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Pokemon Dungeon Escape - Act 1 - Chapter 51
The voting results are as follows:
1) Alolan Persian is in the lead. Do we want to switch our lead for this room?
A) No, keep Alolan Persian in the lead.
B) Yes, switch to Sudowoodo. - 2 votes
C) Yes, switch to Simisear.
D) Yes, switch to Simipour.
E) Yes, switch to Hawlucha.
F) Yes, switch to Trevenant.
2)How do we fight any enemies in this room?
A) Offensively; nothing but attacking moves and prioritizes super-effective attacks if possible. - 2 votes
B) Balanced; Uses both Attacking moves as well as non-attacking moves. Prioritizes super-effective attacks if possible. Uses attacking moves 66% of the time on average.
C) Defensively. Only attacks once every 3 turns. Uses the other two turns for non-attacking moves.
3-1) We have a Brushoff Orb, which sends an opponent somewhere else in the same act. Do we use the Brushoff Orb in this room?
A) Yes, use a Brushoff Orb on the level 25 Electrike.
B) Yes, use a Brushoff Orb on the level 26 Electrike.
C) Yes, use a Brushoff Orb on the Manectric.
D) No, don't use a Brushoff Orb now. - 2 votes
3-2) The Trapbust Orb destroys all traps in the current room. Do we use the Trapbust Orb in this room?
A) Yes, use the Trapbust Orb.
B) No, don't use the Trapbust Orb now. - 2 votes
3-3) A See-Trap Orb reveals all traps in the current room and the lead Pokemon will avoid stepping on them if possible. Do we use a See-Trap Orb in this room?
A) Yes, use a See-Trap Orb.
B) No, don't use a See-Trap Orb now. - 2 votes
3-4) A Slumber Orb puts an enemy to sleep so we can pass it without fighting it or start the fight with it asleep. Do we use a Slumber Orb in this room?
A) Yes, use a Slumber Orb on the level 25 Electrike and avoid fighting it.
B) Yes, use a Slumber Orb on the level 25 Electrike and start a fight with it being asleep.
C) Yes, use a Slumber Orb on the level 26 Electrike and avoid fighting it.
D) Yes, use a Slumber Orb on the level 26 Electrike and start a fight with it being asleep.
E) Yes, use a Slumber Orb on the Manectric and avoid fighting it. - 1 vote
F) Yes, use a Slumber Orb on the Manectric and start a fight with it being asleep.
G) No, don't use a Slumber Orb now. - 1 vote
Tied. Very tempted to join E, but we're going to a big room next with lots of enemies. Might end up needing the orb more there, and we can heal up before fighting Manectric and will also be healing at the Hot Spring after this room. I'll join G).
3-5) A Slumber Orb puts an enemy to sleep so we can pass it without fighting it or start the fight with it asleep. Do we use a second Slumber Orb in this room?
A) Yes, use a Slumber Orb on the level 25 Electrike and avoid fighting it.
B) Yes, use a Slumber Orb on the level 25 Electrike and start a fight with it being asleep.
C) Yes, use a Slumber Orb on the level 26 Electrike and avoid fighting it.
D) Yes, use a Slumber Orb on the level 26 Electrike and start a fight with it being asleep.
E) Yes, use a Slumber Orb on the Manectric and avoid fighting it.
F) Yes, use a Slumber Orb on the Manectric and start a fight with it being asleep.
G) No, don't use a Slumber Orb now. - 2 votes
3-6) We have a Lob Orb. Do we use the Lob Orb in this room?
A) Yes, use a Lob Orb on the level 25 Electrike.
B) Yes, use a Lob Orb on the level 26 Electrike.
C) Yes, use a Lob Orb on the Manectric.
D) No, don't use a Lob Orb now. - 2 votes
3-7) We have a Totter Orb. Do we use the Totter Orb in this room?
A) Yes, use a Totter Orb on the level 25 Electrike.
B) Yes, use a Totter Orb on the level 26 Electrike.
C) Yes, use a Totter Orb on the Manectric.
D) No, don't use a Totter Orb now. - 2 votes
3-8) We have an Invisify Orb, which turns the party leader Invisible and lets us avoid any fights in the room it's used in. The effect ends if the party leader attacks any enemy. Do we use the Invisify Orb in this room?
A) Yes, use it and avoid all fights in the current room.
B) Yes, use it and start a fight with the level 25 Electrike.
C) Yes, use it and start a fight with the level 26 Electrike.
D) Yes, use it and start a fight with the Manectric.
E) Yes, use it after fighting the level 25 Electrike to avoid further fighting.
F) Yes, use it after fighting the level 26 Electrike to avoid further fighting.
G) No, don't use the Invisify Orb in this room. - 2 votes
4) We can heal after defeating 2 opponents. Should we heal?
A) Yes, drink a Berry Juice. Heals up to 50 HP and also heals any status conditions. - 1 vote
B) Yes, eat an Oran Berry. Heals up to 100 HP.
C) Yes, eat a Sitrus Berry. Heals up to 250 HP.
D) No, don't heal up. - 1 vote
Tied. Sudowoodo is slow so it'll probably need the heal. Joining A)
5) What do we do with the items in this room?
A) Pick up all items. - 2 votes
B) Pick up only the Green Shard.
C) Pick up only the Berry Juice.
D) Pick up only the Oran Berry.
E) Pick up only the TM004 - Surf.
F) Pick up the TM004 - Surf and the Green Shard.
G) Pick up the TM004 - Surf and the Berry Juice.
H) Pick up the TM004 - Surf and the Oran Berry.
I) Pick up the Green Shard and the Berry Juice.
J) Pick up the Green Shard and the Oran Berry.
K) Pick up the Berry Juice and the Oran Berry.
L) Pick up the TM004 - Surf, the Berry Juice and the Oran Berry.
M) Pick up the TM004 - Surf, the Berry Juice and the Green Shard.
N) Pick up the TM004 - Surf, the Green Shard and the Oran Berry.
O) Pick up the Berry Juice, the Oran Berry and the Green Shard.
6) Which room do we go to next?
A) Go to room 1 from it's right Southern entry.
B) Go to room 1 from it's left Southern entry.
C) Go to room 2 from it's Southern entry.
D) Go to room 2 from it's Eastern entry.
E) Go to room 4 from it's upper Western entry.
F) Go to room 4 from it's Northern entry.
G) Go to room 4 from it's lower Western entry.
H) Go to room 6 from it's Western entry.
I) Go to room 6 from it's Eastern entry.
J) Go to room 6 from it's Southern entry.
K) Go to room 7 from the Western entrance.
L) Go to room 7 from the Northern entrance.
M) Go to room 9 from the Western entrance.
N) Go to room 9 from the Southern entrance.
O) Go to room 11 from the Northern entrance.
P) Go to room 11 from the Eastern entrance.
Q) Go to room 11 from the Southern entrance.
R) Go to room 15 from the Western entrance. - 2 votes
S) Go to room 15 from the Northern entrance.
T) Go to the Move Releaner/Egg Move Tutor in the tree stump room.
7-1) After navigating the current room, but before heading to the next one, we can go heal at the Hot Spring. Should we heal?
A) Yes, go heal at the Hot Spring. - 2 votes
B) No, don't heal at the Hot Spring.
7-2) We've helped out Zorua and can go turn in the quest. Go turn in the 'A Prank gone wrong' quest to Zoroark?
A) Yes, go turn in the quest with Alolan Persian in the lead.
B) Yes, go turn in the quest with Sudowoodo in the lead. - 1 vote
C) Yes, go turn in the quest with Simisear in the lead.
D) Yes, go turn in the quest with Simipour in the lead. - 1 vote
E) Yes, go turn in the quest with Hawlucha in the lead.
F) Yes, go turn in the quest with Trevenant in the lead.
G) No, don't turn in the quest now.
Tied. Joining D) for more experience, even if most of our party doesn't need it as badly anymore, more experience still benefits Trevenant.
Spoiler:
1: B
2: A
3-1: D
3-2: B
3-3: B
3-4: E
3-5: G
3-6: D
3-7: D
3-8: G
4: D
5: A
6: R
7-1: A
7-2: B
1) B) Yes, switch to Sudowoodo. Not Trevenant because of Bite. Falls to Sudowoodo with Dig.
2) A) Offensively; nothing but attacking moves and prioritizes super-effective attacks if possible.
3-1) D) No, don't use a Brushoff Orb now. Nothing too scary here.
3-2) B) No, don't use the Trapbust Orb now.
3-3) B) No, don't use a See-Trap Orb now.
3-4) G) No, don't use a Slumber Orb now.
3-5) G) No, don't use a Slumber Orb now.
3-6) D) No, don't use a Lob Orb now.
3-7) D) No, don't use a Totter Orb now.
3-8) G) No, don't use the Invisify Orb in this room.
4) A) Yes, drink a Berry Juice. Heals up to 50 HP and also heals any status conditions. Might be poisoned or paralyzed from Static.
5) A) Pick up all items. Ooh, Surf.
6) R) Go to room 15 from the Western entrance. To the quest marker. Does not care from which side.
7-1) A) Yes, go heal at the Hot Spring. Naturally.
7-2) D) Yes, go turn in the quest with Simipour in the lead. Highest level.
We switch the lead to Sudowoodo and fight any enemies offensively.
We don't use any Orbs in this room. We pick up all items and go to room 15 from the Western entrance.
After navigating the current room we go heal at the Hot Spring and we go turn in the 'A Prank gone wrong' quest with Simipour in the lead.
The path we take is as follows (Yellow -> Orange -> Blue):
Stepped on a Grimy Trap. A Chesto Berry went bad and was tossed out.
Stepped on a Poison Trap in the room South of here while going back to Zoroark. Simipour was poisoned...
... but we go to the Hot Spring afterward so ¯\_(ツ)_/¯
The fights:
Spoiler:
Electrike, level 26:
Electrike, level 25:
Manectric:
Text in case the images are hard to read:
Spoiler:
---Electrike, level 26---
Sudowoodo enters the fight at 82/82 HP. Electrike outspeeds.
Turn 1:
-Electrike uses Thunder Fang. Sudowoodo takes 9 damage. Remaining HP: 73/82
-Sudowoodo uses Dig. Sudowoodo burrowed it's way under the ground.
Turn 2:
-Electrike uses Bite. Sudowoodo avoided the attack!
-Sudowoodo uses Dig. Electrike takes 122 damage. Electrike fainted.
Sudowoodo earned 220 Exp.
Sudowoodo earned 1 Speed Point.
Persian earned 220 Exp.
Simisear earned 220 Exp.
Simipour earned 220 Exp.
Hawlucha earned 220 Exp.
Trevenant earned 220 Exp.
---Electrike, level 25---
Sudowoodo enters the fight at 73/82 HP. Electrike outspeeds.
Turn 1:
-Sudowoodo uses Sucker Punch. Electrike takes 53 damage. Remaining HP: 2/55
-Electrike uses Shock Wave. Sudowoodo takes 18 damage. Remaining HP: 55/82
Turn 2:
-Electrike uses Thunder Fang. Sudowoodo takes 9 damage. Remaining HP: 46/82
-Sudowoodo uses Dig. Sudowoodo burrowed it's way under the ground.
Turn 3:
-Electrike uses Quick Attack. Sudowoodo avoided the attack!
-Sudowoodo uses Dig. Electrike takes 126 damage. Electrike fainted.
Technically rolled Static triggering here, but wasn't sure if that still triggers if it's on the same turn as the Pokemon fainting, and we heal up with a Berry Juice right after so I just kinda left it out as it's the same result.
Sudowoodo earned 211 Exp.
Sudowoodo earned 1 Speed Point.
Persian earned 211 Exp.
Simisear earned 211 Exp.
Simipour earned 211 Exp.
Hawlucha earned 211 Exp.
Trevenant earned 211 Exp.
Electrike dropped a Yellow Shard.
---Manectric---
Sudowoodo enters the fight at 82/82 HP. Manectric outspeeds.
Turn 1:
-Manectric uses Shock Wave. Sudowoodo takes 33 damage. Remaining HP: 49/82
-Sudowoodo uses Dig. Sudowoodo burrowed it's way under the ground.
Turn 2:
-Electrike uses Thunder Fang. Sudowoodo avoided the attack!
-Sudowoodo uses Dig. Manectric takes 80 damage. Manectric fainted.
Sudowoodo earned 664 Exp.
Sudowoodo earned 2 Speed Points.
Persian earned 664 Exp.
Persian leveled up to level 32!
Simisear earned 664 Exp.
Simisear leveled up to level 32!
Simipour earned 664 Exp.
Hawlucha earned 664 Exp.
Hawlucha leveled up to level 33!
Trevenant earned 664 Exp.
Trevenant leveled up to level 27!
Persian leveled up to level 32, Simisear leveled up to level 32, Hawlucha leveled up to level 33 & Trevenant leveled up to level 27.
Earned 2.800 Experience for turning in the 'A Prank gone wrong' quest.
Sudowoodo leveled up to level 31, Persian leveled up to level 33, Simipour leveled up to level 33 & Trevenant leveled up to level 28.
Team Roundabout:
Spoiler:
Effort Values.
Effort Values Earned, Persian:
9 HP Points
1 Defense Point
9 Sp. Attack Points
23 Speed Points
Effort Values Earned, Simipour:
3 Attack Points
2 Defense Points
2 Sp. Attack Points
1 Speed Point
Effort Values Earned, Simisear:
13 HP Points
5 Attack Points
17 Defense Points
3 Sp. Attack Points
2 Speed Points
Effort Values Earned, Hawlucha:
10 Attack Points
13 Defense Points
2 Sp. Attack Points
Effort Values Earned, Sudowoodo:
4 Speed Points
Effort Values Earned, Trevenant:
10 HP Points
Stat Changes.
Stat changes, Persian:
-
Stat changes, Simipour:
-
Stat changes, Simisear:
-
Stat changes, Hawlucha:
-
Stat changes, Sudowoodo:
-
Stat changes, Trevenant:
-
Effort Values Earned, Persian:
9 HP Points
1 Defense Point
9 Sp. Attack Points
23 Speed Points
Effort Values Earned, Simipour:
3 Attack Points
2 Defense Points
2 Sp. Attack Points
1 Speed Point
Effort Values Earned, Simisear:
13 HP Points
5 Attack Points
17 Defense Points
3 Sp. Attack Points
2 Speed Points
Effort Values Earned, Hawlucha:
10 Attack Points
13 Defense Points
2 Sp. Attack Points
Effort Values Earned, Sudowoodo:
4 Speed Points
Effort Values Earned, Trevenant:
10 HP Points
Stat Changes.
Stat changes, Persian:
-
Stat changes, Simipour:
-
Stat changes, Simisear:
-
Stat changes, Hawlucha:
-
Stat changes, Sudowoodo:
-
Stat changes, Trevenant:
-
The Hideout (Recruited Pokemon not in Party):
Spoiler:
Litleo, Male.
Level: 24
Ability: Unnerve
Moves: Fire Fang, Ember, Work up, Headbutt
Nature: Calm
Milcery, Female.
Level: 24
Ability: Sweet Veil
Moves: Sweet Kiss, Sweet Scent, Draining Kiss, Charm
Nature: Modest
Pansage, Female.
Level: 24
Ability: Gluttony
Moves: Bullet Seed, Acrobatics, Bite, Seed Bomb
Nature: Lonely
Egg
It will hatch after 5 rooms if kept in the hideout with a Fire type present.
Squawkabilly, Male.
Level: 25
Ability: Gluttony
Moves: Quick Attack, Torment, Aerial Ace, Fury Attack
Nature: Adamant
Tadbulb, Female.
Level: 27
Ability: Own Tempo
Moves: Charge, Spark Mud, Shot, Flail
Nature: Quiet
Jangmo-o, Male.
Level: 14
Ability: Bulletproof
Moves: Tackle, Dragon Tail, Dragon Breath, Bulldoze
Nature: Impish
Smoliv, Male.
Level: 25
Ability: Early Bird
Moves: Helping Hand, Flail, Mega Drain, Grassy Terrain
Nature: Quiet
Inventory:
Spoiler:
Abra Storage (Item Storage for full inventory sections):
Spoiler:
Items:
TM's:
Apparently I forgot to remove Squawkabilly's Sharp Beak when it got sent to the hideout. Normally I'd put it in the inventory, but I shoved it into storage for now as we probably don't want to use it right now.
Quests:
Spoiler:
Main Quest:
-Escape the Dungeon.
Acquire a Key for the Warden Door so that we can progress to the next area.
Side Quests:
-Machoke's Delivery Service (9/10 deliveries completed)
Objective: Guide Machoke to all the Pokemon marked on the map.
Reward: Low Sweep TM, 2 Red Shards, a Trapbust Orb and 2 HP Ups.
+30 Team Reputation and Exp based on the lead's level when turning in the quest.
-An Egg's Trying Time
Objective: Hatch the egg we got from Chansey and show her the Pokemon that hatched from it.
Reward: 3 Blue Shards and a Lucky Egg. + 10 Team Reputation and Exp based on the lead's level when turning in the quest.
Faction Quests:
-
Completed Quests:
Failed or Refused Quests:
-Spider Trouble (Refused)
Objective: Defeat a group of Spinarak led by an Ariados for Chespin.
-Escape the Dungeon.
Acquire a Key for the Warden Door so that we can progress to the next area.
Side Quests:
-Machoke's Delivery Service (9/10 deliveries completed)
Objective: Guide Machoke to all the Pokemon marked on the map.
Reward: Low Sweep TM, 2 Red Shards, a Trapbust Orb and 2 HP Ups.
+30 Team Reputation and Exp based on the lead's level when turning in the quest.
-An Egg's Trying Time
Objective: Hatch the egg we got from Chansey and show her the Pokemon that hatched from it.
Reward: 3 Blue Shards and a Lucky Egg. + 10 Team Reputation and Exp based on the lead's level when turning in the quest.
Faction Quests:
-
Completed Quests:
Spoiler:
1) The Lost Hairpin (Side Quest)
Objective: Find Chikorita's hairpin. It's somewhere along the route she described.
Reward: 3 Green Shards, 2 Yellow Shards and a Blowback Orb. + 20 Team Reputation and Exp based on the lead's level when turning in the quest.
2) Left Behind (Side Quest)
Objective: Escort Smoliv back to the merchant stand.
Reward: 2 Yellow Shards, 2 Green Shards, 1 Blue Shard & 1 Trapbust Orb + 30 Faction Reputation for Arboliva's Living Needs and Exp based on the lead's level when turning in the quest.
3) Merchant Guard Recruitment
Objective: Seek out any of the three candidates mentioned by Torterra and get them to hear you out.
Reward: 1 Blue Shard + 2 Yellow Shards + 1 Carbos, 1 Calcium & 1 Protein. + 50 Team Reputation and Exp based on the lead's level when turning in the quest.
Bonus Objective Completed: Get all of the candidates to hear you out before making a decision on which guard to send to Torterra.
Additional Reward Unlocked: 1 Carbos, 1 Calcium & 1 Protein + 1 See-Trap Orb
4) The Lost Shipment
Objective: Find out if the food shipment was really stolen or not and retrieve it if so.
Reward: Dig TM and a Brushoff Orb. + 25 Team Reputation and Exp based on the lead's level when turning in the quest.
5) Swalot's Sludge
Objective: Find Swalot's Black Sludge and return it to him.
Reward: Toxic TM, 3 Red Shards and 3 Yellow Shards. + 20 Team Reputation and Exp based on the lead's level when turning in the quest.
6) Halted Negotiations
Objective: Find the third Smoliv running an errand to the Construction Company.
Reward: 2 Blue Shards, a Sitrus Berry and a Lob Orb. + 40 Faction Reputation for Arboliva's Living Needs and Exp based on the lead's level when turning in the quest.
Optional Path Completed: Help Smoliv confront the Scovillain Society and retrieve the stolen shipment.
Optional Path Reward earned: Trailblaze TM, 2 Yellow Shards and 2 Blue shards and Smoliv becomes recruitable if we complete the optional path before reporting in to his brother.
7) A Prank gone wrong
Objective: Find Zorua who went to prank some Ghost type Pokemon.
Reward: Unlocks Zoroark as a merchant and earns a discount with him.
+20 Team Reputation and Exp based on the lead's level when turning in the quest.
8)
Objective: Find Chikorita's hairpin. It's somewhere along the route she described.
Reward: 3 Green Shards, 2 Yellow Shards and a Blowback Orb. + 20 Team Reputation and Exp based on the lead's level when turning in the quest.
2) Left Behind (Side Quest)
Objective: Escort Smoliv back to the merchant stand.
Reward: 2 Yellow Shards, 2 Green Shards, 1 Blue Shard & 1 Trapbust Orb + 30 Faction Reputation for Arboliva's Living Needs and Exp based on the lead's level when turning in the quest.
3) Merchant Guard Recruitment
Objective: Seek out any of the three candidates mentioned by Torterra and get them to hear you out.
Reward: 1 Blue Shard + 2 Yellow Shards + 1 Carbos, 1 Calcium & 1 Protein. + 50 Team Reputation and Exp based on the lead's level when turning in the quest.
Bonus Objective Completed: Get all of the candidates to hear you out before making a decision on which guard to send to Torterra.
Additional Reward Unlocked: 1 Carbos, 1 Calcium & 1 Protein + 1 See-Trap Orb
4) The Lost Shipment
Objective: Find out if the food shipment was really stolen or not and retrieve it if so.
Reward: Dig TM and a Brushoff Orb. + 25 Team Reputation and Exp based on the lead's level when turning in the quest.
5) Swalot's Sludge
Objective: Find Swalot's Black Sludge and return it to him.
Reward: Toxic TM, 3 Red Shards and 3 Yellow Shards. + 20 Team Reputation and Exp based on the lead's level when turning in the quest.
6) Halted Negotiations
Objective: Find the third Smoliv running an errand to the Construction Company.
Reward: 2 Blue Shards, a Sitrus Berry and a Lob Orb. + 40 Faction Reputation for Arboliva's Living Needs and Exp based on the lead's level when turning in the quest.
Optional Path Completed: Help Smoliv confront the Scovillain Society and retrieve the stolen shipment.
Optional Path Reward earned: Trailblaze TM, 2 Yellow Shards and 2 Blue shards and Smoliv becomes recruitable if we complete the optional path before reporting in to his brother.
7) A Prank gone wrong
Objective: Find Zorua who went to prank some Ghost type Pokemon.
Reward: Unlocks Zoroark as a merchant and earns a discount with him.
+20 Team Reputation and Exp based on the lead's level when turning in the quest.
8)
Failed or Refused Quests:
-Spider Trouble (Refused)
Objective: Defeat a group of Spinarak led by an Ariados for Chespin.
Reputation:
Spoiler:
Team Roundabout's Reputation:
270 Rep
Faction Reputation:
-Arboliva's Living Needs:
View attachment 105619
90 Rep
-Scovillain Society:
View attachment 105618
0 Rep
270 Rep
Spoiler:
+30 Team Reputation for helping Roserade save her Budew from the Grimer. (Act 1 - Chapter 12 )
+20 Team Reputation for helping Breloom find his Shroomish. (Act 1 - Chapter 17)
+20 Team Reputation for completing the 'The Lost Hairpin' Side Quest (Act 1 - Chapter 19)
+15 Team Reputation for helping Lilligant deal with the Squawkabilly (Act 1 - Chapter 24)
+50 Team Reputation for completing the Merchant Guard Recruitment quest (Act 1 - Chapter 30)
+30 Team Reputation for defeating all the Pumpkaboo and helping Phantump escape (Act 1 - Chapter 38)
+15 Team Reputation for helping the Milcery out. (Act 1 - Chapter 40)
+25 Team Reputation for completing the 'The Lost Shipment' Side Quest (Act 1 - Chapter 41)
+20 Team Reputation for completing the 'Swalot's Sludge' Side Quest (Act 1 - Chapter 46)
+15 Team Reputation for helping out the Tadbulb (Act 1 - Chapter 47)
+10 Team Reputation for helping out Clefable (Act 1 - Chapter 49)
+20 Team Reputation for completing the 'A Prank gone wrong' Side Quest (Act 1 - Chapter 51)
+20 Team Reputation for helping Breloom find his Shroomish. (Act 1 - Chapter 17)
+20 Team Reputation for completing the 'The Lost Hairpin' Side Quest (Act 1 - Chapter 19)
+15 Team Reputation for helping Lilligant deal with the Squawkabilly (Act 1 - Chapter 24)
+50 Team Reputation for completing the Merchant Guard Recruitment quest (Act 1 - Chapter 30)
+30 Team Reputation for defeating all the Pumpkaboo and helping Phantump escape (Act 1 - Chapter 38)
+15 Team Reputation for helping the Milcery out. (Act 1 - Chapter 40)
+25 Team Reputation for completing the 'The Lost Shipment' Side Quest (Act 1 - Chapter 41)
+20 Team Reputation for completing the 'Swalot's Sludge' Side Quest (Act 1 - Chapter 46)
+15 Team Reputation for helping out the Tadbulb (Act 1 - Chapter 47)
+10 Team Reputation for helping out Clefable (Act 1 - Chapter 49)
+20 Team Reputation for completing the 'A Prank gone wrong' Side Quest (Act 1 - Chapter 51)
Faction Reputation:
-Arboliva's Living Needs:
View attachment 105619
90 Rep
Spoiler:
+20 Faction Reputation for helping the Smoliv beat the Capsakid in a fight. (Act 1 - Chapter 2)
+30 Faction Reputation for completing the 'Left Behind' Side Quest (Act 1 - Chapter 19)
+40 Faction Reputation for completing the 'Halted Negotiations' Side Quest (Act 1 - Chapter 48)
+30 Faction Reputation for completing the 'Left Behind' Side Quest (Act 1 - Chapter 19)
+40 Faction Reputation for completing the 'Halted Negotiations' Side Quest (Act 1 - Chapter 48)
-Scovillain Society:
View attachment 105618
0 Rep
Spoiler:
No Faction Reputation earned.
Dungeon Map:
Spoiler:
The green dot is where we are currently. Cyan dots are items we didn't pick up.
Red dots are optional enemies we didn't fight.
The White X's mark the Pokemon Machoke needs to deliver to.
The Yellow X marks the location of the Chamber that contains the Amber Tear Arboliva wants.
Pokemon Dungeon Escape - Act 1 - Chapter 52
The quest dialogue with Zoroark:
Spoiler:
We've arrived at the room that was marked as room 15 on the map, from the Western entrance. I'm splitting this room into 2 as I rather doubt I'd be able to fully make the update next week otherwise. I'm leaving the hostile Pokemon in the water for next week + the items that require crossing the water. The interactions with Clodsire & Abra will also be in part 2 of this room.
The Corvisquire, Shuppet, Migthyena & Houndoom will move to attack us. The Frillish normally would as well, but it won't do so till we get the option to cross the water next week (had to split this in two somehow). The Quagsire won't attack unless we enter the water and get within 4 tiles of them.
Note: Most of our party is above the level cap for the 1st Act for the normal hostile Pokemon, which I put at 30 (does not apply to the Wardens, for example).
1-1) Trevenant wants to learn Horn Leech. Forget a move to learn Horn Leech?
A) Yes, forget Bulldoze.
B) Yes, forget Shadow Claw.
C) Yes, forget Hex.
D) Yes, forget Trailblaze.
E) No, don't learn Horn Leech.
1-2) Simipour can learn Surf via TM. Teach Simipour Surf?
A) Yes, forget Water Gun.
B) Yes, forget Acrobatics.
C) Yes, forget Bite.
D) Yes, forget Scald.
E) No, don't teach it Surf.
2) Simipour is in the lead. Do we want to switch our lead for this room?
A) No, keep Simipour in the lead.
B) Yes, switch to Alolan Persian.
C) Yes, switch to Simisear.
D) Yes, switch to Sudowoodo.
E) Yes, switch to Hawlucha.
F) Yes, switch to Trevenant.
3)How do we fight any enemies in this room?
A) Offensively; nothing but attacking moves and prioritizes super-effective attacks if possible.
B) Balanced; Uses both Attacking moves as well as non-attacking moves. Prioritizes super-effective attacks if possible. Uses attacking moves 66% of the time on average.
C) Defensively. Only attacks once every 3 turns. Uses the other two turns for non-attacking moves.
4-1) We have a Brushoff Orb, which sends an opponent somewhere else in the same act. Do we use the Brushoff Orb in this room?
A) Yes, use a Brushoff Orb on the level 26 Corvisquire.
B) Yes, use a Brushoff Orb on the level 28 Shuppet.
C) Yes, use a Brushoff Orb on the level 30 Houndoom.
D) Yes, use a Brushoff Orb on the level 29 Shuppet.
E) Yes, use a Brushoff Orb on the Mightyena.
F) Yes, use a Brushoff Orb on the level 27 Corvisquire.
G) Yes, use a Brushoff Orb on the level 28 Houndoom.
H) Yes, use a Brushoff Orb on the level 29 Corvisquire.
I) No, don't use a Brushoff Orb now.
Tough room so I'm offering up a second Brushoff Orb usage.
4-2) We have a Brushoff Orb, which sends an opponent somewhere else in the same act. Do we use a second Brushoff Orb in this room?
A) Yes, use a Brushoff Orb on the level 26 Corvisquire.
B) Yes, use a Brushoff Orb on the level 28 Shuppet.
C) Yes, use a Brushoff Orb on the level 30 Houndoom.
D) Yes, use a Brushoff Orb on the level 29 Shuppet.
E) Yes, use a Brushoff Orb on the Mightyena.
F) Yes, use a Brushoff Orb on the level 27 Corvisquire.
G) Yes, use a Brushoff Orb on the level 28 Houndoom.
H) Yes, use a Brushoff Orb on the level 29 Corvisquire.
I) No, don't use a Brushoff Orb now.
4-3) The Trapbust Orb destroys all traps in the current room. Do we use the Trapbust Orb in this room?
A) Yes, use the Trapbust Orb.
B) No, don't use the Trapbust Orb now.
4-4) A See-Trap Orb reveals all traps in the current room and the lead Pokemon will avoid stepping on them if possible. Do we use a See-Trap Orb in this room?
A) Yes, use a See-Trap Orb.
B) No, don't use a See-Trap Orb now.
4-5) A Slumber Orb puts an enemy to sleep so we can pass it without fighting it or start the fight with it asleep. Do we use a Slumber Orb in this room?
A) Yes, use a Slumber Orb on the level 26 Corvisquire and avoid fighting it.
B) Yes, use a Slumber Orb on the level 26 Corvisquire and start a fight with it being asleep.
C) Yes, use a Slumber Orb on the level 28 Shuppet and avoid fighting it.
D) Yes, use a Slumber Orb on the level 28 Shuppet and start a fight with it being asleep.
E) Yes, use a Slumber Orb on the level 30 Houndoom and avoid fighting it.
F) Yes, use a Slumber Orb on the level 30 Houndoom and start a fight with it being asleep.
G) Yes, use a Slumber Orb on the level 29 Shuppet and avoid fighting it.
H) Yes, use a Slumber Orb on the level 29 Shuppet and start a fight with it being asleep.
I) Yes, use a Slumber Orb on the Mightyena and avoid fighting it.
J) Yes, use a Slumber Orb on the Mightyena and start a fight with it being asleep.
K) Yes, use a Slumber Orb on the level 27 Corvisquire and avoid fighting it.
L) Yes, use a Slumber Orb on the level 27 Corvisquire and start a fight with it being asleep.
M) Yes, use a Slumber Orb on the level 28 Houndoom and avoid fighting it.
N) Yes, use a Slumber Orb on the level 28 Houndoom and start a fight with it being asleep.
O) Yes, use a Slumber Orb on the level 29 Corvisquire and avoid fighting it.
P) Yes, use a Slumber Orb on the level 29 Corvisquire and start a fight with it being asleep.
Q) No, don't use a Slumber Orb now.
4-6) A Slumber Orb puts an enemy to sleep so we can pass it without fighting it or start the fight with it asleep. Do we use a second Slumber Orb in this room?
A) Yes, use a Slumber Orb on the level 26 Corvisquire and avoid fighting it.
B) Yes, use a Slumber Orb on the level 26 Corvisquire and start a fight with it being asleep.
C) Yes, use a Slumber Orb on the level 28 Shuppet and avoid fighting it.
D) Yes, use a Slumber Orb on the level 28 Shuppet and start a fight with it being asleep.
E) Yes, use a Slumber Orb on the level 30 Houndoom and avoid fighting it.
F) Yes, use a Slumber Orb on the level 30 Houndoom and start a fight with it being asleep.
G) Yes, use a Slumber Orb on the level 29 Shuppet and avoid fighting it.
H) Yes, use a Slumber Orb on the level 29 Shuppet and start a fight with it being asleep.
I) Yes, use a Slumber Orb on the Mightyena and avoid fighting it.
J) Yes, use a Slumber Orb on the Mightyena and start a fight with it being asleep.
K) Yes, use a Slumber Orb on the level 27 Corvisquire and avoid fighting it.
L) Yes, use a Slumber Orb on the level 27 Corvisquire and start a fight with it being asleep.
M) Yes, use a Slumber Orb on the level 28 Houndoom and avoid fighting it.
N) Yes, use a Slumber Orb on the level 28 Houndoom and start a fight with it being asleep.
O) Yes, use a Slumber Orb on the level 29 Corvisquire and avoid fighting it.
P) Yes, use a Slumber Orb on the level 29 Corvisquire and start a fight with it being asleep.
Q) No, don't use a Slumber Orb now.
Tough room. We got 3 Slumber Orbs so I'm just gonna offer all three.
4-7) A Slumber Orb puts an enemy to sleep so we can pass it without fighting it or start the fight with it asleep. Do we use a third Slumber Orb in this room?
A) Yes, use a Slumber Orb on the level 26 Corvisquire and avoid fighting it.
B) Yes, use a Slumber Orb on the level 26 Corvisquire and start a fight with it being asleep.
C) Yes, use a Slumber Orb on the level 28 Shuppet and avoid fighting it.
D) Yes, use a Slumber Orb on the level 28 Shuppet and start a fight with it being asleep.
E) Yes, use a Slumber Orb on the level 30 Houndoom and avoid fighting it.
F) Yes, use a Slumber Orb on the level 30 Houndoom and start a fight with it being asleep.
G) Yes, use a Slumber Orb on the level 29 Shuppet and avoid fighting it.
H) Yes, use a Slumber Orb on the level 29 Shuppet and start a fight with it being asleep.
I) Yes, use a Slumber Orb on the Mightyena and avoid fighting it.
J) Yes, use a Slumber Orb on the Mightyena and start a fight with it being asleep.
K) Yes, use a Slumber Orb on the level 27 Corvisquire and avoid fighting it.
L) Yes, use a Slumber Orb on the level 27 Corvisquire and start a fight with it being asleep.
M) Yes, use a Slumber Orb on the level 28 Houndoom and avoid fighting it.
N) Yes, use a Slumber Orb on the level 28 Houndoom and start a fight with it being asleep.
O) Yes, use a Slumber Orb on the level 29 Corvisquire and avoid fighting it.
P) Yes, use a Slumber Orb on the level 29 Corvisquire and start a fight with it being asleep.
Q) No, don't use a Slumber Orb now.
4-8) We have a Lob Orb. Do we use the Lob Orb in this room?
A) Yes, use a Lob Orb on the level 26 Corvisquire.
B) Yes, use a Lob Orb on the level 28 Shuppet.
C) Yes, use a Lob Orb on the level 30 Houndoom.
D) Yes, use a Lob Orb on the level 29 Shuppet.
E) Yes, use a Lob Orb on the Mightyena.
F) Yes, use a Lob Orb on the level 27 Corvisquire.
G) Yes, use a Lob Orb on the level 28 Houndoom.
H) Yes, use a Lob Orb on the level 29 Corvisquire.
I) No, don't use a Lob Orb now.
Tough room so I'll just offer up all the Lob Orbs we have in case we want to use them.
4-9) We have a Lob Orb. Do we use a second Lob Orb in this room?
A) Yes, use a Lob Orb on the level 26 Corvisquire.
B) Yes, use a Lob Orb on the level 28 Shuppet.
C) Yes, use a Lob Orb on the level 30 Houndoom.
D) Yes, use a Lob Orb on the level 29 Shuppet.
E) Yes, use a Lob Orb on the Mightyena.
F) Yes, use a Lob Orb on the level 27 Corvisquire.
G) Yes, use a Lob Orb on the level 28 Houndoom.
H) Yes, use a Lob Orb on the level 29 Corvisquire.
I) No, don't use a Lob Orb now.
4-10) We have a Lob Orb. Do we use a third Lob Orb in this room?
A) Yes, use a Lob Orb on the level 26 Corvisquire.
B) Yes, use a Lob Orb on the level 28 Shuppet.
C) Yes, use a Lob Orb on the level 30 Houndoom.
D) Yes, use a Lob Orb on the level 29 Shuppet.
E) Yes, use a Lob Orb on the Mightyena.
F) Yes, use a Lob Orb on the level 27 Corvisquire.
G) Yes, use a Lob Orb on the level 28 Houndoom.
H) Yes, use a Lob Orb on the level 29 Corvisquire.
I) No, don't use a Lob Orb now.
Note: Lob Orbs can't stack on the same enemy, so if all three are used on the same enemy for example, only the first will be used and the other two will be ignored.
4-11) We have a Totter Orb. Do we use the Totter Orb in this room?
A) Yes, use a Totter Orb on the level 26 Corvisquire.
B) Yes, use a Totter Orb on the level 28 Shuppet.
C) Yes, use a Totter Orb on the level 30 Houndoom.
D) Yes, use a Totter Orb on the level 29 Shuppet.
E) Yes, use a Totter Orb on the Mightyena.
F) Yes, use a Totter Orb on the level 27 Corvisquire.
G) Yes, use a Totter Orb on the level 28 Houndoom.
H) Yes, use a Totter Orb on the level 29 Corvisquire.
I) No, don't use a Totter Orb now.
4-12) We have an Invisify Orb, which turns the party leader Invisible and lets us avoid any fights in the room it's used in. The effect ends if the party leader attacks any enemy. Do we use the Invisify Orb in this room?
A) Yes, use it and avoid all fights in the current room.
B) Yes, use it and start a fight with the level 26 Corvisquire.
C) Yes, use it and start a fight with the level 28 Shuppet.
D) Yes, use it and start a fight with the level 30 Houndoom.
E) Yes, use it and start a fight with the level 29 Shuppet.
F) Yes, use it and start a fight with the Mightyena.
G) Yes, use it and start a fight with the level 27 Corvisquire.
H) Yes, use it and start a fight with the level 28 Houndoom.
I) Yes, use it and start a fight with the level 29 Corvisquire.
J) Yes, use it after fighting the level 26 Corvisquire to avoid further fighting.
K) Yes, use it after fighting the level 28 Shuppet to avoid further fighting.
L) Yes, use it after fighting the level 30 Houndoom to avoid further fighting.
M) Yes, use it after fighting the level 29 Shuppet to avoid further fighting.
N) Yes, use it after fighting the level Mightyena to avoid further fighting.
O) Yes, use it after fighting the level 27 Corvisquire to avoid further fighting.
P) Yes, use it after fighting the level 28 Houndoom to avoid further fighting.
Q) Yes, use it after fighting the level 29 Corvisquire to avoid further fighting.
R) No, don't use the Invisify Orb in this room.
Note: As hinted by Arboliva, any aggressive hostile Pokemon (the ones that seek us out) left in this room will follow us in when we head inside the chamber once we've opened it, if they're still around. We also need to clear the room out a bit for Diggersby to want to punch open the chamber wall for us (5 or less hostile Pokemon remaining in the room).
Also, depending on the time it's used at, the Invisify Orb can carry on into the second part of the room next week.
For this room I think I'll offer a heal after every opponent fought.
5-1) We can heal after defeating 1 opponent. Should we heal?
A) Yes, drink a Berry Juice. Heals up to 50 HP and also heals any status conditions.
B) Yes, eat an Oran Berry. Heals up to 100 HP.
C) Yes, eat a Sitrus Berry. Heals up to 250 HP.
D) No, don't heal up.
5-2) We can heal after defeating 2 opponents. Should we heal?
A) Yes, drink a Berry Juice. Heals up to 50 HP and also heals any status conditions.
B) Yes, eat an Oran Berry. Heals up to 100 HP.
C) Yes, eat a Sitrus Berry. Heals up to 250 HP.
D) No, don't heal up.
5-3) We can heal after defeating 3 opponents. Should we heal?
A) Yes, drink a Berry Juice. Heals up to 50 HP and also heals any status conditions.
B) Yes, eat an Oran Berry. Heals up to 100 HP.
C) Yes, eat a Sitrus Berry. Heals up to 250 HP.
D) No, don't heal up.
5-4) We can heal after defeating 4 opponents. Should we heal?
A) Yes, drink a Berry Juice. Heals up to 50 HP and also heals any status conditions.
B) Yes, eat an Oran Berry. Heals up to 100 HP.
C) Yes, eat a Sitrus Berry. Heals up to 250 HP.
D) No, don't heal up.
5-5) We can heal after defeating 5 opponents. Should we heal?
A) Yes, drink a Berry Juice. Heals up to 50 HP and also heals any status conditions.
B) Yes, eat an Oran Berry. Heals up to 100 HP.
C) Yes, eat a Sitrus Berry. Heals up to 250 HP.
D) No, don't heal up.
5-6) We can heal after defeating 6 opponents. Should we heal?
A) Yes, drink a Berry Juice. Heals up to 50 HP and also heals any status conditions.
B) Yes, eat an Oran Berry. Heals up to 100 HP.
C) Yes, eat a Sitrus Berry. Heals up to 250 HP.
D) No, don't heal up.
5-7) We can heal after defeating 7 opponents. Should we heal?
A) Yes, drink a Berry Juice. Heals up to 50 HP and also heals any status conditions.
B) Yes, eat an Oran Berry. Heals up to 100 HP.
C) Yes, eat a Sitrus Berry. Heals up to 250 HP.
D) No, don't heal up.
5-8) We can heal after defeating 8 opponents. Should we heal?
A) Yes, drink a Berry Juice. Heals up to 50 HP and also heals any status conditions.
B) Yes, eat an Oran Berry. Heals up to 100 HP.
C) Yes, eat a Sitrus Berry. Heals up to 250 HP.
D) No, don't heal up.
6) What do we do with the items in this room?
A) Pick up all items (except for those on the middle island).
B) Pick up only the Rawst Berry.
C) Pick up only the Oran Berries.
D) Pick up only the Pecha Berry.
E) Pick up only the Persim Berry.
F) Pick up only the Sitrus Berry.
G) Pick up only the Yellow Shards.
H) Pick up only the Green Shards.
I) Pick up only the Slumber Orb.
J) Pick up only the Spell Tag.
K) Pick up only the Fairy Feather.
L) Pick up only the Fairy Feather and Spell Tag.
M) Pick up the Green Shards and the Yellow Shards.
N) Pick up all the berries.
O) Pick up all the berries and the Slumber Orb.
P) Pick up all the berries and the Green Shards and Yellow Shards.
Q) Pick up all the berries and the Spell Tag and the Fairy Feather.
R) Pick up the Slumber Orb and the Spell Tag and the Fairy Feather.
S) Pick up the Slumber Orb and the Green Shards and Yellow Shards.
T) Pick up the Spell Tag, the Fairy Feather and the Green Shards and the Yellow Shards.
The room is split in half so the next room vote will follow in part 2 next week.
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