Post by αℓℓı on Jun 16, 2008 18:25:21 GMT -5
[/u][/b]1. The Lay of the Land
Every region has it's general order of where-to-visit-and-when, as well as the order most trainers prefer to travel. Below I will give you a list of all of Kairuu's major areas in the order they should be traveled, as well as state any requirements they may have for leaving and heading to the next area. You are hopefully smart enough to figure that if the list below states that you need to do something before leaving that area (or, at least, advancing further), then you obviously will need to complete that task before you can advance.
Note: There is a way in which you can skip routes. You cannot, however, skip towns that require a badge or ribbon to pass through.
In order to skip a route, you must go to that route's "Skip" thread and post which character is skipping that route, and pay the 10k fee. There is no limit to how many routes you may skip nor any catches, and you do not have to wait for the money to be deducted before skipping the route.
Mallowfox Road▐ Route one. You must battle at least one wild Pokémon or one NPC trainer to advance.
Wellash Marsh▐ The first town a trainer will visit. In order to advance, trainers, breeders, or coordinators must have either acquired the Venom Badge or a Ribbon from the Contest Hall.
Fallbridge Barrens▐ Route two. You must battle at least two wild Pokémon, one NPC trainer, or one wild Pokémon and an NPC trainer to advance.
Shadowedge Moor▐ The second town a trainer will visit. This town, however, has no gym, so there are no requirements to continue on.
Plainfair Town▐ The third town a trainer will visit. This town does have a gym--so, therefore, visitors must beat the gym leader there in order to progress. Or they could always try their luck at the Contest Hall.
Mistfield Chase▐ Route three. You must battle a total of three Pokémon in order to advance--whether they be wild, an NPC trainer's, another member's, or a combination of any of the above.
Mossmill Crossing▐ Route four. Battle at least two Pokémon to advance.
Mistmoor Village▐ The fourth town a trainer will visit. The third gym is hosted here. Beat the gym leader to advance. No contest hall is here--the Championship League wanted to put one here, but was scared off by the inhabitants.
Downs Trails▐ Route five. Best three Pokémon in order to advance.
Brook Forrest▐ Route six. A quaint little forest. Sort of. Defeat at least one Pokémon to advance.
Cape Elmhill▐ The fifth town a trainer will visit. There is a gym here so, naturally, you'll want to obtain the badge to advance. Or, if that isn't quite your thing, you could always try the Contest Hall--ribbons are good enough if you want to move on.
Point Silverbrook▐ Route seven. In order to advance you must either ferry yourself with a Pokémon using Fly or Surf (and mind our rule about that, seen in "Ferry Pok?mon" far below) or take a ferry. The ferry only runs on certain days, and you must get on the ferry before it leaves or you'll have to wait until it returns. Ferry rides take three days if you're using the traditional boat.[/ul]
▌The Outlaying Island
Stone Circle▐ The sixth town a trainer will visit. Defeating the gym leader is the only way to advance here.
Wycliffe Heights▐ Route nine. Defeat at least two wild Pokémon to advance.
Thorn Crossing▐ Route ten. Defeat at least two NPC trainers to advance.
Whitegrove City▐ The seventh town a trainer will visit. Guess what? Yep. You have to get a gym badge to advance here. Oh, but what's that? Oh, there's a contest hall here...? Yep! You can also advance by obtaining a ribbon in one of the contests. Lucky you.
Lower Thornmoor▐ Route eleven. While traversing this route, you must defeat a total of five Pokémon to advance.
Alpine Downs▐ Route twelve. If you don't defeat at least three NPC trainers, you aren't going to be moving on.
Ivywick Town▐ The eight town a trainer will visit. Obtain the badge here to advance.
Mount Ashview▐ Route thirteen. At least three wild Pokémon will challenge you while you pass through. You probably will also have at least one NPC trainer challenge you.
Lesser Glencreek▐ Route fourteen. At least four Pokémon will need to be defeated to advance--or two NPC trainers, you take your pick.
North Mistwick▐ The ninth town a trainer will visit. Home to the final gym in a trainer's stretch. You've come far--look how much you've progressed! Beat the final gym leader to go on.[/ul]
▌The Islet of Volo
Florence D'Anglia▐ The first of the elite four. Beat him to advance.
Brightway Crossing▐ An icy bridge standing between Florence and Valerie. Crossing it will require fending off some might flying-types. No less than three untamed Pokémon will challenge you before you can get to the other side.
Valerie Chantille▐ The second of the elite four. Beat her to advance.
Lochwater Bridge ▐ A lake that seems to lack the "bridge" that it's name would imply. Crossing on a Pok?mon's back or getting a ferry from another trainer is the only way to cross--and you'll be caught by at least one of the strong water-types before you can cross the lake.
Suoh Yasuhiro▐ The third of the elite four. Beat him to advance.
Flowergate Forest▐ The final road to the final elite four. This is a thick, overgrown forest chock full of strong grass-types, at least four of which will be fighting against you before you can trek through the brambles to the other exit.
Nicolas Sparrow▐ The fourth and final of the elite four. Beat him to advance.
Griffinmoor Cavern▐ You've beat the final elite four. And now you have the pleasure of making your way through an unguarded, pleasant passageway. This place is filled with sculptures and paintings of the old champions.
Elite Champion▐ ... What's this? There's no one there... Guess what? That means that the first person to get there becomes the champion. If you're the first to get it, you have no one to fight--but must take up the duty of opposing all challengers. And if you beat the current champions? Why, you become the new one, of course! Wouldn't that be an unimaginable honor?
[/ul][/ul]
2. Ferry Pok?mon
In Kairuu, like in almost every region (or at least, all that I know of) it is possible to get HMs. These Hidden Machines are useful as different things, some known to teach your Pokémon how to properly ferry you to and fro in various methods.
Which HMs are these?
HM 02: Fly
HM 03: Surf
HM 07: Waterfall
HM 09: Dive
At least, so they are known as in Kairuu.
Now, some of you may argue, "Yeah, real realistic! Pokémon should naturally know how to swim."
Well, of course they do. But they don't know how to keep their trainer properly on their body when performing this ferry service, and to keep the trainer safe. That is what these HMs, mostly, teach the Pokémon. These HMs put into the Pok?mon's mind not only the knowledge that they can do certain things, but inadvertently teach the Pokémon how to move their body and act so that their trainer remains safe.
Now, realize that only certain Pokémon can learn this move. First of all, they must be of the same type as the HM requires.
FLY requires a flying-type.
SURF requires a water-type.
WATERFALL requires a water-type.
DIVE requires a water-type.
Pretty straightforward, right?
Well the thing with Pokémon is that not all Pokémon that CAN learn these are actually able to use them. It's not like that little Pidgey that has made it's home in almost all of Kairuu's examples can fly your 130-pound boy anywhere. I doubt it could even get him to move if it tried--unless he was freaked out that the little thing was even making the attempt.
Well, let's keep this simple. Below I'll simply provide you with a list of what Pokémon can USE this technique. You can easily find out for yourself what Pokémon can learn it.
If it's not listed below under the HM's category, that Pokémon can't ferry you.
Note: Just because it's listed below does not mean you can actually get it. I'm still listing legendaries, but you won't be able to snag one--at least, as far as you know.[/blockquote][/blockquote][/font]
FLY |
SURF, WATERFALL, DIVE |