Walkthrough:Pokémon Diamond and Pearl/Part 28
These pages follow the original Nintendo DS iteration, not Pokémon Brilliant Diamond and Shining Pearl. The guide for those games can be found here.
Lake Acuity

Acuity Cavern

Once Cyrus is defeated at Spear Pillar, the Being of Knowledge returns to its chamber in the middle of Lake Acuity. If run from, it respawns upon leaving the area.
VS Uxie
Uxie's high defensive stats mean that it will not be caught easily. Consider bringing Quick Balls to use at the start of the encounter. Amnesia increases its Special Defense even further, so prioritize using physical moves rather than special moves. Begin with Bug-, Ghost-, and Dark-type attacks to weaken it quickly, then follow up with Fighting- and Psychic-type moves to wear it down further. Once its health is low, use Dusk Balls or Ultra Balls for greatest effect.
Lake Verity

Verity Cavern

Once Cyrus is defeated at Spear Pillar, the Being of Emotion returns to its chamber in the middle of Lake Verity.
The Restless One
Examine Mesprit to mark its Pokédex entry as ‘’Seen’’. It fades out of sight soon after, teleporting off to some other place. Professor Rowan arrives a moment later, and points out that despite completing the task he gave you in Canalave City, it did not provide any answers about the mysteries of Evolution. He suggests chasing after Mesprit, as he got the impression that it wants to play with you. Now that you have encountered it once, the Pokétch's Marking Map app will track its movements. Rowan expresses his wish for you to meet countless Pokémon and people, and hopes that you enjoy that experience.
Tracking Mesprit
Now that Mesprit has begun roaming across Sinnoh, it can appear nearly anywhere. Be sure to stock up on Quick Balls, as Mesprit will attempt to flee soon after being drawn into battle. It is also recommended to bring a supply of Repels, as this will help avoid other encounters during the hunt. Mesprit will quickly teleport to a new area whenever you cross the threshold into a new location. It is best to stake out a location with several surrounding areas, like the Valley Windworks. Move back and forth between areas, and when Mesprit eventually appears nearby, you will be well-positioned to track it down. Position your party so that your lead Pokémon is level 50 or below, then use a bottle of Repel to scare off other wild Pokémon.
VS Mesprit
Once the battle begins, Mesprit will flee after your first move, unless prevented from doing so by moves like Mean Look. While the other guardians were geared more toward offense or defense, Mesprit's stats are more balanced. Charm lowers the target's physical Attack, so consider using special moves instead. Inflict status ailments like sleep or paralysis first, as these will remain even if Mesprit escapes. Use a Bug-, Ghost-, or Dark-type attack at the next opportunity to weaken its health quickly, then follow up with Fighting- and Psychic-type moves to wear it down further. Once its health has fallen to critical levels, use a Quick Ball immediately on your next encounter. If Mesprit is blocked from escaping, use Ultra Balls or Dusk Balls instead for greatest effect.
Lake Valor

Valor Cavern

Once Cyrus is defeated at Spear Pillar, the Being of Willpower returns to its chamber in the middle of Lake Valor. If run from, it respawns upon leaving the area.
VS Azelf
Azelf's high offensive stats mean that it will not be caught without a fight. Consider bringing Quick Balls to use at the start of the encounter. Nasty Plot increases its Special Attack even further, so oppose it with Pokémon that have high Special Defense, or use X Sp. Def to be more resistant to Azelf's moves. Begin with Bug-, Ghost-, and Dark-type attacks to weaken it quickly, then follow up with Fighting- and Psychic-type moves to wear it down further. Once its health is low, use Dusk Balls or Ultra Balls for greatest effect.
Spring Path

The Spring Path leads from the east side of Route 214 to Sendoff Spring. It is a narrow trail through the trees that was only recently discovered.
The Fourth Lake
By the time you have entered the Hall of Fame, an opening in the trees on the east side of Route 214 has appeared. This trail winds its way through the trees until it reaches Sendoff Spring.
Sendoff Spring

Sendoff Spring lies to the east of Route 214, at the end of the Spring Path. A large earthen mound filled with rainwater, it is known as "the fourth lake of Sinnoh that was kept secret". Some believe it to be the place where the deceased arrive for their journey into the world beyond. A cave opening at the water's edge leads to Turnback Cave.
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Turnback Cave



Turnback Cave houses an ancient cemetery where the veil between the Pokémon world and the world beyond is weakest. Physics do not work as expected here, making it easy to become disoriented in the dense fog.
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Entrance
Turnback Cave is an eerie place where time and space are distorted, and its layout changes on every visit. Beyond the first chamber, most others are randomized, making it impossible to know what lies ahead.
An inscription on the central mound reads, "...Past three pillars... to the sleeping... before 30 is surpassed...". To reach the final chamber, visitors must pass through three chambers that each hold a pillar. This must be done before traveling through 30 chambers, or the doorway to the next one will return visitors to the entrance. Between these pillars are other chambers filled with rocks. The cave hints at the way forward, by marking the correct path with a group of rocks arranged in a way that does not match others in the same chamber. With four doors to each chamber, there is a 25% chance of choosing the correct path forward. Neither Dig nor Escape Ropes can be used here, so if you get lost, choose one of the three other doors to return here to the Entrance.
Pillar Room
Each chamber that houses a pillar features an inscription at its base that lists two numbers. The first is the number of pillars found, and the second is the current number of chambers explored.
Final Room
Upon reaching the final chamber, you find a dangerous-looking creature standing before you. This is Giratina, one of the Pokémon of myth alongside Dialga and Palkia.
VS Giratina
Where Dialga controls time and Palkia rules over space, Giratina instead reigns over antimatter. Said to live in a world on the reverse side of ours, the form it takes in our world is primarily defensive. Its signature move, Shadow Force, allows it to "vanish instantly" and reappear on the next turn to cause damage. Begin by inflicting sleep or paralysis to hinder its movements. Use Ghost-, Ice-, Dragon-, and Dark-type attacks to weaken it quickly, then follow up with Fire-, Grass-, and Water-type moves for example to wear it down further. Giratina is a hearty Pokémon with a very high HP stat, so it will likely not be a short battle. Once its health finally falls to critical levels, use Dusk Balls or Ultra Balls for greatest effect. If run from, it respawns upon leaving the area.
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Giratina Lv.70
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Once Giratina has gone, any of the four doors can be taken to return to the Entrance Room. Several subsequent visits will result in an item appearing in Giratina's place.
| This article is part of Project Walkthroughs, a Bulbapedia project that aims to write comprehensive step-by-step guides on each Pokémon game. |