

In the last Ranger installment, the Partner Pokemon was pre-determined in the game. If you were a boy, you took Minun, and if you were a girl, you had a Plusle. This time, there are seventeen total Pokemon from which to choose. One Pokemon represents each group (type) and therefore each Assist (excluding Recharge). Apart from the acts of choosing the original Partner and befriending subsequent Partners, these Pokemon don't offer anything to the plot.

Early in the story, you are confronted with the opportunity to choose your first Partner. Since you're still in Ranger School, you can't keep it yet, but you do get to have your Partner shortly. These Pokemon are Munchlax, Starly and Pachirisu. You will have the option to capture one of them at the time, and that choice determines your first Partner. The two Pokemon that are neglected will be obtainable later in the game through Quests.

Most Partners can be found through these Quests. Generally, it involves saving the Pokemon from danger and then it starts to like you. Pokemon that you don't choose as your Partner immediately will be available at the Partner Farm directly south of Chicole Village. A few other Pokemon are actually obtained through the story of the game.

The Partner Assist system has also slightly changed. Since there is now one for every Assist, there are no more extra segments to the Partner Energy Gauge. There is one complete section of the bar, however there three different lengths of the bar depending on the Pokemon. The three lengths represent how many loops are required to fill the bar.

There is also now a mood factor involved with Partners. The moods, "fine," "happy" and "very happy," serve no purpose outside of capturing. Fine is neutral and the most common, and it has no effect on anything. Happy increases the rate at which the Partner Gauge fills slightly and is shown visibly by black musical notes emanating from the Partner in the overworld. Very happy doubles the rate at which the gauge fills and is shown by colorful musical notes. The moods are determined randomly among all Partners on various intervals of time. Out of every Partner at your Partner Farm, usually two are happy, and either two or one of them is very happy.

Finally, here are all of the obtainable Partner Pokemon:


During storyline as Ranger Rank 2 (visiting Ollie's mother)
The Bug Assist can be very helpful thanks to its ability to accumulate extra damage. However, the Assist doesn't help it to recharge very much. This is a small downside, so overall, Kricketot makes a decent Partner.

Quest: Mischievous Sneasel
Unless you like Sneasel or can't stand those annoying puddles/orbs/things, Sneasel isn't a very useful candidate.

Quest: Pelipper's Plea
It may take a while to recharge and the meteors are slow, but those powerful meteors can come in handy a lot. Gible might not be the best Partner for you, but it's a good choice.

Choose at Nabiki Beach or Quest: Pachirisu's Hide & Seek
The good recharge amount and effective Assist are highly helpful in needy situations. Pachirisu is great for taking on multiple Pokemon at once, and that's worth a good recommendation.

Quest: What Happened to Machop!?
Since the Fighting Assist encourages more loops with its awesome power boost, the recharge time might not seem as much as it really is. Machop is a good candidate for a Partner, especially if you're skilled at quick captures.

Quest: Please Save Chimchar
Overall, the Fire Assist is decent, but the recharging process is long. Chimchar is another good candidate, but it can't be called the best.

Choose at Nabiki Beach or Quest: Starly Lost its Way
Starly has another good Assist, and it is quite helpful early in the game. If you like Starly, it's a great Partner Pokemon.

Quest: Misdreavus Mischief Mystery
The ghosts created by Misdreavus' Assist have their uses. Liking Misdreavus as a Partner depends on whether or not you like, or can use, its Assist. Liking the Pokemon is also a bonus.

Quest: Please Save Turtwig
The Grass Assist isn't a very useful Assist, and Turtwig has a high recharge amount. Unless you like Turtwig, it isn't recommended very high.

Quest: Who Is on Hippowdon's Nose?
Creating earthquakes with the Styler is both cool and effective. With that said, the Assist is very useful when needed, and the fact that Hippopotas takes a while to recharge it is less important. Hippopotas can make a very good Partner.

Quest: Snover's Mysterious Presence
If you're a fan of the Ice Assist, Snover is a great Partner. The high recharge count isn't bad if you consider the uses of the Assist.

Choose at Nabiki Beach or Quest: Things That Go Bump
The Normal Assist lengthens the line and boosts power, which is a lot more awesome than it sounds. Since the Partner Gauge recharges for every Pokemon looped, looping multiple Pokemon at once increases the rate at which it recharges. Since the Assist is ideal for multiple Pokemon at once, you can even get to the point where the Assist is fully recharged by the time it's done. Munchlax is one of the best Partners out there.

During storyline as Ranger Rank 4 (on the way to teaching the outdoor class)
As far as useful Assists go, Croagunk's Poison Assist is one of the least helpful. Unless you really like Croagunk or the Assist, it isn't recommended.

Mime Jr.
During storyline at Ranger Rank 6 (after Heatran)
Mime Jr.'s Assist is another very useful one. Thanks to that and the ability to recharge gained from using it, Mime Jr. is a top candidate.

Quest: Please Save Cranidos
The Rock Assist is good for a lot of damage rather than using the Assist a lot. Cranidos is another good candidate.

Quest: Please Save Shieldon
Steel is great if you need extra damage, and the bonus of refraining the Pokemon from attacking is even better. Even if you have a low opinion of Shieldon, it can still make a good Partner.

Quest: Please Save Piplup
Despite being one of the cutest Partners, Piplup's bubbles pack no extra punch. This isn't a great Assist and recharging it is long, so Piplup is more recommended for cuteness than for actual use.

Author:  tiger10x [ Fri Dec 05, 2008 7:12 pm ]
Post subject:  Re: Pokemon Ranger: Shadows of Almia Guides

Capture Arena

The Capture Arena has changed a lot since Fiore. It is not a fast-paced, multi-Pokemon experience. On the other hand, it's great for getting extra experience.

After beating the game, you will receive a pass from Erma that allows you to compete in the Capture Arena. However, she does not tell you where the Arena is; you need to find it yourself. With that said, if you want to find it yourself, don't read the next sentence. If you're having trouble finding it, you can find a Wailord at the port where you originally accessed Haruba Village.

Anyway, you get inside and find out that there are a bunch of rooms. In order to complete a room, you must capture all of the Pokemon in each capsule and then capture the boss in the back of the room. There are up to five capsules per room (one Pokemon each), and there can be multiple bosses. You can use Poke Assists, but you can't take any Pokemon into the Arena other than your Partner (you may leave the Pokemon outside without releasing them).

There are twelve total rooms. Five rooms are on the first floor. For the four rooms on the second floor and later rooms, boss fights include multiple Pokemon. On the third floor, there are only boss fights, no capturing Pokemon for extra Assists before the boss. This means that your only Assist is your Partner's. After clearing the first two rooms on the third floor, you gain access to the elevator for the last floor. Finally, by clearing that last room, you've beaten the Capture Arena.

Room number
Extra Pokemon

Gardevoir's Psychic Assist helps a lot for Toxicroak. Watch out for Toxicroak's poisonous mist attack.

Shiftry can be a little annoying with all of the twisters and the random purple rings after each attack. However, its Dark Assist can be helpful against Spiritomb. For Spiritomb, it has five different attacks, one for each stone in the field. The top right and bottom right leave Spiritomb the most exposed while it's better to lay back when it's in the middle, and it's better to be cautious when it's on the left side.

Crobat, Alakazam
Again, both Assists are useful for the boss. Alakazam might be a little annoying to capture, so you may want to even use Crobat's Assist on it. Crobat is in the left side capsule. When Lucario glows blue, its attacks become more powerful.

Gabite, Absol
Gabite always makes a mud puddle and then slashes, so it's very predictable. Absol creates damaging purple rings as it teleports, too. Heatran has a few powerful attacks, and it creates occasional lava puddles. Absol can get rid of the puddles, and Gabite can target it with meteors while it stands still to attack. Otherwise, just stay out of reach for the explosions.

Gengar, Bellossom, Blaziken
Since Bellossom might give troubles with its excessive leaves, Blaziken may be useful just on it. Blaziken is in the top right room. Gengar is best saved for Cresselia. Quickly circle Cresselia in the beginning until it makes its first attack, the psychic wave. Then use Gengar's Assist before it gets its circling psychic orb around it or after the first orb around it disappears and only one orb is going around the perimeter of the field. If you get to the point where there are three orbs around the perimeter, wait until its circling orb disappears before looping it.

Drifblim, Honchkrow, Fearow, Swellow
Gliscor, Yanmega
Both the Ghost and Flying Assists are helpful for dealing with both Gliscor and Yanmega. Each one has two attacks with each one having one projectile. When you're sure it's not the projectile (watch the exclamation points), it's alright to stay looping them while keeping a distance.

Tyranitar, Abomasnow, Kangaskhan, Aggron
Tangrowth, Mamoswine, Rhyperior
Abomasnow's and Aggron's Assists are easy to spam in the boss fight. Kangaskhan's lengthened line is also very useful. Just pay attention to what's attacking, and the dumbed down AI for the multiple-Pokemon-at-once situation should be easy to take care of.

Vaporeon, Flareon, Jolteon, Espeon, Eevee
Glaceon, Umbreon, Leafeon
Eevee's Assist is very helpful for the boss fight here thanks to the extended line and extra power. Flareon's power boost helps, Jolteon's thunderbolts are decent, and Espeon's Psychic Assist is also quite helpful. The attacks that the bosses have aren't simple ones like tackling, so lifting the stylus is still alright.

Houndoom, Garchomp, Bannette, Ariados, Cacturne
Drapion, 4 Weavile
Garchomp, Bannette, and Ariados have useful Assists here. The only problems in the fight should be all the bouncing around by the Weavile and projectile attacks coming from everywhere.

Electivire, Magmortar
A Ground Partner Assist works great here. The earthquake stops attacks and damages. Between possible attacks, loop the Pokemon. The Normal Partner Assist is also decent with its long line and extra power. During the capture, Electivire has one attack that sprays electricity around it. Magmortar has three attacks: one that summons explosions, another like a typical flamethrower, and another that creates pillars of fire diagonally. Watch out mostly for Electivire, but make sure you stay out of Magmortar's pillars and explosions.

Torterra, Infernape, Empoleon
Torterra's leaves attack is the one to watch out for here. You can still circle around Infernape's flame pillar and Empoleon's bubbles, but Infernape has an explosion attack, too. Overall, the Normal Partner Assist is good to use here, too. You just can't beat a longer line, more power, and decent recharge time.

Flygon, Charizard, Salamence
Pay attention to Salamence's blue flame attack. Flygon's air slashes are simple to avoid and predict. Charizard has a star-pattern flame attack, too. This can be avoided directly under the attack, which is also a good place to charge the Styler. For a Partner Pokemon, consider the Normal, Dragon and Ice Pokemon.

Author:  tiger10x [ Sun Mar 15, 2009 3:05 pm ]
Post subject:  Re: Pokemon Ranger: Shadows of Almia Guides

A couple more things might pop in soon as I've found some time to work on this stuff lately.


Q: What is the maximum styler level, and what is the maximum energy?
A: The styler's level and energy cap at 99 and 150 respectively.

Q: Where can I level up my styler quickly?
A: Assuming you have beaten the game, you can practice at the Capture Arena. Otherwise, find some powerful wild Pokemon and continue releasing them.

Q: What can I do after I beat the game?
A: After beating all of the missions, there are more tasks in this game than the original Ranger. You can complete all 60 quests, fill the browser of 267 Pokemon, and access the Capture Arena. There are also missions to complete on Ranger Net.

Q: What do you get for Ranger rank promotions?
A: At the following ranks, you receive these things.

1: Bug Assist
2: Fire Assist, Fighting Assist
3: Ground Assist, Steel Assist, 4 Friend Pokemon
4: Poison Assist, Ghost Assist, Psychic Assist, Dark Assist
5: Ice Assist, Dragon Assist, 5 Friend Pokemon
6: Shorter Power Charge time
7: 6 Friend Pokemon
8: Second level to Power Charge
9: 7 Friend Pokemon
10: Capture Arena pass

Q: How do I get to the Capture Arena?
A: The Wailord you befriended is waiting at the eastern pier of Haruba Village to bring you there.

Q: Where can I capture Regirock/Regice/Registeel/Regigigas?
A: Regirock is in a cave in southwestern Vien Forest that can only be accessed with a Floatzel. You also need a Pokemon with a Crush: 5 field move to make Regirock appear. For this, you can find a Garchomp in Hippowdon Temple.

Regice is in Almia Castle in the same room as Mismagius. To capture Regice, you need a Magmortar from Volcano Cave to use its Burn: 5 field move.

Registeel is at the end of the Chroma Ruins, beyond where the Shadow Crystal was. It calls for a Cut: 5 field move, which means a Gallade. Gallade is in the Altru Building.

Regigigas only appears if all other Pokemon in the browser have been captured, which is an amount of 266 entries. After this, you need Regirock, Regice, and Registeel with you to access the room. Regigigas is in Hippowdon Temple in a room under middle of the room with the arrows (near Tyranitar, Espeon and Garchomp).

Q: How many extra Pokemon are available by Wi-Fi missions?
A: Dialga, Palkia and Shaymin each have their own missions that can be downloaded through Ranger Net within a time period. Further missions available by Ranger Net will be announced prior to being available.

Author:  eragonshade [ Sun May 31, 2015 1:49 pm ]
Post subject:  Re: Pokemon Ranger: Shadows of Almia Guides

that was usefull

Author:  James45 [ Wed Aug 05, 2020 8:35 am ]
Post subject:  Re: Pokemon Ranger: Shadows of Almia Guides

There are many shows that I have watched personally but I would say that no one have watched any show closely like that anyway so I do study like nobody with essay review and get many websites review about educational purposes like edubirdie which is one of the most best website for writing and getting assignment done.

Author:  Mininam56 [ Wed Aug 05, 2020 8:42 am ]
Post subject:  Re: Pokemon Ranger: Shadows of Almia Guides

James45 wrote:
There are many shows that I have watched personally but I would say that no one have watched any show closely like that anyway so I do study like nobody with essay review and get many websites review about educational purposes like edubirdie which is one of the most best website for writing and getting assignment done.

yes, you are right about this and I do the same sometimes

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