Walkthrough:Pokémon Legends: Arceus/Part 11

Setting out from the Ancient Retreat, we have a choice of where we go first - Lake Verity, Lake Valor, or Lake Acuity, which are in the Obsidian Fieldlands, Crimson Mirelands, and Alabaster Icelands respectively. You can tackle these in any order, based on preference, but we'll go in the order we first visited their areas - so Lake Verity first, then Lake Valor, before finishing with Lake Acuity.

Lake Verity

Fly into the Fieldlands camp, and head right immediately, past Floaro Gardens, and scale the cliffs with Sneasler to reach the edge of Lake Verity, then fly down to the cavern on the island at the center. You can also run around the bottom of the lake, entering up through Sandgem Flats.

Volo and your chosen leader (either Adaman or Irida) will be waiting for you outside. Volo tells you that Lake Verity is protected by a Pokémon called Mesprit, and that it was when Mesprit first took flight the people learned of joy and sorrow. Your Arc Phone beeps and starts glowing, and after you hold it up, an entrance to the cave appears from nowhere, allowing you to enter.

Inside the cave, you'll find a strong Pokémon - not Mesprit, but an alpha Hisuian Goodra. To advance, you'll have to defeat it in battle or capture it (it is also programmed to never be a shiny Pokémon).


Once you've dealt with the Goodra, Mesprit appears before you, waiting for you to approach it. It speaks to you using its psychic powers, urging you to share your emotions with it. Agree to do so, and answer the questions it asks you - once it's satisfied you have shared your emotions properly, it will grant you Mesprit's Plume, the first of the three items needed to forge the Red Chain, before it disappears again.

You've completed Mission 14: The Trial of Lake Verity!

With Lake Verity and Mesprit now taken care of, once you leave the cavern, Volo suggests we go back to the Ancient Retreat to inform Cogita of our progress. Showing Cogita Mesprit's Plume confirms to her that the myths about the Red Chain are true, and after some more musing amongst the four of you, it's onwards to our next destination - the Crimson Mirelands, and Lake Valor.

Lake Valor

Head for the Crimson Mirelands, and once you've arrived, fast travel to the Diamond Settlement (or, if you don't have that available, Brava Arena). From there, head east, using Sneasler to climb the cliffs to Lake Valor, then use Braviary to fly or Basculegion to swim to the island in the center, where Volo and Adaman/Irida await your arrival.

Volo tells you that Lake Valor is protected by a Pokémon named Azelf, and when it took flight the will to do what needs to be done was born in people's hearts. Your Arc Phone beeps again, and a brilliant light emerges when you hold it up, creating an entrance to the cavern, just as in Lake Verity, allowing you to enter.

Inside the cavern, you'll find a fearsome alpha Overqwil that you must catch or defeat to advance, and like the alpha Goodra, it is coded to never appear shiny.


After you've taken care of the Overqwil (catching it is recommended, as this will add another entry to your Pokédex, which you'll need to complete for a later mission, and evolving Hisuian Qwilfish is a very time consuming task), Azelf, the being of willpower, emerges in front of you.

Using its psychic powers, Azelf asks you to demonstrate your unyielding will, by striking it, if you can. A basket filled with balms will appear in front of you, and like in our encounters with the frenzied nobles, we'll have to hit Azelf with the balms. This might seem simple, but whenever you throw the balms, Azelf simply disappears. Azelf will ask if you wish to give up - you must continue, but Azelf will once again disappear whenever you try to hit it. Azelf suggests it is best that you give up, but disagree once more so you can continue to throw balms. Once again Azelf will tell you that your efforts are in vain, and that you should give up. Hold firm, refuse to quit, and Azelf, recognizing your strength of will, will finally let you hit it.

Once you've successfully struck Azelf with a Marsh Balm, it will hand over Azelf's Fang, the second of the three items we need to successfully forge the Red Chain, before it disappears. Exit the cavern, and Volo, who has been waiting outside, will suggest we go back to Cogita again.

You've completed Mission 15: The Trial of Lake Valor!

At the Ancient Retreat, Volo reveals that we need to act fast, with the residents of Jubilife Village growing increasingly restless. It appears a Pokémon has been witnessed on the other side of the space-time rift, and Commander Kamado is gathering a force to subdue it, if necessary. With no time like the present, let's go to our third destination - the Alabaster Icelands, and Lake Acuity.

Lake Acuity

In the Alabaster Icelands, fly into your northernmost travel point (Icepeak Camp or the Pearl Settlement are best, but if you haven't unlocked them Icepeak Arena is slightly closer than the Snowfields Camp), and head up to Lake Acuity in the northern part of the map, either using the path on Glacier Terrace or by scaling the cliffs with Sneasler. Once you've reached the shores of the lake, head to the island in the middle to link up with Volo and Adaman/Irida.

Volo explains that Lake Acuity is protected by Uxie, the being of knowledge, and when it took flight people gained the knowledge to tackle problems. Your Arc Phone beeps once more, emits a glowing light, and an entrance to the cave appears. When you're ready, head inside.

In the interior of the cavern you'll face another strong Pokémon - this time it's an alpha Hisuian Zoroark, and you'll have to catch it or knock it out to advance (the Zoroark, like the Goodra and Overqwil, can not appear as a shiny Pokémon).


After you've successfully tackled the Zoroark (this can be tricky as it only has a weakness to Dark-type moves, and if it boosts its attacking prowess with Nasty Plot it can be a devastating sweeper), Uxie will appear in front of you.

Uxie, using its psychic powers to communicate, says that it will test your knowledge. It lists five Pokémon - Combee, Zubat, Unown, Magneton, and Dusclops - and asks how many eyes they have, ‘one by one yet all at once'. The answer it is looking for is 60131. Enter the number and Uxie, pleased with your demonstration of knowledge, will give you Uxie's Claw, the final piece you need to craft the Red Chain, before it disappears.

You've completed Mission 16: The Trial of Lake Acuity!

Leave the cave, and Volo will remind you that we were told to go to the Shrouded Ruins in the Coronet Highlands after completing the trials of the three Lake Guardians, and he'll take the three of you straight there.

Coronet Highlands

You arrive at the Shrouded Ruins, and Volo wonders what we have to do now we've arrived. Cogita fortuitously arrives at this point, although she is also unaware of how we are supposed to forge the Red Chain. That question is immediately answered when the three Lake Guardians, Mesprit, Azelf, and Uxie, appear in front of you, and use their psychic powers, along with the three artefacts they gave you, to create the Red Chain. Their role now complete, the guardians disappear once again.

Cogita is relieved that the burden she has carried, the story passed down from her ancestors through the generations, is now lifted. Volo tells us he has news from other members of the Ginkgo Guild - Commander Kamado, rather than waiting for the results of our investigation, is going to climb Mount Coronet himself. In order to try and stop him before it's too late, we head straight back to Jubilife Village to tell him about the Red Chain.

Jubilife Village

Once we enter the village, Rei/Akari are relieved to see we're back safely, and rush off to tell Professor Laventon and Captain Cyllene. Laventon is also delighted to see us, although Cyllene is stuck in her office, overwhelmed with her work, especially since Commander Kamado has gone. Laventon tells us that Kamado has indeed already set out for Mount Coronet, and plans to deal with the Pokémon on the other space-time rift himself if need be.

Inside Galaxy Hall, Cyllene congratulates you on not dying, as per her orders, although the fact that Abra teleported to you with a letter from her is conveniently brushed under the carpet. You explain to her about the Lake Guardians, and obtaining the Red Chain, and she tells you that the Commander has indeed gone to the summit of Mount Coronet, where the Temple of Sinnoh is found, to tackle the rift, unaware of the existence of the Red Chain.

Cyllene issues you with new orders: we are to take the Red Chain to Mount Coronet, make our way to the peak, and put an end to the crisis. To do this, we are officially reinstated at our previous rank, and we receive our newest mission: Atop Mount Coronet. We can use this opportunity to tweak our party and inventory in Jubilife Village, or report any progress with the Pokédex to Captain Cyllene to potentially increase our rank, and once you're satisfied it's time to head to the Coronet Highlands.

This article is part of Project Walkthroughs, a Bulbapedia project that aims to write comprehensive step-by-step guides on each Pokémon game.