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POKEMON RANGER WALKTHOUGH

Mission 7: Investigate the Factory!

You'll find the door locked, but the professor can fix that easily. Instead of going in the factory right off, go around it to capture a Meowth. Then, go in the building on the right and use Meowth's Cut to go upstairs. A grunt with two Voltorb will be there. Capture them and go through the door. You'll see the Go-Rock Quads, but there's no need to worry about them yet. Continue through the next two doors.

You'll find a Pikachu supplying a generator with power, and the only way to release it is to break the cage with a Cut: 2 Field Move. The Mr. Mime in the next room won't help, so continue on to find a grunt with two more Mr. Mime. Capture them and continue. In the next room, go up and then up the stairs to find a Pinsir on the roof. Capture it for its Cut and if you feel like battling another grunt, go to the top-left of the roof. Anyway, that's not necessary, so go back to the Pikachu and free it when you're done.

After you free it, you'll notice a change in the atmosphere around the place. Since the lights are off, a bunch of Ghost Pokemon, specifically Gastly, will appear in place of other Pokemon. Go back to the room with Hypno in it and go through the lower exit. You'll meet a grunt commander there with a Muk and two Beldum. Capture them and go through the next door. You'll discover a Houndoom and Pichu, so capture them. Houndoom's Burn can be used for the Scrap Metal that was by the stairs to the rooftop, so go there and take care of it to go through the next staircase.

You'll find a grunt with two Machop and a Machoke waiting for you, so relieve him of his Pokemon and continue to find another grunt with seven Rattata. If you draw a quick circle at first, you should be able to capture them all at once. Go through the next door and go to the right. Go through that door and you'll be greeted by a maze of moving tiles. First off, while you get to the tiles, capture a Pinsir in the middle. If you need help getting though the maze, here's a summary: start by going right and then follow the path (not tiles) until you reach the end of it. Go right from there and up that path a little. Go left twice (you'll only have two left options), and then go three tiles up and then right. Go right and then up some more to get to the door.

Another Pikachu is inside, so use that Pinsir you just captured to free it. The lights and power will go out again, so retrace your steps back to the place with three doors. Now you can go to the one on the left. Go through your path until you're interrupted by a red button and a top-rank grunt with a Crobat and an Ariados. Go in through the door he came from and capture the Scyther inside. Exit and continue on your path until you get to another door. Inside is the last generator and a Raichu running it. Use Scyther to free it.

Go back and in the room with the Machoke, you'll meet Garret. Make sure that you capture a Machoke first because he'll bring in a Scizor. To capture it easily, use Discharge on it and then quickly loop it with Machoke's Assist. And finally, it's mission clear, so head back to base.

You'll receive a promotion to Ranger Rank 8, and Joel will come in. He'll announce his findings that the Go-Rock Secret Base might be in the Sekra Range by Wintown. You'll be sent to go there, but since you don't know where it is, you'll have to be redirected to Summerland to check out something about an underwater tunnel to Wintown. Fly there and Cameron will step outside to meet you. He'll just confirm the idea of the tunnel and say that you can get there by that gift he gave you earlier.

On cue, the mechanic arrives and asks for a special part to finish the submersible. The parts had fallen in Olive Jungle and need to be retrieved. This isn't a mission, but you'll have to do it anyway. So go over to the jungle to start.

Find the Aquamole's Parts!

Unfortunately, you'll quickly realize that your mechanic buddy has a fear of bugs. So from now on, avoid getting into battles with Bug group Pokemon or risk going back to the start. Go over to where the Snorlax was blocking a path, and you'll find that it has moved. Go in there and make your way through to the next area without touching bugs. Get by the next few and up a vine, and you'll be done with the bugs. Now, instead of going straight, go to your right from the vines and capture a Bayleef over there. Its Assist can help. Go back to the vines and continue up.

You'll find the parts in front of you, along with a Magikarp. The mechanic will accidentally kick and anger it to provoke three more ones to come. But even worse, a Gyarados soon follows. Go capture them for the mechanic. You should be able to capture the Magikarp easily with your partner's Assist and then the Gyarados with either Bayleef's Assist or waiting in between attacks. That shouldn't be too hard, and even better, you're already done.

You'll be back at Summerland's base and receive instructions for your mission to go to Wintown. Step outside and the mechanic will greet you to say that the machine is ready. Go to the southern pier to get to the Aquamole and start your voyage to Wintown.

Mission 8: Aquamole to the North

Go a little way up the path to meet a mysterious-looking man named Chris. He won't say much, but he'll lead you to where you need to go. Go in the cave and go up the pathway and steps leading to the top of the rocks. Go through the door at the top and go left from there. Capture the Medicham for later and continue up. You'll see Chris again, but ignore him for now and go explore over to the left again. Capture the Poliwrath and go back to Chris. If you used the Medicham to get to Wobbuffet, that's okay; you can get another Medicham later.

Go through the door and make the Steelix move by using Poliwrath's Soak. Go through the next few doors to meet Elita, the Wintown Leader. You'll find out that the pathway to Wintown is blocked by some Piloswine. You can get by by finding a Swinub in the area, and you'll be left to do this. Go through the door to the north and fall down the hole ahead. Now, be careful as you go down the slide. Avoid holes along the way, but you have to veer off to the left to get to the Swinub. Otherwise, you'll have to do it over again. Capture the Swinub and please the Piloswine. Go through the next two stairways ahead.

Keep going and capture Pokemon along the way if you feel like it. You'll eventually meet the Steelix again, and this time it won't be so restful. It will charge at you for a battle, so go ahead and get ready to capture it. You can capture it by stunning it with Discharge and then using Medicham's Fighting Assist for an easy capture. If you didn't notice, the Steelix was labeled as "Go-Rock Squad's," so don't be too surprised to see a member enter and then run away. Follow after him and the rest of the path to enter Wintown and complete the mission.

And now that you're Ranger Rank 9, you have another mission to tend to. This one involves going to Sekra Range and infiltrating the Go-Rock secret base. You'll be acting as a decoy, but it won't be much different than any other mission. To get started, leave Wintown by the northern exit.

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