Walkthrough:Pokémon Super Mystery Dungeon/Chapter 8

Introduction

The next day, as you come out of your house, you and the partner are approached by Shelmet, who claims Pancham has something to say to the entire class. Shelmet is going around gathering everybody and asks you to go to the hill with the big tree. Once there, Pancham announces his plan: daring everyone to sneak into the school at night. He wants everyone to face their fears and find out if there are ghosts once and for all. Goomy and Deerling are worried about being caught, but Pancham assures them they won't. Espurr, surprisingly, agrees with Pancham, wanting to see the ghosts for herself. The partner is still scared, but Pancham finalizes the plan to meet at night and dismisses everyone.

Outside your home, the partner is scared and asks to stick around you at night. You both plan to sneak out of your windows at night and then head home.

That night

That night, you wake up in your room. Interact with the big window to sneak out, and meet up with the partner. They tell you that they aren't comfortable with stuff like ghosts, and ask you to take the lead. Upon reaching the school entrance, the rest of the class is waiting for you. In the classroom, Pancham calls for the ghosts, scaring Goomy and your partner. As the partner faints, the rest of you start to hear the cries of "hot", and suddenly, blue flames appear! Goomy and Shelmet faint as well, and the voice wants to know who summoned it. As Pancham answers that it was him, a strange silhouette is seen, and the rest of you faint as well.

As you come to, you, the partner, Goomy, and Deerling notice that Pancham, Shelmet, and Espurr have disappeared. Suddenly, Espurr reappears, having followed Pancham and Shelmet, and informs everyone that those two were taken away by force. When the strange shadow appeared, Espurr did not faint, but pretended to be unconscious to see what happened next. As the blue flames took Pancham and Shelmet away, Espurr followed them, and now takes you there. You arrive at the big door on the edge of the village, which is now open and leads to the Ancient Barrow. The adults have always forbidden the kids to enter there, but you all decide you need to save Pancham and Shelmet anyway. At this point, you can go back to interact with your deposit box in the town square, though you cannot buy new items from the Kecleon Shop. Once you are ready, enter the door to the Ancient Barrow. Out of your three available classmates, you can select one as the third member of your party (allowing you switch control to them), and the other two will follow you as "escorted" Pokémon. Since the dungeon ahead will contain a lot of Poison-type Pokémon, Espurr's Psychic-type will give you an advantage. Once you are done selecting the team, go into the dungeon.

Ancient Barrow

Ancient Barrow いにしえの骨跡(ほねあと)
Ancient Boneyard
Basic info
Floors: 11
Rest stops: Yes (after B7F)
Traps: Yes
Monster Houses:
Main type: Poison, Bug, Ground, Steel
Boss: Giratina
Allowances
Recruiting: No*
Items: Current
Money: Allowed
Starting level: Current
Team members: Up to 3*
Location
Please upload a world map highlighting this dungeon's location.

Ancient Barrow has 11 floors, with a rest stop between the 7th and 8th floors, and a boss battle after the 11th floor on the first visit. This dungeon mostly contains Poison-type Pokémon, with some Bug, Ground, Steel-type Pokémon.

The following Pokémon are found here:

Pokémon Floors Levels Recruit Rate
Zubat (Pokémon) Zubat B1F-B11F 11 Unrecruitable
Gloom (Pokémon) Gloom B1F-B11F 21 Unrecruitable
Koffing (Pokémon) Koffing B1F-B11F 11 Unrecruitable
Spinarak (Pokémon) Spinarak B1F-B11F 11 Unrecruitable
Baltoy (Pokémon) Baltoy B1F-B11F 11 Unrecruitable
Beldum (Pokémon) Beldum B1F-B11F 11 Unrecruitable
Venipede (Pokémon) Venipede B1F-B11F 11 Unrecruitable
Garbodor (Pokémon) Garbodor B1F-B11F 36 Unrecruitable
Golett (Pokémon) Golett B1F-B11F 11 Unrecruitable
Honedge (Pokémon) Honedge B1F-B11F 11 Unrecruitable
These Pokémon are recruited through the Connection Orb rather than fighting them.

The following items can be found here.

Item Bug
35-84 Poké B1F-B11F
Apple B6F-B7F, B11F
Cheri Berry B2F
Oran Berry B1F, B4F-B6F
Elixir B3F, B6F-B7F
Totter Orb B6F
Barrage Guard B3F
Berry Power B6F
Big Ears B4F, B10F
Clutch Performer B5F, B11F
Guard Boost B8F
Payback B10F
Power Boost Y B9F
Sleep Guard B3F
Super Critical B1F, B5F
Toughness B7F
Trap Proof B10F
Wand Expert B7F
3 Petrify Wand B7F
3 Slumber Wand B4F
5 Truant Wand B8F, B10F

On completing the 11th floor, you come to a clearing where you hear Pancham's voice. The voice of the shadow appears and introduces itself as the Dark Land Emissary, Giratina. It will allow you to return safely on the condition that you give up Pancham and Shelmet's spirits, but the partner assures it you will never do such a thing. The blue flames surround you, revealing themselves to be Litwick, and the battle starts.


As Giratina has Safeguard, using Slumber or Confuse wands on it won't work, but if you keep attacking it directly and using Alliances, it shouldn't be too hard to defeat. You can always use a Petrify or Slumber wand on your first turn to allow you to focus on the Litwick first.

After Giratina is defeated, the Litwick run away. Your partner asks Giratina to give Pancham and Shelmet back, but Giratina refuses. Suddenly, the Litwick reappear, and reveal that Giratina is actually an illusion created by Solosis! They explain that other Pokémon being scared is the source of their energy, and as they keep scaring people, they keep getting found out and have to move from town to town. They met Solosis who agreed to create illusions of terrifying Pokémon to help the Litwick out. The Litwick ask you to not tell anyone about this, and in exchange promise not to scare anyone anymore. The partner forgives them, but demands that Solosis and the Litwick take less drastic measures to scare others, and to balance their mischief with good deeds. They agree, and return Pancham and Shelmet, and all of you return home, having proved your mettle.

End

The rest of your class returns quietly, but you and the partner are caught by Carracosta and Nuzleaf, who scold you. The partner however, is way too tired, and goes to sleep right in the middle of the scolding, and thus you alone get a lecture from Carracosta till dawn.

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