Appendix:Emerald walkthrough/Section 17

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Routes 132, 133, and 134 (optional)

Route 132
Route 133
Route 134

The waters of Routes 132, 133, and 134 hold strong ocean currents that make travel difficult. While moving primarily westbound, these currents can send you sailing in almost any direction. This makes it necessary to revisit the area in order to explore every island.

Northern path

Ride the central currents to Swimmer Gilbert, then sail westward to reach a Rare Candy opposite Black Belt Kiyo on the northwest island. From here, Surf westward through the northern shallows of Route 133 to reach the north side of the route's northwest island. Collect the Star Piece here, then sail west to the calm waters on Route 134's north side. Take the current south of here to reach the large, thin island. Fight Black Belt Hitoshi and Battle Girl Reyna, collect the nearby Carbos, then Surf west to reach the shallows outside Slateport City.

Central path

Ride the southern currents to the southeast island to fight Fisherman Ronald. Wade into the waters off the north end of the shallows to follow the current to Black Belt Kiyo on the northwest island. Sail westward to ride the current to the southern of two shallows on Route 133, where you'll need to fight Experts Conor and Mollie before collecting the Big Pearl there. Continue westward to reach the south side of Route 133's northwest island, and battle Bird Keeper Beck. Sail west again to battle Sailor Hudson in the shallows of the large island. Head back into the water to follow the current to Slateport City.

To the Depths

Ride the southern currents to fight Fisherman Ronald on the crescent-shaped island, then sail westward to a calm patch of water surrounded by shallows. Grab the Protein, then follow the currents westward to be funneled through a bottleneck; this leads to calm waters with two Swimmers, Debra and Franklin. Pass through the rocky southern islet, collecting the Max Revive along the way, to reach a rectangular patch of shallow water situated between Routes 133 and 134. Step into the water from the west-central side to reach a deep, dark pit of water surrounded by a ring of rocks. Dive beneath the waves and follow the underwater path southward. The markings on the nearby wall are an ancient form of writing, and translate to Go up here. Surface from this point to emerge in an ancient ruin known as the Sealed Chamber. Once you're done exploring the Sealed Chamber, surface on Route 134 where you left off and continue west and then south to a small maze of rocks. Leave the maze through its westernmost exit to Sailor Hudson's island, then Surf further west to reach the shallows outside Slateport City.

Sealed Chamber, Entrance
Sealed Chamber, Back Room

Sealed Chamber

The Sealed Chamber is a mysterious ruin located in the depths of Route 134. The many stone tablets positioned around the chamber feature the same mysterious writing that was found near the underwater entrance. Solving some of Hoenn's oldest mysteries hinges on deciphering this age-old system.

Entrance

The first chamber holds ten stone tablets that act as a key to decoding this ancient writing system, known as Braille. These 28 characters correspond to the 26 letters of the alphabet, as well as the comma and period. Inspect the markings on the cavern's north wall to reveal a phrase, which translates to Dig here. Using the field move causes the wall to fall away, granting you access to a second cavern.

Back Room

The central ruins are encircled by six more stone tablets which tell of a powerful Pokémon that was sealed away. The message on the north wall reads, First comes Wailord. Last comes Relicanth. Relicanth can be found only in a few underwater areas, while Wailord's pre-evolved form, Wailmer, can be found in many areas with the Good Rod or Super Rod. Position these Pokémon in their respective places in your party and examine the wall again. This causes a mighty earthquake to rock the Sealed Chamber, while the sound of doors opening echoes from somewhere far away. Three separate ruins have now been opened, and each one holds a legendary Pokémon!

Desert Ruins (optional)

Desert Ruins, exterior
Desert Ruins, interior

The Desert Ruins lie among the dunes of Route 111. Another coded message can be found on the north wall.

Entrance

Examine the north wall to view the message, which reads, Left, left, down, down. Then, use Rock Smash. Close the message box and move exactly as instructed, two steps west and two steps south. Have a Pokémon use Rock Smash from this location, and a secret passage opens in the north wall!

Back Room

Follow the passage to the back cavern, where the legendary Pokémon Regirock awaits.

Spr 3e 377.png
Type:
Rock Unknown
Ability:
Clear Body
Held item:
None
Regirock Lv.40
Rock Throw
Rock
Curse
???
Superpower
Fighting
AncientPower
Rock

Island Cave (optional)

Island Cave, exterior
Island Cave, interior

The Island Cave sits on a small isle in the northwest part of Route 105. Another coded message can be found on the north wall.

Entrance

Examine the north wall to view the message, which reads, Stay close to the wall. Run around one lap. Close the message box and make a lap of the chamber, staying near the walls. After doing so, a secret passage appears out of nowhere!

Back Room

Follow the passage to the back cavern, where the legendary Pokémon Regice awaits.

Spr 3e 378.png
Type:
Ice Unknown
Ability:
Clear Body
Held item:
None
Regice Lv.40
Icy Wind
Ice
Curse
???
Superpower
Fighting
AncientPower
Rock

Ancient Tomb (optional)

Ancient Tomb, exterior
Ancient Tomb, interior

The Ancient Tomb stands on the southwest plateau of Route 120. Another coded message can be found on the north wall.

Entrance

Examine the north wall to view the message, which reads, Those who inherit our will, shine in the middle. Close the message box and move to the center of the cave. Have a Pokémon use Flash from this location, and a secret passage appears out of nowhere!

Back Room

Follow the passage to the back cavern, where the legendary Pokémon Registeel awaits.

Spr 3e 379.png
Type:
Steel Unknown
Ability:
Clear Body
Held item:
None
Registeel Lv.40
Metal Claw
Steel
Curse
???
Superpower
Fighting
AncientPower
Rock

Sky Pillar

Sky Pillar, Exterior
Sky Pillar, 6F

On the northern side of Route 131, Sky Pillar is an ancient, towering altar built for the ascension of Hoenn's ageless protector, the legendary dragon Rayquaza.

Exterior

After climbing through the tunnel from the sea, you emerge on the island's upper level. Wallace approaches you from the tower, having just unlocked the door. Sudden earthquakes rock the island as the weather distortions continue to spread from Sootopolis. He's worried about the city and heads back, leaving you to scale the tower on your own.

1F-5F

Enter the tower and climb the stairs to 4F. Step onto the cracked tiles on the north side of the floor; this causes you to fall back down to a previously-inaccessible part of 3F. Climb to 5F and take the stairs in the northeast to reach the apex.

Apex

Upon reaching the rooftop, you find the legendary creature beyond one final flight of stairs. Approach the dragon and it awakens, before flying off with a cry loud enough to shake the tower. Follow it back to Sootopolis!

Sootopolis City (second visit)

Rayquaza to the Rescue

When you return to Sootopolis, you find the two super-ancient Pokémon still locked in battle. Rayquaza suddenly appears in a beam of green light shining through the storm clouds, and quickly descends to the city. It hovers above the two combatants, and ends the fighting with a single, intimidating roar. Groudon and Kyogre flee, Rayquaza flies off back to Sky Pillar with another loud cry, and the weather returns to normal. With the super-ancient Pokémon gone, you can now find wild Pokémon in Sootopolis City.

Maxie, Archie, Steven, and Wallace all witness these events from the Gym island. The team leaders realize and accept their mistakes, then leave for Mt. Pyre to return the Red and Blue Orbs. Wallace thanks you on behalf of the people of Hoenn, and gives you HM07 (Waterfall) as a gift. With this, a Pokémon can force its way up a waterfall, but using it requires defeating the Sootopolis Gym first!

Move Tutor

Visit the Pokémon Center to prepare for the upcoming Gym. Inside, you find a girl near the bookcase on the left side of the counter. Speak to her, and she offers to teach the move Double-Edge to a Pokémon, one time only.

Sootopolis Gym

Sootopolis Gym, 1F
Sootopolis Gym, B1F

Sootopolis City Pokémon Gym
Leader: Juan

The Gym Leader with the beauty of pure water!

The Sootopolis Gym Specializes in Water-type Pokémon. Grass- and Electric-type moves are best here, while Fire, Ground, and Rock Pokémon may struggle. The Gym features three platforms where each icy tile must be traversed once in order to defrost the next stairway. Walking over an ice tile once cracks it; passing by a second time shatters it, leaving you to fall to the Gym's snowy underbelly where plenty of Trainers await.

The first puzzle is a 3×3 grid of ice, with two icy rocks as obstacles. Starting on the south-central tile, move ←1, ↑1, →2, ↑1 and ←1. This reveals the first stairway.

The second puzzle is a 7×3 grid, with two icy rocks as obstacles. From the south-central tile, move ←3, ↑2, →2, ↓1, →2, ↓1, →2, ↑2, and ←3. This reveals the second stairway.

The final puzzle is an 11×4 grid, with six icy rocks as obstacles. Starting on the south-central tile, move ←5, ↑3, →1, ↓1, →1, ↓1, →1, ↑2, →1, ↓1, →1, ↓1, →2, ↑1, →1, ↓1, →1, ↓1, →1, ↑3, and ←5. This reveals the stairway to the Gym Leader.

Juan leads with his Luvdisc; not much of a threat, but it may still confuse its target with Sweet Kiss, and further hinder male targets with Attract. As a Water/Ground Pokémon, his Whiscash is only vulnerable to Grass moves; its Rain Dance temporarily strengthens Water moves, while Earthquake can deter Electric-type opponents. Sealeo's Ice/Water typing gives it additional weaknesses to Fighting and Rock moves; Water Pulse and Body Slam deal damage while Encore forces the target to repeat its previous move. His Crawdaunt is not a major threat, as all Water moves are Special moves and its Special Attack is lower than its Attack, but it can still deal damage. Finally, his Kingdra can inflict serious damage with Water Pulse, and use Ice Beam to deal with Grass types; use powerful moves to defeat it quickly, before it can regain health with Rest.

Sootopolis Gym
The Rain Badge



Defeated, Juan awards you the Rain Badge, which ensures obedience from all Pokémon and enables the use of Waterfall in the field. He also gives you TM03 (Water Pulse) as a prize, and registers himself in your PokéNav. With all eight Badges, your next destination is the Pokémon League in Ever Grande City to the southeast.

Sky Pillar (optional)

Sky Pillar, 1F
Sky Pillar, 2F
Sky Pillar, 3F
Sky Pillar, 4F
Sky Pillar, 5F
Sky Pillar, 6F

After putting an end to the battle between Groudon and Kyogre, Rayquaza has returned home to Sky Pillar. The building's advanced age coupled with the dragon's movements have left several areas of flooring unstable, which makes the Mach Bike necessary to reach the apex this time around.

1F-5F

Enter the tower and climb the stairs to 2F. There are several patches of unstable floor here, so use the Mach Bike to speed over them and continue on. Things get tricky on 4F, where you must once again stop cycling on one of two cracked tiles on the north side of the floor; this causes you to fall back down to the previously-inaccessible part of 3F. Climb to 5F and take the stairs in the northeast to reach the apex.

Apex

Upon reaching the rooftop, you find the legendary creature fully awake beyond the final flight of stairs. At level 70, Rayquaza is the highest-leveled Pokémon before the credits, and as such, easily warrants the use of a Master Ball. Barring that, you will need a similarly high-leveled Pokémon with excellent Defense to counter it. Be sure to save the game, as you've only got one chance to catch it! As a Dragon/Flying Pokémon, it is especially vulnerable to Ice attacks, but Dragon- and Rock-type moves are also useful. Begin with these super-effective moves to deal heavy damage, and consider putting it to sleep before it can restore its health with Rest. Follow up with Grass, Fire, and Water moves to wear its health away even further. Beware of its most dangerous move, Outrage: after rampaging for several turns, Rayquaza becomes confused from fatigue. While it can deal serious damage to its target, it may also cause the dragon to attack itself in its confusion, and could end up knocking itself out!

Spr 3e 384.png
Types:
Dragon Flying
Ability:
Air Lock
Held item:
None
Rayquaza Lv.70
Fly
Flying
Rest
Psychic
ExtremeSpeed
Normal
Outrage
Dragon



← Part 16 Route 126, Sootopolis City, Cave of Origin, Route 129, Route 130, Route 131, Pacifidlog Town
Emerald
walkthrough
Ever Grande City, Victory Road Part 18 →


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