Trick House: Difference between revisions

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(I can also provide trainer info, but it's past midnight where I am and I'm tired. I'll add the trainers tomorrow, scout's honor)
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After completing the final puzzle in {{game|Emerald}}, {{player}}s may choose between either tent, but may only take one.
==Puzzles==
The puzzles for Trick House are three-part. First, the Trick Master is hiding somewhere in the first room of the house. The first few times the player enters the house, an exclamation mark identifies the Trick Master right away, but in later challenges the player must find him without any help. Once the Trick Master is found, the player may enter the larger rear room through the scroll on the wall. The rooms consist of some sort of maze with a gimmick to each of them, and each room also has items and trainers. The player must navigate through the maze to a scroll, where they will obtain a secret code. Finally, the player must find the scroll to the Trick Master's room and write the code on it to gain access.
Upon being found, the Trick Master will reward the player, and the player may take a shortcut passage out of the Trick House. If they have fulfilled the requirements for the next puzzle, they may immediately re-enter and begin it. While the rooms in Trick House use the same gimmicks in Pokémon Emerald as were used in Ruby and Sapphire, the layouts of the rooms are each changed slightly.
===Puzzle 1===
The first puzzle is a straightforward maze. The rooms of the area are separated by trees that can be {{m|Cut}} down to proceed.
===Puzzle 2===
The second puzzle is another maze, but with a more confusing layout. Holes in the ground cannot be passed until the player hits a switch to extend a platform over them. However, there is no way to tell which switches cover which holes.
===Puzzle 3===
The third puzzle is a room full of alternating red and blue doors. Stepping on a switch opens all red doors and closes all blue doors, and stepping on a switch again will open all blue doors and close all red doors.
===Puzzle 4===
The fourth puzzle is a room full of boulders that must be pushed aside using {{m|Strength}}. However, due to the close quarters, pushing boulders the wrong way can block certain paths.
===Puzzle 5===
The fifth puzzle is a sequence of robots that will ask you questions of escalating difficulty. Answering correctly lets you advance, a wrong answer sends you back to the start of the room.
===Puzzle 6===
The sixth room is full of flipping gates like those found in [[Fortree Gym]], but arranged in a more confusing pattern. As with Fortree, the player must walk through the gates in certain combinations to advance through the room.
===Puzzle 7===
The seventh room is filled with [[spinner]]s similar to [[Mossdeep Gym]]. The player must navigate the maze of spinners and pull switches to change their directions to advance through the room.


After completing the final puzzle in {{game|Emerald}}, {{player}}s may choose between either tent, but may only take one.
===Puzzle 8===
The eight room is divided into two areas, an upper and lower area. Both are made up primarily of polished floors lined with pots. Stepping on the polished floor will send the playing sliding across it until they hit an obstacle. The player must navigate their way across both floors to conquer Trick Master's final challenge.
 
<gallery perrow="4">
File:TrickRoom1.png|First room in Emerald
File:TrickRoom2.png|Second room in Emerald
File:TrickRoom3.png|Third room in Emerald
File:TrickRoom4.png|Fourth room in Emerald
File:TrickRoom5.png|Fifth room in Emerald
File:TrickRoom6.png|Sixth room in Emerald
File:TrickRoom7.png|Seventh room in Emerald
File:TrickRoom8.png|Eighth room in Emerald
</gallery>


[[Category:Hoenn locations]]
[[Category:Hoenn locations]]

Revision as of 08:05, 16 September 2009

Trick House カラクリやしき
Trick House
"Wild Missingno. appeared!"
File:Trick house.png
Map description: {{{mapdesc}}}
Location: North of Slateport City, on Route 110
Region: Hoenn
Generations: III
Hoenn Trick House Map.png
Location of Trick House in Hoenn.
Pokémon world locations

The Trick House is located on Route 110 in Hoenn. Once entering the house, the player will see a small sparkle, which is where the Trick Master is hidden. After finding the Trick Master and completing the puzzle, the player will be rewarded. However, the player must have a certain Gym badge and have completed the previous puzzles to start a new one.


Puzzle Badge Prize HMs required
Puzzle 1 Stone Badge Rare Candy HM01 (Cut)
Puzzle 2 Knuckle Badge Timer Ball None
Puzzle 3 Dynamo Badge Hard Stone HM06 (Rock Smash)
Puzzle 4 Heat Badge Smoke Ball HM04 (Strength)
Puzzle 5 Balance Badge TM12 (Taunt) None
Puzzle 6 Feather Badge Magnet None
Puzzle 7 Mind Badge PP Max None
Puzzle 8 Rain Badge Blue Tent (Sapphire, Emerald) None
Red Tent (Ruby, Emerald)

After completing the final puzzle in Pokémon Emerald, players may choose between either tent, but may only take one.

Puzzles

The puzzles for Trick House are three-part. First, the Trick Master is hiding somewhere in the first room of the house. The first few times the player enters the house, an exclamation mark identifies the Trick Master right away, but in later challenges the player must find him without any help. Once the Trick Master is found, the player may enter the larger rear room through the scroll on the wall. The rooms consist of some sort of maze with a gimmick to each of them, and each room also has items and trainers. The player must navigate through the maze to a scroll, where they will obtain a secret code. Finally, the player must find the scroll to the Trick Master's room and write the code on it to gain access.

Upon being found, the Trick Master will reward the player, and the player may take a shortcut passage out of the Trick House. If they have fulfilled the requirements for the next puzzle, they may immediately re-enter and begin it. While the rooms in Trick House use the same gimmicks in Pokémon Emerald as were used in Ruby and Sapphire, the layouts of the rooms are each changed slightly.

Puzzle 1

The first puzzle is a straightforward maze. The rooms of the area are separated by trees that can be Cut down to proceed.

Puzzle 2

The second puzzle is another maze, but with a more confusing layout. Holes in the ground cannot be passed until the player hits a switch to extend a platform over them. However, there is no way to tell which switches cover which holes.

Puzzle 3

The third puzzle is a room full of alternating red and blue doors. Stepping on a switch opens all red doors and closes all blue doors, and stepping on a switch again will open all blue doors and close all red doors.

Puzzle 4

The fourth puzzle is a room full of boulders that must be pushed aside using Strength. However, due to the close quarters, pushing boulders the wrong way can block certain paths.

Puzzle 5

The fifth puzzle is a sequence of robots that will ask you questions of escalating difficulty. Answering correctly lets you advance, a wrong answer sends you back to the start of the room.

Puzzle 6

The sixth room is full of flipping gates like those found in Fortree Gym, but arranged in a more confusing pattern. As with Fortree, the player must walk through the gates in certain combinations to advance through the room.

Puzzle 7

The seventh room is filled with spinners similar to Mossdeep Gym. The player must navigate the maze of spinners and pull switches to change their directions to advance through the room.

Puzzle 8

The eight room is divided into two areas, an upper and lower area. Both are made up primarily of polished floors lined with pots. Stepping on the polished floor will send the playing sliding across it until they hit an obstacle. The player must navigate their way across both floors to conquer Trick Master's final challenge.