Where to find scanner in pokemon ruby




















It only takes about 5 minutes to completely search the whole ship from top to bottom. The top two of the four rooms contain between them one item and one trainer. The bottom two are empty. There are 6 room in the basement- one to the right of the stairs this is the Store Room , 2 to the left of the stairs and 3 below the stairs.

Instead, visit the other rooms first. The top left room will contain a trainer, whereas the top right room contains an item. As for the bottom rooms, the far-left one is empty, and the far-right one contains a trainer. Instead, use the stairs at the top left corner of the basement. There are several people walking around the inside of the ship, but nobody within the two halls is a Pokemon trainer. The two doors on the left side of the room are locked. Enter the door on the right side of the room first.

There are two Pokemon trainers inside who will challenge you to a double battle. After the battle, exit out of the room and walk south. You can find a Max Repel just before reaching the water. While underwater, you can swim south, east, and then north to the other side of the ship. If you only swim south, you will reach the basement. There won't be anything in the basement unless you return after Sootopolis City , and if you're playing Alpha Sapphire.

Resurface on the east side of the ship where the light is filtering from above. Walk to the north side of this hallway to find a White Herb. If you talk to the girl in the inner tube, you can obtain the Key to Room 1. This will allow you to open the door on the west side of this room. The door that is open on the east side of this hall won't have anything of interest.

Return to the west side of this room and open the door on the top left side of the hall. Inside the room is a Dive Ball and two Pokemon trainers who will challenge you to a double battle. Investigate the filing cabinet on the left side of the room to obtain Key to Room 2.

Exit out of the room and use the key to open the room to the south. Room 2 contains a Revive and two girls. Speak to the girl on the right to obtain the Key to Room 6. Exit out of the room and travel back to the east side of the ship. Use the key to room 6 open the door on the top right side of the hall.

There won't be anything inside the room other than another door on the east side. Exit out of the ship and surf to the fisherman on the nearby small island. Ask him if he's caught anything and he'll give you the Key to Room 4.

Return to the interior of the ship. Only the doors to Room 3 and 5 are open, but Room 5 's door is blocked. Head into Room 3 and you'll notice a twinkle signalling a hidden item. This is the Key to Room 1. The item to the left is a Water Stone. Continue visiting each room that you have the key to in order to pick up the key to the next room. You'll finally end up in Room 2 , where you can grab the Scanner and take it back to the Researcher, who will conveniently tell you to take it to Captain Stern in Slateport City.

For your efforts, you'll be able to choose between a Deepseatooth and a Deepseascale, both are evolution items for Clamperl. To participate in the Safari Zone catching spree, you must have a PokeBlock case - obtain one from the little girl in the Slateport Contest House. The game ends when you run out of time, or Safari Balls. You encounter Wild Pokemon by Surfing or by walking in tall grass, as usual, but you are given different options when a Pokemon is found: Ball - throws a Safari Ball Go Near - raises chance of catching Pokemon, but also raises chance of Pokemon fleeing PokeBlock - throws a PokeBlock from your case that lowers the chance of a Pokemon fleeing Run - Run from the Pokemon There are four areas within the Safari Zone, each has different available Pokemon and encounter rates.

You'll see white boxes around the place - if you place PokeBlocks in them, Pokemon in that vicinity will become more common, and your encounter rates will increase. In order to access all parts of the Safari Zone, you must have a Bike - a Mach Bike is needed to get to the northwestern area, while an Acro Bike must be used to get into the northeastern area.

You can also pick up two useful items here, a Calcium in the northeast area, TM22 - Solarbeam in the northwest and Max Revive in the southwest. For a map of the entire Safari Zone, click here. The areas of Shoal Cave that you can access at any one time is dependant on the tide. The tide times are: High Tide 9am - 3pm, 9pm - 3am; Low Tide 3pm - 9pm, 3am - 9am. On entering Shoal Cave, you'll see a man inside. If you can bring him 4 Shoal Shells and 4 Shoal Salts, he'll give you a Shell Bell, which recovers HP depending on the amount of damage you have just inflicted.

There's also some hidden areas you can access at Low Tide - make sure you have someone who knows Strength. This is the only place in the world where you can catch Snorunt.

For maps of Shoal Cave, click here. The blue gems nestled between some pebbles are Shoal Shells. Very straightforward here. You'll enter the second section through B - work your way around through G , H and F , and you'll end up at E. You'll see a brown mound on the way, that's Shoal Salt, as well as an Ice Heal.

When you head down the ladder labelled F , you can talk to the man inside to get a Focus Band, and there also a Shoal Salt mound nearby. The remaining two Shoal Salt mounds are through E , but to access the icy cavern of Shoal Cave, use Strength to the right and head through I. Here is the only place you'll be able to catch wild Snorunt. There's also a Nevermeltice, and TM07 - Hail. Hello Guest. Log In. Quick Links:. Search the Psydex.

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