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Game walkthroughNintendo DS

Pokémon Black Version 2 — Complete Campaign Walkthrough (Nintendo DS, NDSi‑Enhanced)

Step-by-step Pokémon Black Version 2 walkthrough for the original Nintendo DS release. It covers the complete Unova campaign from Aspertia City through Champion Iris, then follows a clearly separated Black 2 post-game route through N's Castle, Zekrom, Kyurem, the Pokémon World Tournament, Black City and Black Tower. Optional captures, communication features, version differences and the Champions Tournament are identified separately from required progression.

Pokémon Black Version 2 — Nintendo DS Box - Front
Pokémon Black Version 2 — Box - Front.
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Edition coveredPokémon Black Version 2 (USA, Europe) (NDSi Enhanced)
Your goalComplete the main Unova campaign through the Hall of Fame, then complete the defined Black 2 post-game route: obtain the National Pokédex, finish N's Castle and the Dark Stone sequence, catch Zekrom at Dragonspiral Tower, catch Kyurem and obtain the DNA Splicers at Giant Chasm, complete the Unova, Kanto, Johto, Hoenn and Sinnoh Leaders Tournaments through the World Leaders Tournament unlock, defeat Alder, reach native Black City, clear all ten areas of Black Tower and defeat Benga. The Champions Tournament, optional legendary captures, rematches, Memory Link content, trades and cross-version Key System content remain optional.
Inside the guide16 chapters · 28,686 words
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Before you begin

You are starting an independent playthrough of Pokémon Black Version 2 on a Nintendo DS family system (the cartridge is DSi‑enhanced; some extras require a DSi/3DS to access).

This guide is written to take you from New Game through the final Pokémon League run and into the main post‑game story areas.

Read each chapter when you reach the named town or route — the chapter headings match the game map order so you can follow along in real time.

Progress here is structured around specific objectives: where to go next, which Gym leader or story encounter you must beat to unlock the following area, useful in‑town landmarks, and the hazards to watch for (team encounters and required items).

Optional extras and version exclusives are marked separately so you can choose between a focused story run and a completionist route.

Set yourself up for the run

Choose Snivy, Tepig or Oshawott at the start; all three can complete the campaign.

Plan a balanced party and add captures only when they fill a real type or role gap.

Buy Poké Balls, Potions and status remedies at towns and heal frequently at Pokémon Centers.

Save before rival battles, Gym Leaders, major Plasma encounters, legendary encounters and the Pokémon League. The original DS game uses one save file, so do not describe multiple save slots.

A DSi or 3DS and compatible software are needed only for optional communication features such as Memory Link, trades, Key System functions or Dream Radar-related content; they are not required for the main campaign.

Easy Mode and Challenge Mode are not early preparation choices for an ordinary run. Treat them as later Unova Link features and do not plan the main route around them.

Keep at least one Pokémon able to use required field moves when needed, but avoid overwriting important battle moves without a replacement plan.

Pokémon Black Version 2 — Nintendo DS Screenshot - Gameplay
Pokémon Black Version 2 — Screenshot - Gameplay.

Intro & Aspertia City — Starter choice, first rival battle and basic systems

Begin Pokémon Black Version 2 in Aspertia City, choose a starter, receive the Pokédex, defeat or resolve the first battle with Hugh, learn the Pokémon Center and PC systems, collect the opening supplies, and travel along Route 19 to Floccesy Town. This chapter covers the original Nintendo DS progression and does not introduce later difficulty modes or post-game systems.

Start a new game and name the trainers

Choose New Game and watch Professor Juniper’s introduction. Select the player character’s gender, then enter your own name and Hugh’s name when prompted. These choices are fixed for this save file, so confirm the spelling before accepting them. Pokémon Black Version 2 uses one active save file; there are no multiple save slots to switch between.

When control begins, you are inside your home in Aspertia City. Leave the house and speak with your mother outside. Hugh and his younger sister are nearby. Talk to Hugh, then follow him north toward the Aspertia Outlook. Do not worry about finding the Gym yet: the Trainers’ School and the Gym are present in town, but the first Gym challenge is not available at the start.

  • Select the player character’s gender.
  • Enter and confirm your trainer name.
  • Enter and confirm Hugh’s name.
  • Leave the house and follow Hugh toward the Aspertia Outlook.
  • Keep in mind that this game has one save file.

Choose the starter at Aspertia Outlook

Climb the steps at the northern end of Aspertia City to reach the Aspertia Outlook. Bianca is waiting on the raised platform with three Poké Balls. Speak with her, agree to help complete the Pokédex, and speak with her again to choose one of the three starters.

Snivy is Grass-type, Tepig is Fire-type, and Oshawott is Water-type. The choice is permanent for this save file unless you restart. Snivy offers strong early Grass utility, Tepig eventually provides Fire and Fighting coverage, and Oshawott develops into a dependable Water-type attacker. None of the three prevents a successful campaign, so choose according to the team you want to build rather than trying to find a required answer.

Bianca gives you the Pokédex after you choose. Hugh then asks Bianca for his own Pokédex. If you care about the starter’s nature or gender, save before making the selection and restart only if necessary. There is no early difficulty-mode selection attached to this event; continue with the normal version of the story.

  • Reach the Aspertia Outlook.
  • Speak with Bianca twice and choose Snivy, Tepig, or Oshawott.
  • Receive the Pokédex.
  • Save before choosing only if you want to reset for a different starter nature or gender.

Complete the first battle with Hugh

Try to leave the Outlook and Hugh challenges you. His Pokémon is level 5 and is chosen to have the nominal type advantage over your starter: Tepig if you chose Snivy, Oshawott if you chose Tepig, or Snivy if you chose Oshawott.

The matchup is less dangerous than the type chart suggests. Hugh’s Pokémon has Tackle and a non-damaging stat move, rather than a same-type damaging attack. Select your starter’s damaging move and attack normally. Watch the HP bar and use a Potion only when needed; preserving at least one healing item is useful practice for later routes.

A victory gives you $500, and your starter receives enough experience to reach level 6. If you lose, the adventure continues and there is no story lockout. You miss the battle reward and experience, but you can proceed normally. Afterward, Bianca directs you toward the Pokémon Center.

  • Fight Hugh’s level 5 starter.
  • Use the starter’s damaging move rather than wasting turns on unnecessary setup.
  • Use a Potion only if your HP becomes unsafe.
  • Collect the $500 reward if you win.
  • Continue normally if you lose.

Heal and receive the first Poké Balls

Enter the Pokémon Center and speak with the nurse at the counter. Healing is free and restores every Pokémon in your party. The PC is available inside the same building. Open it to inspect the Boxes, reorganize your party, or store Pokémon you do not want to carry. Your active party can contain up to six Pokémon; additional captures are sent to the PC automatically.

Speak with Bianca inside the Pokémon Center after the battle. She gives you 10 Poké Balls, which are your first catching supply. The Poké Mart is also part of the building. Your starting money is limited, so buy only a few Potions or additional Poké Balls if you want them. Keep enough Poké Balls for Route 19, where Bianca teaches the capture process.

The Pokédex is already in the Key Items pocket. You do not need to catch every Pokémon immediately, and no particular Route 19 capture is required for the story.

  • Heal at the Pokémon Center.
  • Open and inspect the PC Boxes.
  • Receive 10 Poké Balls from Bianca.
  • Buy only the supplies you can afford.
  • Keep Poké Balls available for Route 19.

Collect the remaining Aspertia supplies

Leave the Pokémon Center. Your mother gives you the Running Shoes, and Hugh’s younger sister gives you the Town Map. The Running Shoes let you move faster while held in the assigned button, while the Town Map is available from the Key Items pocket for checking your position and route connections.

Walk east to the gatehouse leading to Route 19. Speak with the attendant inside to receive a Potion. This is a free item separate from anything purchased at the Poké Mart.

You can inspect the Trainers’ School and the Gym in the northern part of Aspertia City, but the school entrance is blocked at this stage and Cheren is not yet available. The Gym opens only after the Floccesy Town and Floccesy Ranch events. Do not waste time trying to challenge it now, and do not expect an early Challenge Mode or Easy Mode introduction at the school or Gym.

  • Receive the Running Shoes from your mother.
  • Receive the Town Map from Hugh’s sister.
  • Collect the free Potion from the Route 19 gatehouse.
  • Locate the Trainers’ School and Aspertia Gym.
  • Leave the Gym alone until the Floccesy sequence is complete.

Follow Route 19 to Floccesy Town

Exit through the eastern gate to Route 19. Bianca demonstrates how to catch a wild Pokémon, using a Purrloin. Watch the explanation, then continue along the route. The available wild Pokémon are Patrat and Purrloin, both appearing around levels 2–4. Patrat is a straightforward early Normal-type, while Purrloin gives you an early Dark-type option. Neither is required, so catch one only if it fills a team role you want.

To catch a Pokémon, weaken it without knocking it out, choose Bag during battle, select a Poké Ball, and wait for the result. If your starter took damage, return to the Pokémon Center before exploring the grass. You can also pick up the Potion in the eastern grass patch before leaving the route.

Continue east along the path. Alder appears near the far end and leads you toward Floccesy Town. Enter the town after speaking with him. The next chapter begins there with Alder’s house, Route 20, Floccesy Ranch, and the events that eventually open the Aspertia Gym.

  • Watch Bianca’s catching demonstration.
  • Catch Patrat or Purrloin if desired.
  • Collect the Potion in the eastern grass patch if you want the extra healing item.
  • Reach Alder at the eastern end of Route 19.
  • Enter Floccesy Town.

Before you move on

  • The player character and Hugh have been named.
  • One starter—Snivy, Tepig, or Oshawott—is in the party.
  • Bianca has given you the Pokédex at Aspertia Outlook.
  • Hugh’s first level 5 battle has been completed, or the loss has been resolved so the story continues.
  • The party has been healed at the Pokémon Center.
  • The PC has been opened successfully.
  • Bianca has given you 10 Poké Balls.
  • The Running Shoes, Town Map, and gatehouse Potion have been received.
  • Bianca’s catching demonstration has occurred on Route 19.
  • You have reached Alder and entered Floccesy Town, ready for the next chapter.
References for this chapter

Floccesy Town, Route 20 & Floccesy Ranch — Herdier rescue and Alder’s training

After the Route 19 crossing, travel from Floccesy Town along Route 20 to Floccesy Ranch. Defeat Hugh, deliver the spare Town Map, find the missing Herdier and receive TM21 Frustration from the fleeing Team Plasma Grunt. Return to Alder’s house for two level 9 type-matchup battles, collect the Medal Box from Mr. Medal and confirm that the Aspertia Gym has reopened.

Restock in Floccesy Town

Begin in Floccesy Town after the Route 19 catching lesson and crossing described in the previous chapter. Heal at the Pokémon Center, then use its PC if you want to reorganize your party. Buy a few Potions or an Antidote if your money allows, but keep some cash and healing items for the rival battle and the Trainers inside the ranch.

Before leaving, visit the first house east of the Pokémon Center and speak with the old man to receive a Potion. An X Speed lies west of Alder’s house; collect it now or return for it later. Alder is in his house near the western side of town. Speak with him when ready. He explains that Hugh went toward Route 20 and points you toward the next objective.

  • Heal at the Floccesy Town Pokémon Center.
  • Use the PC to arrange your party if needed.
  • Collect the Potion from the first house east of the Pokémon Center.
  • Speak with Alder before leaving for Route 20.

Take the northern Route 20 branch to Floccesy Ranch

Leave Floccesy Town through the eastern opening to enter Route 20. Route 20 runs between Floccesy Town and Virbank City, but Floccesy Ranch is reached by taking the northern branch rather than by simply continuing along the eastern road. Follow the route north until the ranch entrance is visible.

Route 20 contains early Trainers and wild Pokémon such as Patrat, Pidove, Sewaddle, Sunkern and Audino in rustling grass. Battle the Trainers for money and experience if your team needs it. If several Pokémon are already injured, return to the Pokémon Center before entering the ranch; the required battles are close together, but you should not spend every Potion on ordinary encounters.

  • Enter Route 20 from Floccesy Town.
  • Follow the northern section and branch into Floccesy Ranch.
  • Battle Route 20 Trainers if you want additional experience.
  • Restore HP before the rival fight if necessary.

Defeat Hugh and deliver the spare Town Map

At Floccesy Ranch, move toward the western pasture. Hugh approaches and challenges you when you try to enter. On Normal Mode, he uses a level 8 starter Pokémon chosen to be strong against the starter you selected, plus a level 8 Patrat. With Snivy, Hugh uses Tepig. With Tepig, he uses Oshawott. With Oshawott, he uses Snivy.

The opposing starter only knows basic early-game moves, so a trained Route 19 or Route 20 teammate can be useful if your own starter has the type disadvantage. Defeat Hugh’s starter first if it is dealing the most damage, then finish Patrat. After the battle, give Hugh the spare Town Map. The ranch owners arrive and ask for help finding their missing Herdier. The owner’s wife can heal your party during the ranch sequence, so take advantage of that service before continuing.

  • Defeat Hugh’s level 8 starter Pokémon.
  • Defeat Hugh’s level 8 Patrat.
  • Give Hugh the extra Town Map.
  • Speak with the ranch owners after the battle.

Search the ranch and recover Herdier

The ranch has pasture areas to the south and a forested section to the north. Hugh searches ahead of you. Move north into the forest, then follow the paths toward the eastern side. Hugh gives you a Paralyze Heal near Janitor Orville. Continue east to a grass patch with another Potion, then turn south into the clearing where Herdier is cornered.

Floccesy Ranch’s wild Pokémon include Lillipup, Riolu, Mareep, Psyduck, Azurill and Pidove, with the exact encounter level depending on the species. Riolu and Mareep can be useful additions, but catching either is optional. The ranch Trainers also provide experience before the first Gym, so fight them if your party is below the level you want.

When you reach Herdier, the Team Plasma Grunt confronts you. In the original Pokémon Black Version 2 Nintendo DS release, this is not a trainer battle. The Grunt throws TM21 Frustration to distract you and escapes. There is no level 14 Purrloin battle at this point. The level 14 Purrloin encounter belongs to a later Route 20 event after the Virbank City Team Plasma sequence and is outside this chapter.

  • Search the northern forest section of the ranch.
  • Receive the Paralyze Heal from Hugh.
  • Find Herdier in the southern clearing beyond the forest paths.
  • Receive TM21 Frustration from the Team Plasma Grunt.
  • Do not expect a battle against the Grunt here.

Return to Alder’s house

After Herdier has been recovered, leave the ranch and travel back through Route 20 to Floccesy Town. Return to Alder’s house. Alder asks you to battle two of his students so he can demonstrate type matchups.

Alder’s training battles are separate from the Hugh battle and do not begin until you speak with him after returning from the ranch. The game heals your party between the two student battles, so save your Potions unless you need one before the first fight. You may change your lead Pokémon between battles if the first matchup leaves it weakened.

  • Return to Floccesy Town after the Herdier event.
  • Enter Alder’s house and speak with him.
  • Prepare for two consecutive level 9 battles.

Complete the two type-matchup battles

The students’ Pokémon depend on your chosen starter. If you chose Snivy, School Kid Seymour uses a level 9 Panpour and School Kid Cassie uses a level 9 Pansear. If you chose Tepig, Seymour uses a level 9 Pansage and Cassie uses a level 9 Panpour. If you chose Oshawott, Seymour uses a level 9 Pansear and Cassie uses a level 9 Pansage.

Use the matchup lesson directly: Grass is strong against Water, Water is strong against Fire and Fire is strong against Grass. If your starter has the disadvantage, switch to a teammate with neutral damage rather than repeatedly using a weak attack. These battles are also a safe opportunity to practice switching, status moves and item use before entering the Aspertia Gym.

  • Defeat Seymour’s level 9 elemental monkey.
  • Defeat Cassie’s level 9 elemental monkey.
  • Use type advantages or a neutral teammate when your starter is disadvantaged.

Collect the Medal Box and confirm Gym access

Leave Alder’s house after both training battles. Mr. Medal is standing outside and gives you the Medal Box along with the opening Medal-related information. The Medal Box tracks optional achievements and does not replace the Gym challenge.

After receiving the Medal Box, speak with Alder again. He confirms that the Aspertia Gym has reopened. This completes the required Floccesy Town and Floccesy Ranch sequence. Return to Aspertia City through Route 19 when ready for the next chapter, which covers Cheren and the Basic Badge.

Pledge Grove can be visited from Route 20 as optional exploration. It is not needed to find Herdier, complete Alder’s training, obtain the Medal Box or reopen the Aspertia Gym. Leave it for later unless you specifically want to explore it or pursue its optional content.

  • Receive the Medal Box from Mr. Medal outside Alder’s house.
  • Speak with Alder and confirm that Aspertia Gym is open.
  • Return toward Aspertia City through Route 19.
  • Treat Pledge Grove as optional content.

Before you move on

  • Hugh’s level 8 battle at Floccesy Ranch is complete.
  • The spare Town Map has been delivered to Hugh.
  • The missing Herdier has been found and the ranch sequence is finished.
  • TM21 Frustration is in the Key Items or TM-related portion of the Bag.
  • The Team Plasma Grunt was not incorrectly treated as a trainer battle.
  • Both of Alder’s level 9 School Kid battles are complete.
  • Mr. Medal has delivered the Medal Box outside Alder’s house.
  • Alder has confirmed that the Aspertia Gym has reopened.
  • Pledge Grove remains optional rather than being treated as required progress.
References for this chapter

Aspertia City Gym — Cheren and the Basic Badge

With Alder’s training complete and the Aspertia Gym reopened, return to Aspertia City and challenge Cheren, the Normal-type Gym Leader. Pass through the Trainers’ School, defeat the two Gym Trainers, counter Cheren’s Work Up strategy, collect the Basic Badge and TM83, then follow the post-battle events toward Virbank City.

Return to Aspertia City and prepare

Leave Floccesy Town and travel west along Route 19 to Aspertia City. This chapter starts after the Floccesy Ranch rescue, Alder’s two School Kid battles, Mr. Medal’s Medal Box scene, and Alder’s announcement that the Gym has reopened. You do not need to revisit those events before entering the Gym.

Heal at the Pokémon Center and check your party before beginning. Cheren’s team is Normal-type, so Fighting-type attacks are the most direct answer. A Riolu from Floccesy Ranch is useful if it has learned a Fighting-type move, but it is not mandatory. Tepig, Oshawott, Snivy, Pidove, Mareep, Purrloin, and other early Pokémon can also win if they are trained and you attack efficiently.

A practical preparation point is to have your main battlers near levels 11 to 14. You do not need a full team of six for this Gym, but relying on one injured Pokémon makes Cheren’s Work Up boosts much more dangerous. Carry a few Potions and restore important move PP before entering. Save in front of the Trainers’ School if you want an easy retry point.

  • The Aspertia Gym is open.
  • Your party is healed and has usable move PP.
  • At least one Pokémon has a reliable attack that can damage Normal types effectively.
  • You have enough healing items for the Gym Trainers and Cheren.

Enter the Trainers’ School

The Aspertia Gym is reached through the Trainers’ School in the western part of the city. Enter the school and speak with the boy near the entrance to receive an X Defend. The blackboard explains common status conditions, and a girl in the rear portion of the building can explain how to stop a Pokémon from evolving. These interactions are optional, but they confirm that you are in the correct building.

Go through the rear door to reach the Gym battlefield. Clyde, the Gym guide near the entrance, gives you a Fresh Water. Keep it available as an emergency heal during the challenge. The Gym has no complicated maze: once you enter, defeat the two students standing between you and Cheren, then return to the Pokémon Center if your team has taken too much damage.

Youngster Pedro uses a level 9 Patrat and a level 9 Lillipup. Lass Serena uses a level 9 Lillipup and a level 9 Patrat. Their teams are straightforward, but use them to check your damage and move PP before the Leader battle. If your lead has been worn down, heal now rather than spending several Potions inside the Gym.

  • The X Defend is collected if desired.
  • Clyde has given you the Fresh Water.
  • Youngster Pedro is defeated.
  • Lass Serena is defeated.
  • Your party is healed before speaking to Cheren.

Defeat Cheren in Normal Mode

Speak to Cheren after defeating both Gym Trainers. In the standard Normal Mode battle, Cheren uses Patrat at level 11 followed by Lillipup at level 13. Patrat knows Tackle, Bite, and Work Up. Lillipup knows Tackle, Bite, Helping Hand, and Work Up. Neither Pokémon holds an item in this battle.

Use your strongest attack immediately. Fighting-type moves are super effective against both Pokémon, making Riolu particularly valuable if it has the required move. If you do not have Fighting coverage, use your best neutral damage and avoid wasting turns on elaborate setup. Cheren’s Pokémon can use Work Up to raise both Attack and Special Attack, so every free turn makes their Tackle and Bite more threatening.

If Cheren uses Work Up, respond by attacking rather than trying to match several boosts of your own. Growl from Pidove or Purrloin can reduce the danger of repeated physical attacks, while Mareep’s Electric attacks and possible paralysis can slow the fight and give you safer turns. Switch if your active Pokémon is weakened; a boosted Lillipup can finish an already damaged member quickly. If Cheren uses Helping Hand with Lillipup, remember that it has no benefit in this single battle, so concentrate on dealing damage.

After both Pokémon are defeated, Cheren awards the Basic Badge and TM83, Work Up. The Basic Badge allows Pokémon up to level 20 to obey you, including Pokémon received in trades. Work Up raises the user’s Attack and Special Attack, and it can be useful on Pokémon that depend on physical or mixed damage.

  • Cheren’s level 11 Patrat is defeated.
  • Cheren’s level 13 Lillipup is defeated.
  • The Basic Badge is recorded on your Trainer Card.
  • TM83, Work Up, is in your Bag.
  • Traded Pokémon up to level 20 can now obey you.

Complete the immediate post-battle events

Leave the battlefield through the Trainers’ School and speak with Bianca outside the Gym. She gives you TM27, Return. Return becomes stronger as the user’s friendship increases, so it is a useful early Normal-type attack for a Pokémon that will remain in your party.

Cheren comes outside, and you, Bianca, and Cheren register one another in the Xtransceiver. Professor Juniper’s contact is also registered. After the conversation, Hugh arrives to challenge Cheren. You do not fight this battle; Cheren leads Hugh into the Gym, and your part in the scene is complete once the dialogue finishes.

Bianca then gives you the C-Gear. This device provides the game’s wireless and communication functions. It is not needed to win the next Gym, and you can leave its wireless functions inactive if you are playing offline. Heal at the Pokémon Center after the sequence and check that TM27 is in your Bag before leaving the city.

  • Bianca has given you TM27, Return.
  • The Xtransceiver contacts have been registered.
  • Hugh’s challenge to Cheren has been triggered.
  • Bianca has given you the C-Gear.
  • Your party has been healed before continuing.

Take the route toward Virbank City

Leave Aspertia City through the eastern route and proceed back toward Floccesy Town. Bianca stops you in Floccesy Town and upgrades the Pokédex with the Habitat List, which records Pokémon seen or available in each area. This is a useful reference feature, but it is not a battle requirement.

Continue east onto Route 20. The upper route section that was previously blocked is now open. Cheren is waiting near the dark grass and explains the difference between ordinary grass and dark grass. He gives you three Pecha Berries, which can cure Poison during the upcoming Virbank section. Pick up the nearby items if you want them, then continue east toward Virbank City.

Virbank City is the next required destination. The Virbank Gym is Poison-type, so keep the Pecha Berries, buy additional Antidotes if your supply is low, and consider training a Pokémon with Ground- or Psychic-type attacks when those options become available. Do not treat Pledge Grove, Keldeo’s Secret Sword interaction, or additional Route 20 exploration as prerequisites for leaving this chapter.

  • The Habitat List has been added to the Pokédex.
  • The eastern Route 20 path is open.
  • Cheren has explained the dark grass and given you three Pecha Berries.
  • Virbank City is accessible as the next required destination.
  • The Basic Badge and TM83 remain in your possession.

Before you move on

  • The Aspertia Gym was entered through the Trainers’ School.
  • The X Defend and Clyde’s Fresh Water were obtained or deliberately left behind.
  • Both Gym Trainers were defeated.
  • Cheren’s Normal Mode Patrat and Lillipup were defeated.
  • The Basic Badge was received.
  • TM83, Work Up, was received from Cheren.
  • Bianca gave you TM27, Return, registered the Xtransceiver contacts, and gave you the C-Gear.
  • The Habitat List was added to the Pokédex in Floccesy Town.
  • Cheren opened the eastern Route 20 path and gave you three Pecha Berries.
  • Virbank City is the next open destination.
References for this chapter

Virbank City, Virbank Complex & Roxie (Virbank Gym) — New hazards and urban dungeons

Arrive in Virbank City, clear the workers’ challenge in Virbank Complex, defeat Roxie for the Toxic Badge, complete the required Pokéstar Studios introduction, and stop Team Plasma at the docks so the ferry to Castelia City becomes available. Black 2 has Magby in the Complex, while White 2 has Elekid instead.

Enter Virbank City and collect the useful town items

Enter Virbank City from Route 20 and heal at the Pokémon Center before doing anything else. The city uses raised walkways, bridges, stairs, and lower passages, so check both levels rather than following only the main road. Buy Antidotes, Potions, and Poké Balls. You will face several Poison-type Pokémon shortly, and the Complex contains multiple trainers before Roxie’s Gym.

The western gate attendant gives you two Great Balls. In the house east of the Pokémon Center, collect a Poké Toy. In the southwest building, speak to the Nursery Aide for a Burn Heal, then check the trash can outside for a hidden Antidote. A Roughneck outside the Gym gives you five Poké Balls. These supplies are optional but useful, especially if your team is still built from the early Route 19 and Floccesy areas.

When you first approach the Pokémon Center, Roxie argues with her father, Pop Roxie, who leaves for Pokéstar Studios. This scene does not yet require you to visit the studio. Your next practical destination is the Virbank Complex south of the city.

  • Heal and restock before entering the Complex.
  • Collect the two Great Balls, Burn Heal, hidden Antidote, and five Poké Balls if desired.
  • Save before beginning the Complex trainer sequence.

Explore the outer Virbank Complex

Leave Virbank City through the southern exit to reach the outer section of Virbank Complex. The entrance area has grass, a crane, water, and raised paths. Fight the trainers as you move through the area, but return to the Pokémon Center if several team members become weakened. There is no mandatory switch puzzle; progression depends on following the walkways and defeating the workers inside.

The outer grass contains Patrat, Pidove, Magnemite, and Audino in rustling grass. In Black 2, Magby is the version-exclusive encounter; in White 2, Elekid takes its place. Magnemite is a particularly useful capture for Roxie because its Steel typing prevents ordinary poison status. Audino in rustling grass can provide extra experience, but avoid overtraining one Pokémon while leaving the rest of the party far behind.

Pick up the X Accuracy in the grass south of the Complex sign. Near the water, a Roughneck will exchange one Great Ball for one Poké Ball once per day. Follow the path beyond him to obtain the Silk Scarf. A hidden Pearl can be reached from the city side beneath the southern bridge. The Pearl is optional and is not needed for story progression.

  • Consider catching Magnemite for its Steel typing and Electric attacks.
  • In Black 2, look for Magby; in White 2, look for Elekid.
  • Collect the X Accuracy and Silk Scarf if useful.
  • Do not spend all healing items before entering the inner area.

Defeat the three workers in the inner area

Enter the inner section and speak to the man near the tree at the entrance. He asks you to get three new Workers fired up. Agree to help; this activates the worker battles. Follow the raised walkways south and east to find Worker Isaac, then collect TM46 Thief near him. Turn back north to find Worker Mitchell, then travel west and drop from the walkway to reach Worker Nathan.

Worker Isaac uses Magby and Koffing at level 12 in Black 2; in White 2, the version-specific encounter and trainer Pokémon differ accordingly. Worker Mitchell uses Patrat and Elekid, while Worker Nathan uses Riolu and Lillipup. Youngsters and Lass Daya also battle you in the area, so expect several encounters even though only the three Workers are required for the reward.

The Complex’s inner grass contains Magnemite, Growlithe, Koffing, Patrat, and the version-exclusive Magby or Elekid. Growlithe is an optional Fire-type addition, Koffing is physically sturdy, and Magnemite offers the most direct defensive help against Poison attacks. The Super Potion west of the entrance is behind a Cut obstruction and cannot be collected yet.

After defeating Isaac, Mitchell, and Nathan, return to the man at the entrance. He gives you TM94 Rock Smash. The Scientist near the northeast tower can also be followed through three conversations to receive an Ether. These are optional rewards, but the Ether is worth collecting if your team has already spent substantial PP.

  • Defeat Workers Isaac, Mitchell, and Nathan.
  • Collect TM46 Thief near Worker Isaac.
  • Return to the Workers’ boss for TM94 Rock Smash.
  • Speak to the Scientist three times for the optional Ether.
  • Heal and restore PP before entering the Gym.

Clear the Virbank Gym trainers

The Virbank Gym is on the southeastern side of Virbank City and is arranged as a concert stage. Speak to Clyde at the entrance to receive Fresh Water. The band’s noise prevents Roxie from hearing your challenge, so defeat both band members before facing her.

Roughneck Nicky uses Grimer and Koffing at level 14. Guitarist Billy Jo uses Venipede and Koffing at level 14. Poison-type Pokémon are weak to Ground and Psychic attacks. Fire- and Flying-type moves are also effective against the Bug/Poison Venipede and Whirlipede, but remember that Ground attacks do not affect Koffing because it has Levitate.

Aim for a party with several Pokémon around levels 16 to 18. A Magnemite from the Complex is helpful because Steel prevents poison status, although it should not be left in against damaging moves indefinitely. A Psychic move, a strong neutral special move, or a Pokémon with reliable Fire or Flying coverage can also handle the Gym. Bring Antidotes even if your lead resists poison; the Gym trainers can still wear down the party through repeated battles.

  • Receive Fresh Water from Clyde.
  • Defeat Roughneck Nicky and Guitarist Billy Jo.
  • Bring Antidotes and restore HP before challenging Roxie.
  • Use Ground or Psychic attacks carefully, remembering Levitate on Koffing.

Defeat Roxie and complete the dock sequence

In the original Black 2 normal-mode campaign, Roxie uses Koffing at level 16 and Whirlipede at level 18. Koffing has Levitate and uses Smog, Assurance, Tackle, and Clear Smog. Whirlipede has Poison Point and uses Venoshock, Poison Sting, Protect, and Pursuit. Roxie’s Whirlipede is the main danger: Venoshock deals more damage to a poisoned target, and Poison Point can poison a Pokémon that hits it with a contact move.

Use a strong attack to remove Koffing quickly, then avoid unnecessary contact attacks against Whirlipede. If a Pokémon becomes poisoned, use an Antidote during a safe turn rather than allowing poison damage and Venoshock to compound. Protect can waste a turn, so do not spend your entire supply of healing items expecting every attack to connect immediately.

After the victory, Roxie awards the Toxic Badge and TM09 Venoshock. Leave the Gym and speak with the Pokéstar Studios scout outside. The game then directs you north through the tunnel beside the Pokémon Center to Pokéstar Studios. Complete the required introduction and movie sequence. You do not need to pursue optional movie challenges for the main campaign.

Return to Virbank City after the studio event. Go to the docks and defeat the Team Plasma Grunt near the water. Speak to Roxie afterward to receive HM01 Cut. Pop Roxie then resumes his ferry duties. Enter the dock building and speak with Hugh at the counter to board the ship to Castelia City.

  • Defeat Roxie and receive the Toxic Badge.
  • Receive TM09 Venoshock.
  • Complete the required Pokéstar Studios introduction.
  • Defeat the Team Plasma Grunt at the Virbank docks.
  • Receive HM01 Cut from Roxie.
  • Speak with Hugh inside the dock building and board the ferry to Castelia City.

Before you move on

  • The Toxic Badge is recorded on the Trainer Card.
  • Roxie has given you TM09 Venoshock.
  • The required Pokéstar Studios introduction has been completed.
  • The Team Plasma Grunt near the Virbank docks has been defeated.
  • Roxie has given you HM01 Cut.
  • Pop Roxie has returned to the ferry, and speaking with Hugh inside the dock building begins the trip to Castelia City.
References for this chapter

Castelia City & Sewers — Story beats and the Castelia Gym

After arriving in Castelia City from Virbank City, check the Gym, follow Iris to Thumb Pier and investigate the Castelia Sewers with Hugh. Defeat the two Neo Team Plasma Grunts, receive HM04 Strength, then return to Castelia Gym and defeat Burgh for the Insect Badge. The sewer has optional branches and seasonal route changes, but only the northern Plasma encounter is required for story progress.

Arrive in Castelia City and trigger the sewer investigation

When you arrive in Castelia City, heal at the Pokémon Center near the central streets and check your party before beginning the next story sequence. Castelia is divided into several long streets, including Oceanfront Road, Castelia Street, Mode Street, Narrow Street and Gym Street. The Pokémon Center is the most useful return point, while Gym Street leads to Castelia Gym and Oceanfront Road leads toward the piers.

Go to Castelia Gym on Gym Street and speak with Clyde at the entrance. He explains that Burgh is not inside, so you cannot challenge the Gym yet. Iris then appears and discusses the suspicious Neo Team Plasma members. Follow Iris east along Oceanfront Road to Thumb Pier. Hugh arrives and enters the sewer entrance, so follow him downstairs. This is the required trigger for the Castelia Sewers sequence; searching the city first does not replace it.

  • Heal at the Castelia Pokémon Center.
  • Speak with Clyde at the Gym before going to the Sewers.
  • Follow Iris along Oceanfront Road to Thumb Pier and enter the Sewers with Hugh.
  • Save before beginning the sewer exploration if you want a recovery point.

Use Castelia’s optional facilities before or after the story

Castelia’s Battle Company is an optional training area with several trainer battles and useful rewards. Castelia Park is reached through the sewer’s southern branch and provides additional wild encounters, including opportunities to train against Audino. These areas are not required to unlock Burgh, but they are useful if your party is below the low twenties or if one member is significantly weaker than the rest.

The city also contains the Game Freak building, the Casteliacone stand on Mode Street and several optional item and service NPCs. You do not need to visit every building to progress. Restock Poké Balls, Potions or Super Potions, and status cures before entering the sewer if your supplies are low. Hugh heals your party after each battle while he is partnered with you, but that support ends when the Plasma encounter is complete.

  • Use the Battle Company only if your team needs experience or optional rewards.
  • Carry enough Poké Balls if you plan to catch sewer Pokémon.
  • Do not rely on Hugh’s healing after he leaves the sewer story sequence.

Navigate the Castelia Sewers with Hugh

The sewer layout changes with the season. When the water is raised, use the wooden bridges and boards across the upper water route. When the water is lowered, descend the stairs and use the exposed lower paths. Follow the accessible route north and west rather than attempting to clear every side branch immediately. The required destination is the northern area where the two Neo Team Plasma Grunts are waiting.

The sewer contains wild Pokémon such as Rattata, Zubat and Grimer, along with trainer battles and item pickups. A TwistedSpoon is found on the route before the Plasma Grunts. The southern branches are optional for the main campaign. One branch leads toward Castelia Garden, where you can find additional encounters and items, including Eevee encounters in the grass. If you want to explore those branches, do it after the required battle or return later, because they are not needed to reopen Castelia Gym.

  • Use bridges when the sewer water is raised and stairs when the water is lowered.
  • Continue toward the northern stairway and Plasma encounter.
  • Collect the TwistedSpoon if you want the optional item before battling.
  • Treat Castelia Garden and the southern sewer branches as optional content.

Defeat the Neo Team Plasma Grunts

At the northern end of the accessible sewer route, climb the stairway and speak with the two Neo Team Plasma Grunts. You and Hugh fight them in a Double Battle. In the normal campaign, the Grunts use a level 16 Scraggy and a level 16 Sandile. Concentrate attacks on one target at a time, especially if either of your active Pokémon is vulnerable to Dark- or Ground-type attacks.

Hugh uses his own starter and acts as your partner. His presence makes this battle more forgiving, and your party is restored after the partnered battles. Once both Grunts are defeated, they retreat. Burgh arrives and says that he did not find any other suspicious people. Hugh gives you HM04 Strength as thanks and leaves. A white-coated researcher then appears briefly; this is Colress, who comments on the battle before departing. Speak with Burgh or leave the area after the scene, then return to the city.

  • Defeat the level 16 Scraggy and level 16 Sandile in the Double Battle.
  • Receive HM04 Strength from Hugh.
  • Confirm that Burgh and Colress have appeared after the Plasma encounter.
  • Heal at the Pokémon Center once Hugh leaves.

Solve the Castelia Gym cocoon route

Return to Castelia Gym after the sewer scene. Clyde is no longer blocking the entrance and gives you a Fresh Water. The Gym uses silk cocoons as one-way transport points between levels. Gym Trainers called Harlequins occupy parts of the route, so battle them for experience or avoid them if your party needs to conserve HP and PP.

For the verified normal-mode route, battle Harlequin Gary, then enter the east cocoon from its right side. After the next section, battle Harlequin Anders and enter the following cocoon from its left side. This route brings you to Burgh’s room. The entrance direction matters because the cocoon transports you according to the side from which you enter. Save before speaking to Burgh, and use the Gym exit or return to the Pokémon Center if you need to heal before the leader battle.

  • Take the Fresh Water from Clyde.
  • Use the east cocoon from the right side after the first Gym Trainer.
  • Use the next cocoon from the left side after the second Gym Trainer.
  • Save immediately before challenging Burgh.

Defeat Burgh in the original normal campaign

In Pokémon Black Version 2 normal mode, Burgh uses Swadloon at level 22, Dwebble at level 22 and Leavanny at level 24. This is different from Challenge Mode, so do not prepare for the higher-level Challenge Mode lineup unless that mode is active. A party around levels 22–24 is appropriate, with at least one dependable Fire-, Flying-, Water- or Rock-type attack.

Swadloon and Leavanny are especially vulnerable to Fire- and Flying-type attacks. Dwebble is part Bug and part Rock, so do not leave a Flying-type in against it without checking its HP and expected damage. Water- and Rock-type attacks are effective against Dwebble, while Grass-type attacks are a poor choice against it. Dwebble knows Smack Down, which can punish Flying Pokémon, and its Sturdy ability can leave it at one HP after a full-health hit. Finish it with a second attack rather than assuming the first knockout will succeed.

Leavanny is Burgh’s final Pokémon and holds a Sitrus Berry. Keep a Fire- or Flying-type answer available for it, but avoid sending a fragile Pokémon into a likely Razor Leaf or Struggle Bug. If your best counter is weakened, use a Potion or switch before Leavanny enters instead of trying to win with a single damaged attacker.

  • Defeat Swadloon, Dwebble and Leavanny at levels 22, 22 and 24.
  • Use Fire or Flying attacks against the Bug-and-Grass Pokémon.
  • Use Water or Rock attacks against Dwebble and account for Sturdy.
  • Expect Leavanny to restore HP with its Sitrus Berry.

Claim the badge and leave Castelia

After Burgh is defeated, you receive the Insect Badge and TM76 Struggle Bug. The Insect Badge permits the use of Strength outside battle and raises the obedience limit for traded Pokémon. The main Castelia objective is complete once the badge is registered and the Gym battle has ended.

Heal at the Pokémon Center, restore PP and restock supplies before taking the northern exit toward Route 4. The optional sewer branches, Battle Company battles, Castelia Park encounters and city buildings can be completed before leaving or revisited later. They are not required to unlock the route beyond Castelia.

  • Obtain the Insect Badge.
  • Receive TM76 Struggle Bug.
  • Confirm that HM04 Strength is in the Bag and usable outside battle.
  • Heal and leave Castelia through the northern route toward Route 4.

Before you move on

  • Clyde initially blocked Castelia Gym and you followed Iris to Thumb Pier.
  • The two level 16 Neo Team Plasma Pokémon were defeated in a Double Battle with Hugh.
  • Hugh gave you HM04 Strength, Burgh appeared, and Colress made his first Castelia sewer appearance.
  • The cocoon route in Castelia Gym was completed and Burgh was defeated in normal mode.
  • The Insect Badge and TM76 Struggle Bug are in your possession.
  • Your party has been healed and you are ready to leave Castelia through the northern exit toward Route 4.
References for this chapter

Route 4, Desert Resort, Relic Castle & Join Avenue — Exploring puzzles and side activities

After Castelia City, Black 2 sends you across the developed Route 4, through the Desert Resort and the accessible entrance floors of Relic Castle, then north to Join Avenue and Nimbasa City. The required story battle here is Colress, whose defeat clears the Crustle blocking the northern road. The desert detour is optional for the main route but provides useful Ground-, Fire-, Rock-, Dark- and Psychic-type Pokémon, evolution items, healing support and technical machines.

1. Leave Castelia City and receive the Dowsing MCHN

Exit Castelia City through the southern gate toward Route 4. Bianca meets you in the gatehouse and gives you the Dowsing MCHN. Keep it registered or accessible from the Key Items pocket; Route 4 and the Desert Resort contain several hidden items in sand and along ledges.

Black 2 uses the developed construction version of Route 4. Follow the paved road north and explore the buildings as desired. The Pokémon Breeder near the entrance can be battled again on later visits, so do not assume every rematchable trainer must be defeated now. A rest house farther along the route heals the party, making it a useful checkpoint before the desert and Colress battle.

The route contains ordinary trainers in the low twenties, so a party with most members around levels 20 to 23 is appropriate. You do not need to replace your entire team with desert encounters; add only Pokémon that solve a current coverage problem.

  • Receive the Dowsing MCHN from Bianca.
  • Use the Route 4 rest house when the team is worn down.
  • Carry Poké Balls, Potions or Super Potions, and a few status cures.

2. Explore the developed section of Route 4 and defeat Colress

Search the paved settlement and buildings before continuing north. In Black 2, the northwest development area contains TM28 Dig in the sand behind the northwest blue-roofed building. The same area also has useful hidden items and a Grip Claw. Use the Dowsing MCHN if you want to collect them, but none of the hidden items is required for story progress.

The route also offers a one-time in-game trade. In the appropriate building, a Lass will trade a Petilil for your Cottonee. Cottonee can be obtained in Castelia City's Empty Lot. This trade is optional, but the received Petilil can be useful if your party needs a Grass-type Pokémon. A Wide Lens is available upstairs in that building.

Continue north until Colress is waiting near several Crustle blocking the road. Save before speaking to him if you want a recovery point. In Black 2, Colress uses Magnemite at level 21 and Klink at level 23. Ground-type attacks are especially effective, although Magnemite's Sturdy ability can prevent a one-hit knockout from full health. Fighting- and Fire-type attacks also help against the Steel Pokémon. Defeat Colress, then receive the Protein from him. His device disperses the Crustle, opening the northern route toward the desert and Join Avenue.

  • Collect TM28 Dig from the sand behind the northwest blue-roofed building.
  • Defeat Colress and receive the Protein.
  • Do not mistake the Crustle blockage for a permanent obstacle; it clears only after the battle.

3. Choose useful Route 4 encounters and optional rewards

Deep sand on Route 4 provides Sandile, Darumaka, Minccino and Scraggy in Black 2. Sandile develops into a strong Ground/Dark line, Darumaka gives immediate Fire coverage, and Scraggy can provide Dark/Fighting coverage later. Choose based on the weaknesses of your current party rather than catching every available species.

Black 2 also has a special Braviary encounter in the Route 4 clearing on Mondays. It is a one-per-week opportunity and is optional; do not delay the story if the day is wrong. The route's normal encounters are enough to complete the next required areas.

Route 4 contains several optional NPC challenges and reward items, including a Pokémon with a required Speed or Attack value, a maid who asks you to identify a Pokémon by its cry, and the Cottonee-for-Petilil trade. These rewards are useful but do not affect access to Nimbasa City.

  • Consider Sandile, Darumaka or Scraggy if your party lacks their types.
  • Treat the Monday Braviary as optional.
  • Keep at least one reliable answer to Steel types before fighting Colress.

4. Enter the Desert Resort and use the Nurse checkpoint

From the Route 4 fork, take the western path into the Desert Resort. The area is covered by a persistent sandstorm. The storm damages Pokémon that are not protected by their typing or ability at the end of battle, so avoid unnecessary wild encounters after your team becomes weakened.

The Desert Resort's deep sand contains Sandshrew, Sandile, Darumaka, Maractus, Dwebble, Scraggy, Sigilyph and Trapinch. Trapinch is found in the main Desert Resort rather than only at the entrance and is an optional Ground-type project. Dwebble supplies Bug/Rock coverage, while Sigilyph offers Psychic/Flying coverage.

Defeat Nurse Mariah in the southeast portion of the resort, then speak to her again. After that battle she heals the entire party whenever you return to her, making her the most important recovery point in this detour. Other useful rewards include Soft Sand from the man in black, a Fire Stone in the southwest area, a Nugget in the northwest, a Max Ether and several Shards. The Pokémon Ranger in the northwest also unlocks a version-specific Funfest Mission, but that mission is optional.

  • Defeat Nurse Mariah and use her healing service.
  • Use the desert's deep sand for encounters and hidden-item searches.
  • Collect the Fire Stone if you have a Pokémon that can use it, but do not evolve solely to fill a type slot.

5. Clear the accessible Relic Castle rooms

The Relic Castle entrance is in the northern part of the Desert Resort. In Black 2, only the upper two floors are accessible from this entrance during the current visit. The deeper chambers from the original Black and White route are not available here, so do not search for a missing passage or treat the buried western tower as a puzzle you have failed to solve.

Inside, quicksand drops you from the ground floor to the basement floor. Stand on stable ground when possible and approach the quicksand deliberately; falling through it is the intended route downward. Battle Psychic Perry on the first floor, then Psychic Dua and Psychic Low on the basement floor. Their teams are around level 23 and use Psychic-type Pokémon, so Dark-, Bug- and strong neutral attacks are practical answers.

Relic Castle provides Sandile, Yamask and Sandshrew on both accessible floors. Collect TM39 Rock Tomb near Psychic Dua and use the Dowsing MCHN on the basement sand pile for the hidden Heart Scale. Rock Tomb can help against Flying-, Bug- and Fire-type targets, though its lower power means it is best treated as situational coverage.

Once you have collected the desired items and encounters, return to the entrance and leave. The deeper Relic Castle sequence is reached later through Relic Passage, not by forcing a route through the desert entrance.

  • Use the quicksand drops to reach the basement.
  • Collect TM39 Rock Tomb and the hidden Heart Scale if wanted.
  • Leave after the two accessible floors; deeper ruins are not required now.

6. Enter Join Avenue and establish its optional systems

Return to Route 4 and take the northern road toward Nimbasa City. Join Avenue is directly north of Route 4, before Nimbasa. Enter it once to meet the owner and assistants. Accept the request to become the avenue's manager, then choose the requested personal phrases. This establishes Join Avenue even if no shop is available immediately.

Join Avenue begins empty. Visitors can arrive through local communication, C-Gear interactions, Union Room activity, trades and other fifth-generation communication systems. Even without active connections, visitors can appear over time. Speak to a visitor and invite that person to become a resident; the visitor's stated preference determines the shop type you can establish.

The available businesses include a Mart, Antique Shop, Café, Fitness facility, Florist, Beauty Salon and Raffle Shop. A Nursery has additional requirements and is not an immediate early-game service. Shops provide optional supplies, berries, friendship effects, training support, evolution-related items or daily prizes. Their inventory improves as shop and avenue popularity rises.

Join Avenue is not required for any Gym, route or story event. Visit it when passing through, recommend visitors to the shops they prefer and use its services when convenient. If you have no communication partners, continue the main game; the avenue is not permanently lost or blocked.

  • Accept the manager role from Join Avenue's owner.
  • Speak with visitors when they appear and invite suitable residents.
  • Use Join Avenue as optional support rather than delaying Nimbasa City for shop development.

Before you move on

  • You have received the Dowsing MCHN from Bianca and crossed the developed Black 2 version of Route 4.
  • You have obtained TM28 Dig from the sand behind the northwest blue-roofed building, if collecting the route's key utility item.
  • You have defeated Colress, received the Protein and cleared the Crustle blockage.
  • You have entered the Desert Resort, defeated Nurse Mariah and used or noted her repeat-healing service.
  • You have explored the accessible Relic Castle first floor and basement, including the quicksand route, and collected or deliberately skipped TM39 Rock Tomb.
  • You have entered Join Avenue north of Route 4 and accepted the manager role. The avenue does not need to have a populated shop before you continue to Nimbasa City.
References for this chapter

Nimbasa City, Elesa, Anville Town and Lostlorn Forest

Enter Nimbasa City, complete the city’s required Subway Boss event, prepare for and defeat Elesa, then resolve the Hugh and Team Plasma encounter outside Big Stadium. Anville Town, Route 16 and Lostlorn Forest are optional detours available before continuing through Route 5 toward Driftveil City.

Enter Nimbasa City and complete the Subway Boss event

Enter Nimbasa City from Route 4. Heal at the Pokémon Center before exploring. Near Gear Station, speak to the Trainer standing with Ingo and Emmet. This begins a required Multi Battle against the Subway Bosses. Your partner is Rosa if you are playing as the male character or Nate if you are playing as the female character. The partner’s Pokémon depends on the starter you chose, so let the partner absorb some pressure while you focus attacks on one opposing Pokémon at a time.

After the battle, the Subway Bosses return to Gear Station and your partner gives you the Vs. Recorder. The Battle Subway itself is optional. It is a battle facility for testing teams and earning Battle Points, not a normal story-training replacement, so use ordinary trainers and wild Pokémon for regular experience.

  • Heal at the Nimbasa Pokémon Center.
  • Complete the Multi Battle with Ingo and Emmet.
  • Collect the Vs. Recorder from your partner.
  • Do not treat the Battle Subway as required Gym progression.

Check Nimbasa’s useful facilities and optional items

Nimbasa contains the Battle Subway, Musical Theater, Battle Institute, Big Stadium, Small Court and the amusement park. Visit the Pokémon Center Gentleman for ten Red Shards, and check the city buildings for optional rewards such as the Sun Stone or Soothe Bell. The Musical Theater can provide TM49 Echoed Voice, while the theater owner gives you the Prop Case.

In the amusement park, the old Shining Roller Coaster is no longer the active Gym. You may enter it, operate the switches and battle the remaining trainers. Reach the woman at the back to receive a Parlyz Heal. South of the park entrance, pick up the dropped Xtransceiver to begin the optional Yancy or Curtis contact sequence. The Ferris wheel trainer is also optional and changes with season and player character.

  • Treat the old roller coaster as optional training.
  • Collect the Parlyz Heal if you want an extra answer to paralysis.
  • Pick up the dropped Xtransceiver only if you want the optional contact quest.
  • Stock Potions or Super Potions and at least one status remedy before the Gym.

Prepare for Elesa’s actual Gym

Elesa’s new Gym is in the building east of the Ferris wheel. Unlike the old Shining Roller Coaster, this Gym uses a broad runway. Walk forward along the lit sections and battle the three Gym Trainers who stand on the runway. There is no roller-coaster switch puzzle inside the new Gym; the switches and coaster route belong to the old Gym next door.

In Normal Mode, Black 2’s Elesa uses Emolga at level 26, Flaaffy at level 26 and Zebstrika at level 28. White 2 raises these to levels 28, 28 and 30. Emolga is Electric/Flying and is immune to Ground-type moves. Flaaffy and Zebstrika are pure Electric and can be hit super effectively by Ground attacks. A Ground Pokémon such as Sandile or Drilbur is valuable, but do not rely on it alone because Emolga can avoid Ground attacks and Elesa’s Pokémon use Volt Switch.

Bring at least three or four reliable battlers near the upper twenties. Give your team a Rock-type move, a Ground move for Flaaffy and Zebstrika, and a neutral attack for Emolga. Rock attacks are especially useful against Emolga. Zebstrika carries Flame Charge and can raise its Speed, so keep a healthy second Pokémon available rather than allowing a weakened Ground type to be trapped in a losing exchange. Have Parlyz Heals ready for Thunder Wave, Static or accidental paralysis.

  • Train multiple Pokémon rather than one lead.
  • Bring Rock coverage for Emolga.
  • Bring Ground coverage for Flaaffy and Zebstrika.
  • Keep a backup answer for Zebstrika’s Flame Charge.
  • Save before entering the battle with Elesa.

Defeat Elesa and trigger the required Plasma event

Battle through the three Gym Trainers, then speak to Elesa on the stage. Against Emolga, use Rock or strong neutral damage; Ground moves fail because of its Flying typing. Against Flaaffy and Zebstrika, switch to Ground attacks when safe. Be cautious about Volt Switch, which can make Elesa rotate between Pokémon, and do not let Zebstrika accumulate a Speed advantage with Flame Charge.

After the victory, Elesa gives you the Bolt Badge and TM72 Volt Switch. The badge allows traded Pokémon up to level 50 to obey you. Leave the Gym, heal, and go to the area outside Big Stadium. Hugh is arguing with two Team Plasma Grunts there. Battle them as directed. When the encounter ends, Hugh explains his reason for pursuing Team Plasma and restores your team’s health before leaving. This is the required Nimbasa story event; it occurs after the Gym, not before it.

  • Defeat Elesa’s three-Pokémon team.
  • Collect the Bolt Badge.
  • Collect TM72 Volt Switch.
  • Visit Big Stadium’s exterior and complete Hugh’s Team Plasma encounter.
  • Confirm that Hugh restores the party afterward.

Visit Anville Town through Gear Station

Anville Town is an optional destination reached only through the Brown Line from Nimbasa’s Gear Station. It does not open another story route or replace the Team Plasma event. In Anville, speak with the Depot Agent in the southeast house to receive a Rare Candy. The town also contains optional item-trading and lost-property activities. Some rewards depend on Battle Subway victories or exchanges, so do not spend necessary supplies merely to complete the town’s optional errands.

Return to Gear Station after exploring Anville and heal at the Nimbasa Pokémon Center. The next story route is Route 5, not Anville.

  • Take the Brown Line if you want to visit Anville Town.
  • Collect the Rare Candy from the southeast-house Depot Agent.
  • Return to Nimbasa before continuing the campaign.

Explore Route 16 and Lostlorn Forest

From Nimbasa, take the east exit to Route 16. Route 16 connects the city with Marvelous Bridge, but the bridge elevator is out of service at this point, so eastward progress is blocked. On the north side, pass through the trees to enter Lostlorn Forest. Route 16 has trainers with Pokémon around levels 24–25 and is a useful place to bring reserve team members up to the level of the main party.

Lostlorn Forest contains wild Pokémon around levels 20–24, including Emolga, Pansage, Pansear, Panpour and version-dependent encounters. It also has trainers, an Ultra Ball, Net Ball, Pecha Berry, Cheri Berry, a Dowsing Machine Leaf Stone and, in Black 2 and White 2, a TM95 Snarl reward connected to the Zoroark encounter. The Zoroark interaction is not the same as an ordinary wild encounter: it requires the appropriate event Pokémon. Do not assume that every cartridge can trigger it without that external event condition.

When you finish Route 16 and Lostlorn Forest, return to Nimbasa. Then cross the city to the west and leave through Route 5. Route 16 is optional and should be used for training or roster expansion, not treated as the only source of an Electric counter.

  • Reach Route 16 through Nimbasa’s east exit.
  • Use the north path to enter Lostlorn Forest.
  • Collect the optional items your team can use.
  • Treat TM95 Snarl and the Zoroark encounter as event-dependent.
  • Return to Nimbasa and leave west through Route 5.

Before you move on

  • Elesa has been defeated and the Bolt Badge is in the case.
  • TM72 Volt Switch has been received from Elesa.
  • The Hugh and Team Plasma encounter outside Big Stadium has been completed.
  • The party has been healed after the Big Stadium event.
  • Route 5 is accessible from Nimbasa’s west side.
  • Anville Town has been visited if its optional Rare Candy or item activities are part of the plan.
  • Route 16 and Lostlorn Forest have been explored if extra training, items or roster coverage are needed.
  • The player is ready to continue from Route 5 toward Driftveil City.
References for this chapter

Route 5, Driftveil City and Clay’s Driftveil Gym

Leave Nimbasa City, resolve the Team Plasma confrontation and Charles’s Rotation Battle on Route 5, cross Driftveil Drawbridge, complete the required former Plasma base event in Driftveil City, then defeat Clay for the Quake Badge. This chapter covers Pokémon Black Version 2 for Nintendo DS in Normal Mode and ends after Clay directs you to the Pokémon World Tournament.

Clear Nimbasa City’s western exit and enter Route 5

Leave Nimbasa City through the western gate. Hugh and several Team Plasma members are waiting outside. Defeat the two Team Plasma Grunts with Hugh’s assistance, then Hugh heals your party. This confrontation is required before the route opens; do not treat the first Route 5 visit as a completely free exploration section.

Continue west through the gate onto Route 5. Bianca meets you near the entrance and gives you HM02 Fly. Teaching Fly is optional at this point, although a compatible Flying-type Pokémon lets you return quickly to cities you have already visited. Bianca also demonstrates a Hidden Grotto. The nearby grotto and its possible encounters are optional and do not affect the route to Driftveil City.

Route 5 contains ordinary trainers, grass encounters and several optional item pickups. Wild Pokémon such as Minccino, Trubbish, Liepard and the Black 2-exclusive Gothita line can help fill team roles, but there is no need to stop and build a new team unless your current roster lacks coverage. Restore HP and PP before approaching the western roadblock.

  • Defeat the two Team Plasma Grunts with Hugh at Nimbasa City’s western exit.
  • Receive HM02 Fly from Bianca.
  • Complete the Hidden Grotto demonstration only if desired.
  • Heal before challenging Charles.

Defeat Charles in Black 2’s Rotation Battle

At the western end of Route 5, Motorcyclist Charles is holding up the road toward Driftveil Drawbridge. Speak to the nearby people and then challenge Charles. Pokémon Black 2 uses a Rotation Battle here; White 2 uses a different battle format, so do not apply White 2 instructions to this encounter.

Charles’s Normal Mode team consists of Sigilyph at level 26, Tirtouga at level 26 and Archen at level 26. All three Pokémon are placed into the rotation, but only one attacks at a time. The first three Pokémon in your party are the three that enter the battle, so arrange those slots deliberately before speaking to Charles. You cannot solve this fight by bringing only one preferred lead and leaving the other two positions irrelevant.

Use complementary coverage. Sigilyph is Psychic/Flying, Tirtouga is Water/Rock, and Archen is Rock/Flying. A Dark-, Electric-, Ice-, Rock- or Ghost-type attack can help against Sigilyph; Grass- or Electric-type attacks are useful against Tirtouga; and Water-, Electric-, Ice-, Rock- or Steel-type attacks pressure Archen. Avoid putting three Pokémon with the same weakness in the first three slots. A dependable Water-type, a strong Electric- or Grass-type and a Pokémon with Rock, Ice, Dark or Steel coverage make a practical formation.

Rotation Battles allow Charles to rotate his active Pokémon to create better matchups. Watch the opposing formation rather than attacking automatically. If your active Pokémon has a poor matchup, rotate to a safer member instead of sacrificing it. Archen’s Defeatist ability reduces its offensive power after its HP falls below half, so damaging it into that range makes it easier to finish. Tirtouga can use Aqua Jet for priority, while Sigilyph’s Psybeam and Air Cutter punish frail targets.

Defeat Charles to clear the road. Check your party afterward because the battle may leave more than one Pokémon damaged. A hidden Hyper Potion and other Route 5 items are optional; collect them only if you can do so without delaying the main route.

  • Place three deliberate Pokémon in the first three party slots.
  • Defeat level 26 Sigilyph, level 26 Tirtouga and level 26 Archen.
  • Clear Charles’s roadblock.
  • Restore the party before crossing the bridge.

Cross Driftveil Drawbridge

Walk west from Route 5 onto Driftveil Drawbridge. There is no required puzzle or key item on the bridge. Shadows can appear on the roadway; interact with them before they vanish to collect Feather items if you want the optional rewards. Ducklett may also appear on the bridge, but catching one is not necessary.

Continue across the bridge to Driftveil City. If Charles caused significant damage, heal immediately at the Pokémon Center. Do not spend time searching for the Cold Storage sequence from the first Black and White games. In Black 2, the Cold Storage has been demolished and the Pokémon World Tournament occupies the southern facility instead.

  • Cross Driftveil Drawbridge.
  • Enter Driftveil City.
  • Heal at the Pokémon Center.

Complete the required former Plasma base event

From the city entrance, watch the argument between a former Team Plasma member and a current member. Hugh appears and drives off the current member. The former member then directs you to the former Plasma base on the hill near the Gym.

Go to the base and speak with Rood outside. Defeat Rood’s level 27 Herdier and level 27 Swoobat. After the battle, follow him inside and listen to the explanation about the former members’ attempt to atone for their past actions. Hugh asks about his sister’s stolen Purrloin, and Rood gives you N’s former Zorua if you have room in your party.

This event is not merely a collectible detour. Complete it before attempting to advance through the Driftveil story. If the Gym or the next objective seems unavailable, return to the base and make sure you have spoken with Rood and completed the dialogue inside.

  • See the former and current Plasma members argue at the city entrance.
  • Visit the former Plasma base near the Gym.
  • Defeat Rood.
  • Complete the interior dialogue and accept N’s Zorua if desired.

Resupply and prepare for Clay

Use the Pokémon Center, then buy Super Potions or stronger healing items and status cures. The Driftveil Market sells herbal medicine, Moomoo Milk and incenses. The Market’s Expert Belt reward requires showing a Pokémon at level 30 or higher, and TM63 Embargo is optional.

Driftveil’s hotels provide optional items and encounters with NPCs. The Red Shard Move Tutor can teach useful attacks such as Ice Punch or Seed Bomb, but these services are not required. The former Plasma base also contains optional dialogue and the gift Zorua as part of the required story event.

Clay specializes in Ground-type Pokémon. Water- and Grass-type attacks are effective against all three of his Normal Mode Pokémon, while Ice attacks are useful against Krokorok and Sandslash. Fighting attacks also work well against Krokorok and Excadrill. Bring at least two answers to Ground types so one critical hit, accuracy problem or speed drop does not leave you helpless. A balanced team around levels 31 to 34 is appropriate for the Gym.

Clay uses Krokorok at level 31 with Intimidate, Sandslash at level 31 with Sand Veil, and Excadrill at level 33 with Sand Force. Krokorok knows Bulldoze, Crunch, Sand Tomb and Torment. Sandslash knows Bulldoze, Crush Claw, Rollout and Fury Cutter. Excadrill knows Bulldoze, Metal Claw, Slash and Rock Slide, and holds a Sitrus Berry. Bulldoze lowers Speed, so a Pokémon that begins the battle faster may lose that advantage after taking a hit.

  • Complete Rood’s event before entering the Gym.
  • Restore HP and PP.
  • Carry at least two reliable Ground-type answers.
  • Prepare Water, Grass, Ice, Fighting or other super-effective attacks.
  • Save before entering the Gym.

Navigate Driftveil Gym and defeat Clay

Enter the Gym and use the industrial elevator to descend. Clyde gives you a Fresh Water near the lower section. The Gym is a dark mining cavern containing platforms, conveyor belts and lift platforms. Stepping onto a platform activates its spotlight, making it easier to track which areas you have already visited. Use the lift platforms to look across the room, then follow the conveyor belts through the connected platforms toward the northeastern section.

Gym Workers use Ground-type Pokémon such as Drilbur, Sandile and Baltoy. Defeat them for experience or avoid some of them if your party is already prepared. If you leave to heal, defeated Gym Trainers stay defeated, so there is no reason to enter Clay’s room with a damaged team.

Use a special Water or Grass attack against Krokorok when possible because Intimidate lowers the Attack of physical attackers. Against Sandslash, finish it quickly rather than allowing Rollout to gain power over consecutive turns. Keep your healthiest counter for Excadrill. Its Ground/Steel typing makes Water, Grass, Fighting and Ground attacks especially useful, while its Rock Slide can punish Flying- or Fire-type switch-ins.

After defeating Krokorok, Sandslash and Excadrill, Clay awards the Quake Badge and TM78 Bulldoze. The badge allows traded Pokémon up to level 50 to obey. Exit the Gym and follow Clay and Hugh toward the Pokémon World Tournament facility south of Driftveil City. The introductory tournament and the following Plasma Frigate sequence belong to the next chapter.

  • Receive Clyde’s Fresh Water.
  • Reach Clay through the platform and conveyor-belt maze.
  • Defeat Krokorok level 31.
  • Defeat Sandslash level 31.
  • Defeat Excadrill level 33.
  • Receive the Quake Badge.
  • Receive TM78 Bulldoze.
  • Follow Clay and Hugh toward the Pokémon World Tournament.

Before you move on

  • The Nimbasa City western-exit Team Plasma battle is complete.
  • Bianca has given you HM02 Fly.
  • Charles has been defeated in Black 2’s Rotation Battle.
  • Charles’s three Pokémon were level 26 Sigilyph, Tirtouga and Archen.
  • Driftveil Drawbridge has been crossed.
  • The former Plasma base event and Rood battle are complete.
  • N’s Zorua has been offered, if your party had room.
  • Clay’s Krokorok, Sandslash and Excadrill have been defeated.
  • The Quake Badge is in your case.
  • TM78 Bulldoze is in your Bag.
  • Clay and Hugh have directed you toward the Pokémon World Tournament facility.
  • The Driftveil Tournament and later Plasma Frigate events have not been counted as complete.
References for this chapter

Pokémon World Tournament, Plasma Frigate & Relic Passage — Major mid-game events

Begin immediately after defeating Clay and earning the Quake Badge. Complete the mandatory Driftveil Tournament, board the first Plasma Frigate operation with Hugh and Cheren, receive Surf on Route 6, and explore the accessible Relic Passage chambers as an optional detour. This chapter covers the short first ship encounter, not the later Plasma Frigate infiltration with warp panels, switches, passwords and commander battles.

1. Heal after Clay and enter the Pokémon World Tournament

Leave the Driftveil Gym after defeating Clay. Follow the required conversation outside, then travel south from Driftveil City to the Pokémon World Tournament grounds. The PWT occupies the site where Cold Storage stood in the earlier games, so do not search for Cold Storage as an active dungeon in Black 2.

Heal at the Driftveil Pokémon Center before entering the grounds. The PWT entrance is south of the city, near the harbor where the Plasma Frigate is docked. Speak with the staff and inspect the booths if you want optional services. The area includes the Move Reminder, who re-teaches forgotten level-up moves for Heart Scales; the Move Deleter; the Hidden Power examiner; and move tutors that use colored shards or Battle Points.

You can also collect useful optional items around the grounds, including a Rocky Helmet, PP Up, Ether and Zinc. These are not required for the story, so do not delay the tournament if your team is ready. Equip held items before registering because battle items cannot be used once a tournament match begins.

  • Clay has been defeated and the Quake Badge is recorded.
  • Your party is healed before entering the PWT grounds.
  • Held items are equipped before registration if you want them during the tournament.

2. Win the mandatory Driftveil Tournament

Follow Hugh and Cheren to the registration area and enter the Driftveil Tournament. The introductory event requires three consecutive victories against Hugh, Cheren and Colress. The tournament scales the battles to level 25, so the levels of your ordinary party do not determine the opponents’ levels in these matches.

Hugh’s team changes according to the starter you selected, but he always brings his evolved starter, a Pansear, Panpour or Pansage, and a Tranquill. Cheren uses Stoutland, Cinccino and Watchog. Colress is the most specialized opponent and uses a Steel- and Electric-focused group that includes Magneton, Elgyem and Klink. Ground- and Fighting-type attacks are useful against several of these targets, but keep another attacker available so one unfavorable matchup does not stop your run.

The three matches are consecutive. You cannot use Potions, status cures or other battle items during the tournament, although held items remain available if equipped beforehand. Prioritize accurate attacks, keep a Pokémon with dependable recovery or defensive utility if possible, and avoid wasting limited-PP moves on a weakened opponent. Winning awards Battle Points and unlocks the ability to return for optional tournaments later.

  • Hugh, Cheren and Colress have all been defeated.
  • The introductory tournament has been completed in three consecutive matches.
  • Battle Points have been awarded and your ordinary party is ready to be restored.

3. Board the first Plasma Frigate operation

After the tournament, leave the PWT building and watch the Team Plasma members hurry past. Hugh chases them toward the harbor. Follow him south to the pier, where the Plasma Frigate is docked, then board the ship with Hugh and Cheren.

Heal and restore PP before boarding if necessary. The ship encounter places several battles close together. Carry ordinary healing items and a few status cures for use between battles, but do not expect the later Plasma Frigate maze in this visit.

The three allies are surrounded by Team Plasma Grunts. Defeat the first two Grunts alone. Cheren then joins you for a cooperative battle, followed by Hugh for another cooperative battle. Their support reduces the pressure, but your active Pokémon still need to be healthy because the fights are not a replacement for preparation.

The opponents use Pokémon such as Koffing, Trubbish, Golbat, Liepard and other mid-game species. Ground- and Psychic-type attacks are effective against many of the Poison targets, while Rock, Electric, Ice, Fighting or other suitable coverage can help against Golbat and Liepard. Watch for status moves and preserve PP on your best attacks until the partner battles are finished.

  • You restored HP and PP before boarding or brought enough supplies to recover between fights.
  • The first two solo Grunt battles are complete.
  • The cooperative battle with Cheren and the cooperative battle with Hugh are complete.

4. Finish the ship scene without looking for the later puzzle

After the required battles, the first operation ends on the ship’s exterior. Zinzolin appears and calls in the Shadow Triad. The Shadow Triad removes the group from the ship, and the story continues without a Zinzolin boss battle.

There is no Black 2 warp-panel puzzle, four-switch barrier, password console or Kyurem-room infiltration during this first Driftveil visit. Those mechanics belong to a later Plasma Frigate operation. If you are searching for a switch or password here, leave the ship after the Shadow Triad scene instead.

Return to Driftveil City if you need to heal or buy supplies. The next required destination is Route 6, west of Driftveil City. Before leaving town, make sure your party has at least one Pokémon capable of learning Surf, because Cheren will give you HM03 after you reach the route.

  • Zinzolin and the Shadow Triad cutscene has occurred.
  • You have left the first Plasma Frigate operation.
  • You are prepared to travel west from Driftveil City to Route 6.

5. Travel to Route 6 and receive Surf

From Driftveil City, take the western exit onto Route 6. Follow the route until you reach the area around the Season Research Lab. Cheren is waiting on Route 6 after the Plasma Frigate event. Speak with him to receive HM03 Surf.

Teach Surf to a compatible Pokémon when convenient. You cannot use Surf outside battle until the necessary later badge requirement is met, but receiving the HM is the required progression point for this chapter. Surf opens water routes on Route 6 and in several earlier areas, including optional item paths.

Route 6 contains a house where a woman can heal your party, making it a useful recovery point before entering Mistralton Cave or continuing toward Chargestone Cave. You can also return to Driftveil with Fly if you have already obtained that move. Do not confuse receiving Surf from Cheren here with a later gift or a post-game event.

  • You entered Route 6 from the west side of Driftveil City.
  • You spoke with Cheren near the Season Research Lab.
  • HM03 Surf is in your Bag and a compatible Pokémon can learn it.

6. Explore the accessible Relic Passage chambers

Relic Passage is west of the PWT grounds. Enter through the PWT-side opening if you want the most direct optional route during this chapter. The passage also connects to the Castelia Sewers, and its deeper route reaches the lowest area of Relic Castle.

In the north chamber, follow the tunnel east and then north to reach the Protein near Backpacker Randall. Battle the nearby Hiker and continue through the opening toward the middle chamber. In the middle chamber, go south toward the small lake, then east to battle Psychic Tully and northeast to battle Psychic Ena. The cave contains optional shards, a Big Pearl and other items, while dust clouds can produce Drilbur or Onix encounters and colored shards.

The boulder near the northeast opening must be moved with Strength to reach the Relic Castle connection. Surf is useful for water-side items such as the Big Pearl, but it is not necessary to enter the first accessible chambers. If you do not yet want to use field moves or fight the cave trainers, leave through the PWT entrance and continue the story.

  • You entered Relic Passage from the PWT grounds if choosing the detour.
  • The north and middle chambers have been explored as far as your available field moves allow.
  • You understand that the Relic Castle connection and extra item paths are optional.

7. Decide whether to continue the optional passage route

With Strength, you can move the boulder and reach the lower Relic Castle connection. The lower area contains a fixed Volcarona encounter at level 35, along with optional items and Baltoy encounters. Catching Volcarona is not required to complete the main campaign, so save beforehand if you intend to attempt the capture and bring suitable Poké Balls.

The Castelia-side section contains additional paths and items that can require Strength. Surf also lets you revisit water-blocked portions of Route 6 and other earlier routes. These are useful diversions for team building and item collection, but none is needed to unlock the next Gym or the next story chapter.

When finished, leave Relic Passage through the PWT side, Castelia Sewers or another open exit. Restore HP, PP and status conditions before continuing. The practical route is to return to Driftveil, Fly or walk to Route 6, and proceed west toward Mistralton Cave and Chargestone Cave.

  • Any Relic Passage items, encounters or Volcarona attempt you wanted have been handled.
  • Your team is healed after the optional battles.
  • You are positioned to continue west from Route 6 toward the next story areas.

8. Use the tournament as a preparation check

If Colress or the Plasma Frigate battles exposed a weakness, adjust your party before proceeding. Keep reliable answers to Steel, Electric, Poison, Normal, Flying, Dark, Rock and Ground targets, but do not build the entire party around one attacker. A balanced combination of physical and special damage is more dependable on the routes ahead.

The PWT is useful for Battle Points, practice and move services, but it is not the only source of experience. Continue battling ordinary route trainers and wild Pokémon so the whole party develops instead of repeatedly relying on the scaled tournament format.

This chapter is complete when you have won the mandatory Driftveil Tournament, finished the first Plasma Frigate operation, received Surf from Cheren on Route 6, and are healed and ready to continue toward Mistralton Cave and Chargestone Cave.

  • Your party has reliable answers to the main types used in the tournament and ship battles.
  • HP, PP and status conditions have been restored.
  • Surf has been obtained and you are ready to leave Route 6 toward the next chapter.

Before you move on

  • Clay’s victory and the Quake Badge were already completed before entering this chapter.
  • The introductory Driftveil Tournament was won in three consecutive battles against Hugh, Cheren and Colress.
  • The first Plasma Frigate operation was completed: two solo Grunt battles, the cooperative battle with Cheren, the cooperative battle with Hugh and the Shadow Triad cutscene.
  • HM03 Surf was received from Cheren on Route 6 near the Season Research Lab.
  • Optional Relic Passage exploration was completed as desired, or deliberately deferred.
  • The party is healed and ready to continue west from Route 6 toward Mistralton Cave and Chargestone Cave.
References for this chapter

Mistralton Cave, Chargestone Cave and Mistralton Gym (Skyla) — Flying, electric and puzzle routes

After the Driftveil Pokémon World Tournament and the first Plasma Frigate operation, leave Driftveil City through its western exit and enter Route 6. Follow the route westward along its opening section, then continue north toward Mistralton Cave and Chargestone Cave. Mistralton Cave is an optional Surf-accessible detour containing TM80, Rock Slide. Chargestone Cave is the required passage to Mistralton City. From there, travel north through Route 7 to Celestial Tower, ring the summit bell, return to Mistralton Gym, and defeat Skyla. The post-Gym Cargo Service scene unlocks the flight to Lentimas Town.

Leave Driftveil City and reach Route 6

After defeating the Team Plasma Grunts on the Plasma Frigate south of the Pokémon World Tournament, leave Driftveil City through its western exit. This places you on Route 6. Follow the route westward along its opening stretch, then continue north through the grass and across the wooden bridges. Route 6 connects Driftveil City with Chargestone Cave; it is not reached through the southern Cold Storage exit.

Cheren meets you on the route near the Season Research Lab. Follow him to the lab and complete the brief story conversation. Cheren then gives you HM03, Surf. A house north of the lab contains a woman who will restore your party, making it a useful recovery point before the cave detours. Carry healing items, Parlyz Heals, Repels if desired, and an Escape Rope before going farther north.

Mistralton Cave is east of Route 6 across the river and requires Surf. Chargestone Cave is farther north and is the required route to Mistralton City. The initial blocked section of Chargestone Cave is available at this point because you have already completed the Pokémon World Tournament and fought the Plasma Grunts on the Plasma Frigate.

  • Leave Driftveil City through the western exit.
  • Follow Route 6 westward, then continue north.
  • Meet Cheren and receive Surf.
  • Use the Route 6 healing house before entering a cave if necessary.

Optional detour: explore Mistralton Cave and obtain TM80

From Route 6, Surf east across the river to Mistralton Cave. This detour is optional for story progress, but it offers useful items, wild Pokémon, and TM80, Rock Slide. The cave’s regular encounters include Boldore, Woobat, Aron, and Axew. Drilbur can also appear in dust clouds. These encounters can add Rock, Steel, Dragon, or Ground options to a developing party.

Use Flash if you have it to make the cave easier to navigate. On the first floor, move south and push the boulder onto the floor opening. Follow the tunnel past the Hiker and push the next boulder into position. Continue through the opened route and take the stairs to the second floor. On the second floor, push the boulders that block the eastern and upper routes, then work around the rock platforms to reach the stairs leading to the Guidance Chamber.

In the Guidance Chamber, go east and then north to find TM80, Rock Slide, in the northeast corner. An Escape Rope is on the southeast rock platform. The old man who discusses Cobalion, Terrakion, and Virizion is optional; his conversation does not unlock Chargestone Cave, Mistralton City, or the Gym. Return to Route 6 through the entrance or use the Escape Rope, then continue north.

  • Use Surf to reach Mistralton Cave.
  • Push the cave boulders to open the upper route.
  • Collect TM80, Rock Slide, if you want the optional reward.
  • Return to Route 6 and continue north toward Chargestone Cave.

Cross Chargestone Cave

Enter Chargestone Cave from the northern part of Route 6. Its wild Pokémon include Joltik, Klink, Boldore, and Drilbur in dust clouds. Ground- and Fighting-type moves are useful against much of the cave’s Steel- and Rock-oriented opposition, while a balanced team is safer than relying on one attacker. The cave’s magnetic field also allows Magneton and Nosepass to evolve when they level up there.

The cave puzzle uses small charged stones. Push a movable stone toward a larger magnetic rock so that it is pulled into place and clears the passage. On the first floor, push the opening stones into position, travel around the platforms, and descend to B1F. Keep following the cleared corridors rather than trying to cross blocked sections directly.

Professor Juniper is inside the cave near the entrance area. Speak with her to receive a Lucky Egg, which increases the experience earned by the Pokémon holding it. Give it to an underleveled team member if you need to prepare for Skyla. Chargestone Cave also contains useful recovery and battle items, including Revives, Hyper Potions, an Elixir, an Iron, and Parlyz Heals.

Continue through B1F and B2F, moving the charged stones whenever they block a corridor. The cave includes a Triple Battle against Ace Trainer Corky on the first floor and a Rotation Battle against Ace Trainer Vicki on B2F. For the Triple Battle, put a durable Pokémon in the center position and avoid leading with three fragile Pokémon. For the Rotation Battle, watch the opposing Pokémon’s type changes before committing to an attack.

After clearing the lower floors, follow the route back upward and leave through the northern exit into Mistralton City. Heal at the Pokémon Center before beginning the Celestial Tower objective.

  • Receive the Lucky Egg from Professor Juniper.
  • Use the magnetic stones to clear each required corridor.
  • Prepare for the Triple Battle and Rotation Battle.
  • Exit Chargestone Cave into Mistralton City.

Travel through Route 7 and ring the Celestial Tower bell

In Mistralton City, speak with Professor Juniper north of the Pokémon Center. After the conversation, she gives you a Master Ball. Skyla explains that she has gone to Celestial Tower, so leave the city through the northern path and follow Route 7.

Route 7 uses raised wooden walkways and tall grass. Continue north until you reach Celestial Tower. The tower contains several floors of trainers and Ghost-type wild Pokémon. Nurse Dixie on the third floor heals your party after her battle, providing a free recovery point before the summit.

Climb to the rooftop and interact with the large bell. Ringing it completes the required story event. Juniper and Skyla then return toward Mistralton City. If the Gym does not yet allow you to proceed, confirm that you reached the roof and rang the bell before attempting the Gym again.

  • Speak with Professor Juniper north of the Mistralton Pokémon Center.
  • Reach Celestial Tower through Route 7.
  • Use Nurse Dixie’s healing service if needed.
  • Ring the bell on the Celestial Tower rooftop.

Prepare in Mistralton City

Return to Mistralton City and heal before entering the Gym. The Cargo Service building and runway contain optional items and gifts. TM58, Sky Drop, is on the runway. After defeating Skyla, speak with the Youngster in the house north of the Pokémon Center, then search the south end of the runway to obtain TM40, Aerial Ace.

Skyla specializes in Flying Pokémon. Electric, Rock, and Ice attacks are effective against most of her team. Fire attacks are especially useful against Skarmory because it is also Steel type. Ground moves do not affect any of Skyla’s Flying-type Pokémon, so do not make Ground attacks your only answer. Bring a backup attacker in case Attract, Roost, FeatherDance, or a critical hit disrupts your first plan.

For the standard Black 2 battle, Skyla uses Swoobat at level 37, Skarmory at level 37, and Swanna at level 39. A party in the mid-to-high 30s is suitable for a normal playthrough. Save before entering the Gym and restore PP after clearing the Gym Trainers if necessary.

  • Restore HP and PP at the Pokémon Center.
  • Bring Electric, Rock, Ice, or Fire coverage.
  • Prepare a second physical or special attacker.
  • Save before entering Mistralton Gym.

Clear the wind puzzle and defeat Skyla

Clyde gives you Fresh Water at the Gym entrance. The Black 2 Gym uses an airport-hangar wind puzzle rather than the cannon route from the original Black and White. Move across the platforms and use the solid barriers as shelter when the large fans begin blowing. Wait for a gust to stop before crossing an exposed section. Defeat the Gym Trainers as you advance so that the route becomes easier to retrace.

Skyla opens with Swoobat, a Psychic/Flying Pokémon. Electric and Rock attacks are effective, but keep a backup ready because Attract can prevent a same-gender Pokémon from attacking. Skarmory is Steel/Flying and has Sturdy, so a full-health super-effective hit may leave it with one HP rather than knocking it out. Fire and Electric attacks are effective; finish it safely after Sturdy activates. Swanna is Water/Flying and holds a Sitrus Berry. Electric and Rock attacks are the most direct answers, while physical attackers should be prepared for FeatherDance and Roost.

After winning, Skyla awards the Jet Badge and TM62, Acrobatics. The badge makes traded Pokémon up to level 70 obey you. Professor Juniper returns from Route 7. Leave the Gym and enter Mistralton Cargo Service, then speak with Skyla. Bianca arrives during the scene, and the group boards Skyla’s plane to Lentimas Town. This Cargo Service conversation is the required end of the chapter.

  • Navigate the wind platforms using the solid barriers for cover.
  • Defeat Swoobat level 37, Skarmory level 37, and Swanna level 39.
  • Receive the Jet Badge and TM62, Acrobatics.
  • Enter Mistralton Cargo Service and speak with Skyla.
  • Confirm that the flight to Lentimas Town begins.

Before you move on

  • Driftveil City was exited through the western gate and Route 6 was followed toward the caves.
  • Surf was obtained from Cheren on Route 6.
  • Mistralton Cave was optionally explored far enough to obtain TM80, Rock Slide.
  • Chargestone Cave was crossed and the Lucky Egg was received from Professor Juniper.
  • The Celestial Tower rooftop bell was rung.
  • Skyla was defeated in the normal Black 2 single battle.
  • The Jet Badge and TM62, Acrobatics, were obtained.
  • The Mistralton Cargo Service scene with Juniper, Skyla, and Bianca was completed, and the flight to Lentimas Town began.
References for this chapter

Lentimas Town, Reversal Mountain and Undella Town

After Skyla's defeat, fly from Mistralton City to Lentimas Town, follow Professor Juniper's instructions, cross the Black 2 version of Reversal Mountain with Bianca, and reach Undella Town. The required route includes Bianca's investigation of Heatran's cave and ends with a rival battle at the Route 13 entrance. Strange House, Undella Bay, and the southern route are optional for now.

Arrive in Lentimas Town and prepare for the mountain

After defeating Skyla, go to the runway in Mistralton City and speak with Skyla. Take her plane to Lentimas Town. Professor Juniper explains that Team Plasma remains active and directs you toward Opelucid City, but Reversal Mountain is the required route between Lentimas Town and the eastern side of Unova.

Heal at the Lentimas Town Pokémon Center before leaving the town. Restock Potions or Super Potions, Revives, Full Heals, and a few Repels if you want to reduce encounters. The trainers in Reversal Mountain are around the upper 30s, so your main party should be close to that range and should not depend on only one attacker.

The house near the runway contains the Blue Shard Move Tutor. His service is optional, but moves such as Dark Pulse, Dragon Pulse, Superpower, Icy Wind, and elemental punches can improve a team before the next routes when a compatible Pokémon can learn them. A Fire Stone is also available on a fenced ledge near the runway. Collect it only after Professor Juniper's dialogue and Bianca's departure have cleared the immediate story sequence.

  • Take Skyla's plane from Mistralton City to Lentimas Town.
  • Speak with Professor Juniper after landing.
  • Heal and restock before entering Reversal Mountain.
  • Use the Blue Shard Move Tutor only if the move and shard cost fit your team.

Reach the Reversal Mountain entrance

Leave Lentimas Town along the path toward Reversal Mountain. Cyclist Jeremiah uses a level 37 Zebstrika, and Cyclist Adelaide uses a level 37 Unfezant. Defeat them for experience or avoid unnecessary battles if your party is already ready for the mountain.

A Full Heal lies near the stairs leading down toward Reversal Mountain. Pick it up before entering. The Strange House is off the route through the dark grass and is optional. It contains Ghost-type encounters, trainers, several items, and the hidden story involving its changing rooms. TM30 Shadow Ball can be found outside the house with the Dowsing Machine, but none of this is required for the main campaign route.

Enter Reversal Mountain after collecting the Full Heal. Black 2 has the water-filled version of the mountain; White 2 has a magma-filled version with a different layout. Do not use a White 2 map for exact Black 2 navigation.

  • Handle the two Cyclists or bypass them if necessary.
  • Collect the Full Heal near the mountain stairs.
  • Treat Strange House and TM30 Shadow Ball as optional.
  • Enter the water-filled Black 2 version of Reversal Mountain.

Find Bianca and investigate Heatran's cave

Inside the mountain, follow the first passage toward the central cavern. Bianca is waiting farther inside and asks you to travel with her. Accept her help. While Bianca is your partner, battles that would normally be Double Battles become battles with both sides active, and she restores the party after battles. This support is useful, but it does not replace sensible battle management: spread moves can affect both sides, and a fainted Pokémon still loses its battle position until the fight ends.

From Bianca's location, explore the central section and follow the route toward the upper cave entrance. In Black 2, notable encounters include Black Belt Corey in a Rotation Battle with Gurdurr and two Scraggy, Pokémon Ranger Eliza with Banette and Golduck, and the paired trainers near the route to the eastern chambers. Water, Flying, Psychic, Grass, and Ground coverage is valuable, but keep more than one answer available because the mountain mixes Fighting, Rock, Ground, Fire, and Psychic threats.

Continue eastward through the central chambers until Bianca points out the elevated cave entrance. Doctor Derek stands outside it with a level 38 Swoobat. Defeat him, then enter the cave. Walk toward the middle of the chamber so Bianca can inspect the location and identify it as the place connected with Heatran. This investigation is required; simply reaching the far side of the mountain without entering this cave does not complete the story sequence.

  • Join Bianca in the central cavern.
  • Use the partner healing without relying on reckless spread attacks.
  • Reach Doctor Derek and the upper cave entrance.
  • Enter the cave and walk far enough for Bianca to complete her investigation.

Return through the Black 2 interior and exit to Undella

After Bianca finishes examining the cave, leave it and retrace your route into the main cavern. The exit to Undella is not immediately beside Heatran's cave. In Black 2, follow the eastern passages and the route through the lower and upper chambers. You will pass additional trainers, including a Double Battle pair and Ace Trainers with Pokémon around levels 37 to 39. A scientist in the eastern section gives TM54 False Swipe.

Use the stairs and tunnels to keep moving through the Black 2 water-filled interior. Optional items include a PP Up, a Calcium, an Elixir, and other hidden or visible items, but do not let side paths make you lose the main route. If the party becomes worn down, remember that Bianca heals after battles while she is still accompanying you. Doctor Derek's healing service is a separate recovery point near his office.

Continue through the eastern cave opening and take the southern exit from the final chamber. You will emerge in Undella Town, and Bianca leaves once the mountain crossing is complete.

  • Return from Heatran's cave to the main cavern.
  • Follow the Black 2 passages toward the eastern and lower chambers.
  • Use Bianca's healing while she remains with you.
  • Exit through the cave opening that leads to Undella Town.

Heal in Undella Town and defeat Hugh

As soon as you arrive in Undella Town, use the Pokémon Center. The town is a resupply hub between Reversal Mountain, Route 13, Route 14, and Undella Bay. You can collect optional items around the town, speak with local NPCs, and visit the bay with Surf, but none of those activities is required for the next story objective.

The main route leaves from the entrance to the left of the Pokémon Center. Before you can continue onto Route 13, Hugh challenges you. His team includes a level 39 Unfezant, a level 39 elemental monkey chosen to be weak to your starter, and a level 41 evolved starter chosen to have the type advantage over your starter. Lead with a Pokémon that handles Flying types, then reserve a counter for Hugh's final starter. Keep healing items available because the battle occurs before Route 13 access is granted.

After defeating Hugh, the northern Route 13 passage opens for your progress. Continue there when ready; the next campaign section leads through Route 13 to Lacunosa Town. Route 14 and Undella Bay are optional diversions and can be explored later without affecting completion of this chapter.

  • Heal at the Undella Town Pokémon Center.
  • Restock before approaching the Route 13 entrance.
  • Defeat Hugh at the entrance beside the Pokémon Center.
  • Proceed north onto Route 13 after the battle.

Before you move on

  • Professor Juniper's Lentimas Town instructions have been completed.
  • The party has entered Reversal Mountain and joined Bianca.
  • Bianca has inspected the Heatran-related cave before the party continued eastward.
  • The party has exited the Black 2 version of Reversal Mountain into Undella Town.
  • Hugh has been defeated at the Route 13 entrance.
  • Route 13 is open and the party is ready to continue toward Lacunosa Town.
References for this chapter

Lacunosa Town, Village Bridge, Opelucid City and Humilau City — Final two Gym badges

Travel from Undella Town through Route 13, Lacunosa Town, Route 12, Village Bridge and Route 11 to Opelucid City. Complete the required Giant Chasm conversation in Lacunosa, defeat Drayden for the Legend Badge, help resolve Neo Team Plasma’s attack on Opelucid City, then return to Undella Town and use the Marine Tube to reach Humilau City. Find Marlon, clear the lily-pad Gym and earn the Wave Badge. Stop after the badge; Route 22 is the next destination and belongs to the following chapter.

Reach Lacunosa Town and complete the required conversation

Heal and restock in Undella Town, then leave through the northern exit onto Route 13. Follow the main path through the route toward Lacunosa Town. Route 13 contains strong trainers and uneven terrain, so restore your party before continuing if several members are below the mid-40s. Optional Surf areas and side paths can wait until later; they are not needed to reach the next Gym.

Enter Lacunosa Town and speak with Professor Juniper and Bianca during the town’s discussion about the Giant Chasm. Do not leave town before the conversation finishes. This story exchange is the required trigger for the route west. Once it concludes, exit Lacunosa through the western gate and continue onto Route 12.

Cross Route 12 and proceed through Village Bridge. Village Bridge has optional trainers, houses and side paths, but the main route continues west. From Village Bridge, enter Route 11 and keep heading west until you arrive at Opelucid City. Heal at the Opelucid Pokémon Center before attempting the Gym.

  • Leave Undella Town through Route 13.
  • Finish the required Giant Chasm conversation in Lacunosa Town.
  • Cross Route 12, Village Bridge and Route 11.
  • Reach Opelucid City and heal before the Gym.

Prepare for Drayden’s Dragon-type Gym

Drayden is the Opelucid Gym Leader in Black 2. Iris does not lead this Gym in this version. Aim for a party around levels 44 to 48, with your main attackers preferably near the level of Drayden’s final Pokémon. Bring Ice- or Dragon-type attacks if possible. Steel-type Pokémon can help absorb Dragon attacks, but watch for coverage moves such as Flygon’s Earth Power and Rock Slide.

Fairy typing and Fairy-type moves are not present in the original Nintendo DS games, so do not plan around Fairy weaknesses. Dragon Pokémon resist Fire, Water, Grass and Electric attacks, making those types poor choices for direct damage unless the move or Pokémon is unusually strong. Ice attacks are effective against all three of Drayden’s Pokémon, but Flygon’s Rock Slide can punish an exposed Ice-type.

Save before entering the Gym and carry healing items and status recovery. Drayden’s team uses physical pressure, Dragon Tail and setup, so a fragile sweeper should not be your only answer. A Pokémon that can take a physical hit gives you a safer way to stop Haxorus if it begins boosting.

  • Bring Ice- or Dragon-type offensive coverage.
  • Keep a sturdy backup against physical attacks.
  • Save with a healed party and stocked items.

Navigate the Opelucid Gym

Speak with Clyde at the entrance to receive a Fresh Water. The Gym uses large dragon statues as elevators. Defeat the first Veteran Trainer on the lower platform to activate the switch on the statue’s neck. The statue rises to the next level, where you must choose between two trainer platforms. Defeat the trainer on the branch you use, then activate the next switch.

The upper section includes the Gym’s special-format battles. One trainer challenges you to a Rotation Battle and another uses a Triple Battle. You only need to defeat the trainers blocking the route you choose, but battling the available trainers can provide valuable experience before Drayden. In the Triple Battle, remember that position affects which Pokémon can target one another; in the Rotation Battle, anticipate the opponent changing its active Pokémon rather than committing to a single type matchup.

After the required switches and battles, the statues move into position and carry you to Drayden’s platform. The Gym does not require every trainer to be defeated. Save your strongest Ice- or Dragon-type moves and enter the Leader battle with the party fully healed.

  • Receive the Fresh Water from Clyde.
  • Activate the dragon statue switches.
  • Complete the required Rotation or Triple Battle route.
  • Reach Drayden’s platform.

Defeat Drayden and clear the Opelucid story event

In the normal Black 2 battle, Drayden uses Druddigon at level 46, Flygon at level 46 and Haxorus at level 48. Druddigon carries Revenge, Crunch, Slash and Dragon Tail. Avoid relying on a one-hit knockout plan if your attacker cannot guarantee it, because Revenge is more dangerous after Druddigon has taken damage.

Flygon has Levitate, so Ground-type attacks do not work against it. Its Rock Slide threatens Ice-types, while Earth Power punishes many Steel- and Rock-type answers. Use Ice attacks if you can survive the coverage, or use strong neutral damage and switch when necessary. Haxorus knows Dragon Dance, Dragon Tail, Slash and Assurance and holds a Sitrus Berry. Attack it immediately rather than giving it a free turn to raise its Attack and Speed. If it uses Dragon Dance, prioritize stopping it instead of setting up your own boosts.

After the victory, Drayden awards the Legend Badge and TM82, Dragon Tail. The badge allows Pokémon up to level 80 to obey you. Follow Drayden to his house for the next story scene. Neo Team Plasma then freezes sections of Opelucid City with the Plasma Frigate. Help Drayden and the other characters repel the attackers, battle the required Plasma members and pursue the Shadow Triad through the city. The exact sequence includes battles around the frozen streets and the route toward the southern exit, so keep your party healed between encounters.

When the Opelucid confrontation ends, the story directs you back toward Undella Town. Do not attempt to reach Humilau by an old Route 10 connection; in Black 2, the intended route is the Marine Tube. Return to Undella Town and enter the Marine Tube after the Opelucid events are complete.

  • Defeat Drayden’s level 46 Druddigon and Flygon and level 48 Haxorus.
  • Receive the Legend Badge and TM82.
  • Complete the frozen Opelucid City and Shadow Triad events.
  • Return to Undella Town and unlock the Marine Tube route.

Travel through the Marine Tube to Humilau City

Enter the Marine Tube from Undella Town. This underwater passage connects Undella Town and Humilau City and becomes available after the Legend Badge and Opelucid story sequence. Walk through the tube to the Humilau entrance, then heal at the city’s Pokémon Center.

Hugh is waiting near the Marine Tube exit. Continue north through Humilau’s boardwalks. At the northern portion of the city, approach the house and walkway ahead; Marlon emerges from the water near this point and then returns to his Gym. This encounter is the prerequisite for challenging him. If the Gym is still empty, continue exploring the northern boardwalk until the scene activates.

Before entering the Gym, buy or prepare a few healing items. Marlon’s Water-type team is around levels 45 to 47 in the normal battle, so a party in the upper 40s is appropriate. Grass- and Electric-type attacks are useful, but do not assume every target has the same defenses. Jellicent’s Water/Ghost typing makes it immune to Normal and Fighting moves, while Carracosta’s Rock typing makes Grass especially effective.

  • Use the Marine Tube from Undella Town.
  • Find Hugh and trigger Marlon’s appearance in Humilau.
  • Heal before entering the Gym.

Clear the Humilau lily-pad Gym

Humilau Gym is built across the water. Clyde gives you a Fresh Water at the entrance. Step onto the lily pads to travel between docks, then use the connected platforms to work through the Gym Trainers. The pads move in fixed directions until they meet an obstacle or another pad, so observe where each one carries you before stepping onto it. If you reach a dead end, walk back to the nearest dock and use the neighboring pad rather than trying to force a route from the water.

The route winds through several docks and trainer platforms before reaching Marlon. Fight the Gym Trainers if your team needs experience, but conserve important healing items and move PP for the Leader battle. Grass or Electric Pokémon should be protected from opposing coverage, and a Pokémon with reliable special damage can avoid some problems caused by Water-type physical bulk.

  • Receive the Fresh Water from Clyde.
  • Use the lily pads to move from dock to dock.
  • Reach Marlon’s platform with a healed party.

Defeat Marlon and finish the chapter

Marlon’s normal Black 2 team is Carracosta at level 45, Wailord at level 45 and Jellicent at level 47. Carracosta has Sturdy and knows Smack Down, Shell Smash, Scald and Crunch. Use a strong Grass- or Electric-type attack to remove it quickly, and do not give it a free turn to use Shell Smash. Sturdy may leave it with 1 HP from a full-health hit, so be ready to finish it on the next turn.

Wailord knows Amnesia, Scald, Rollout and Bounce. Grass and Electric attacks are effective, but Amnesia raises its Special Defense, so physical damage may become preferable if Wailord uses it. Watch for Bounce’s delayed attack and avoid leaving a vulnerable Pokémon in front of it if you have a safer switch.

Jellicent is Water/Ghost, knows Brine, Recover, Scald and Ominous Wind, and holds a Sitrus Berry. Use strong Electric- or Grass-type attacks, but expect Recover to prolong the fight. Avoid Normal- and Fighting-type moves because Jellicent is immune to them. After defeating Marlon, receive the Wave Badge and TM55, Scald. The Wave Badge completes Unova’s eight-badge set and raises the obedience limit for traded Pokémon. Stop here; the next required destination is Route 22.

  • Defeat Carracosta, Wailord and Jellicent.
  • Receive the Wave Badge.
  • Receive TM55, Scald.
  • Leave the Gym with Route 22 as the next story destination.

Before you move on

  • The Legend Badge is in your case.
  • TM82, Dragon Tail, has been received.
  • The frozen Opelucid City sequence and required Shadow Triad confrontation are complete.
  • You used the Marine Tube to reach Humilau City.
  • You found Marlon on the northern boardwalk and opened the Humilau Gym battle.
  • Marlon’s Carracosta, Wailord and Jellicent are defeated.
  • The Wave Badge and TM55, Scald, are in your possession.
  • The chapter ends outside the Humilau Gym with Route 22 remaining as the next objective.
References for this chapter

Route 22, Route 21, Seaside Cave, Giant Chasm and Victory Road — Plasma finale and League approach

After earning the Wave Badge, obtain the Colress MCHN on Route 22, use it to clear the story Crustle in Seaside Cave, and board the Plasma Frigate from Route 21. Black 2 uses a four-switch warp-panel puzzle on the first ship visit and a separate retractable-pipe maze with a save-specific password at Giant Chasm. Defeat Zinzolin, Colress, the Shadow Triad, Black Kyurem and Ghetsis, then cross Route 23, enter Victory Road, defeat Hugh and reach the Pokémon League prepared for the Elite Four.

Collect the Colress MCHN on Route 22

Leave Humilau City through the northwestern exit and follow Route 22 toward its northwest area. Colress is waiting near Terrakion. Speak with him to receive the Colress MCHN. Terrakion is optional; you may battle it, attempt to catch it or leave it alone without affecting the story.

Return to Humilau City and Surf south from the route area near the Pokémon Center to enter Route 21. Surf is required for this route and Seaside Cave. Strength opens optional item branches inside the cave, but it is not needed for the shortest story route. Heal before setting out because Route 21 contains several trainers and the trip ends in a sequence of battles aboard the Plasma Frigate.

  • Wave Badge obtained
  • Colress MCHN received on Route 22
  • Surf available
  • Party healed before Route 21

Cross Route 21 and clear the story Crustle

Follow Route 21 through the swimmers and Black Belts until you reach the beach beside the Seaside Cave entrance. Doctor Braid is near the entrance and can restore your party. Use the healing service if needed before entering the cave.

Enter Seaside Cave and follow the main passage toward the eastern exit. Side paths contain trainers, items and Strength boulders. The story obstruction is a strange-looking rock near the eastern side of the cave. Examine it while the Colress MCHN is in your Bag. The machine awakens the rock, revealing a wild Crustle and starting a battle.

Defeat the Crustle to open the passage. Continue through the cave and emerge on the eastern side of Route 21. The Plasma Frigate is offshore. Approach it and wait for Marlon to lower the gangplank. Restore HP and move PP before boarding. This is the later Route 21 operation, not the earlier Plasma Frigate event at the Pokémon World Tournament harbor.

  • Route 21 reached by Surf
  • Doctor Braid’s healing service used if needed
  • Story Crustle defeated in Seaside Cave
  • Eastern cave passage opened
  • Route 21 Plasma Frigate reached

Complete the Black 2 Route 21 Plasma Frigate puzzle

Defeat the Plasma Grunt on the deck. Enter through the northern doorway with Hugh. Two Grunts are inside, and the required battle is a Multi Battle with Hugh as your partner. Their Pokémon are around level 46. Ground, Fire, Fighting and strong neutral attacks are reliable choices. Heal afterward if necessary.

Return outside and descend into the lower section. In Black 2, the barriers are controlled by four switches reached through teleporters. For navigation, label the six small rooms on the left and right from top to bottom as L1, L2, L3 and R1, R2, R3. The northeast room contains beds that restore your party.

Use the teleporters to activate the four Black 2 switches: the top-left teleporter area of L1, the top-left teleporter area of R2, the top-left teleporter area of L3 and the bottom-right teleporter area of R3. If you enter a room from a different direction, follow its teleporter route until you reach the stated switch. After all four are active, return upstairs and use the opened route to the command area.

Hugh joins you for the required battle against Zinzolin and a Plasma Grunt. Fighting attacks are especially useful against Weavile. Fire, Steel and other strong attacks handle Cryogonal. After the battle, the Shadow Triad removes you from the ship. Cheren explains that the Frigate is heading toward Giant Chasm.

  • Opening Multi Battle completed
  • L1 top-left switch activated
  • R2 top-left switch activated
  • L3 top-left switch activated
  • R3 bottom-right switch activated
  • Zinzolin and the accompanying Grunt defeated
  • Giant Chasm identified as the next destination

Enter Giant Chasm and board the second Frigate operation

Return to Route 22 and enter Giant Chasm through the cave entrance in the northwest area. In the outer cave, use Strength on the boulder blocking the direct route. Optional items require extra Surf or Strength detours and can be skipped.

Continue until you reach the crater forest. Rood and the former Team Plasma members confront the newer Plasma faction. Hugh arrives, and you must defeat a Plasma Grunt using a Weezing and Muk around level 47. Ground and Psychic attacks are useful, although strong neutral attacks also work.

Rood gives you three Max Revives after the battle. Follow Hugh northeast through the forest and up the icy route to the Plasma Frigate. Enter through the southern entrance. Defeat the pair of Grunts in the opening area, then use the nearby transporter to reach the lower section.

  • Giant Chasm entered from Route 22
  • Outer cave route opened with Strength
  • Crater-forest confrontation completed
  • Three Max Revives received from Rood
  • Giant Chasm Plasma Frigate reached
  • Southern-entrance battle completed

Solve the Giant Chasm B2F pipe maze and password terminal

The Giant Chasm operation is different from the Route 21 puzzle. In Black 2, the lower level contains pipes controlled by red switches. Activate the switches on the upper platforms to extend or retract the pipes, then use the stairs and ledges to reach newly opened sections. If a path becomes blocked, return to an upper switch and change the pipe layout.

Defeat the Grunts that block the maze. Doctor Julius is in this section. Defeat him to unlock his free healing service, then use it before the later battles. Continue through the northern side of the maze and defeat the female Grunt who carries the Plasma Card.

The password is determined for the current save file. Grunts provide clues as you progress, and the required entry may be a number or a legendary Pokémon name. Do not copy a password from another playthrough. Once you have the Plasma Card and enough clues, return to the terminal near the northern barrier, use the card and enter the password indicated by the Grunts.

When the password is accepted, the barrier deactivates. Head north to Kyurem’s enclosure and battle Zinzolin. His Black 2 team consists of two level 49 Cryogonal and a level 51 Weavile. Fighting attacks are useful against Weavile; Fire, Rock and Steel coverage help against Cryogonal.

  • B2F pipe maze navigated
  • Plasma Card obtained
  • Password clues collected
  • Save-specific password entered
  • Northern barrier deactivated
  • Giant Chasm Zinzolin defeated

Defeat Colress and the Shadow Triad

After defeating Zinzolin, use the transporter to reach the control room and battle Colress. In Black 2 he uses Magneton, Beheeyem, Metang and Magnezone at level 50, followed by Klinklang at level 52. Ground, Fire and Fighting attacks cover the Steel Pokémon. Bug, Ghost and Dark attacks are useful against Beheeyem. Klinklang carries an Air Balloon, so remove the balloon before depending on Ground attacks.

After Colress loses, use the transporter south of the control room and return toward Kyurem’s enclosure. Continue through the opened route to the area where the Shadow Triad appears. The three members battle separately, so you can heal between fights. Their teams include Pawniard at level 49 and a level 51 third Pokémon; the third Pokémon are Absol, Accelgor and Banette across the three battles.

Use Fighting attacks against Pawniard and Absol. Fire, Rock or Flying attacks are useful against Accelgor, while Ghost or Dark attacks work well against Banette. After all three battles, the Shadow Triad disappears and returns the Liepard that evolved from Hugh’s sister’s stolen Purrloin.

  • Colress defeated
  • All three Shadow Triad battles completed
  • Hugh’s sister’s Liepard returned
  • Party healed before the final Giant Chasm sequence

Defeat Black Kyurem and Ghetsis

Leave the ship and follow the thawing ice route into the northern cave. Continue to Ghetsis. N arrives on Zekrom in Black 2. Ghetsis uses the DNA Splicers to fuse Zekrom with Kyurem, creating Black Kyurem.

Black Kyurem is a forced level 55 story battle and cannot be caught during this encounter. Dragon, Fighting, Rock and Steel attacks are effective. Avoid relying on a fragile Ice- or Dragon-type attacker without a safe switch, because Black Kyurem can punish slow or poorly defended Pokémon.

Ghetsis battles immediately afterward. His team is Cofagrigus, Seismitoad, Eelektross and Drapion at level 50, followed by Toxicroak at level 50 and Hydreigon at level 52. Ghost or Dark attacks work against Cofagrigus. Use Grass attacks against Seismitoad. Drapion is vulnerable to Ground, Toxicroak to Psychic and Flying, and Hydreigon to Ice and Fighting. Eelektross has Levitate, so ordinary Ground attacks do not affect it; use another weakness or strong neutral damage.

After Ghetsis is defeated, the ice thaws and the Frigate leaves. Follow the western route out of Giant Chasm. This opens the route toward Route 23 and Victory Road.

  • Black Kyurem defeated
  • Ghetsis defeated
  • Giant Chasm ice thawed
  • Western route toward Route 23 opened

Cross Route 23 and enter Victory Road

Follow Route 23 north through the high-level trainers, grass and ledges. The small house near the route entrance contains an Ace Trainer who heals your party. Use this recovery point before continuing if you have taken damage. Cut, Surf and Strength open optional item branches, but they are not required for the shortest route.

Continue north across the bridges and up the route. Battle or avoid optional trainers as your supplies allow. At the northern end, climb the stairs into Victory Road. The Badge Check Gates are immediately ahead in the Victory Road entrance area, and they verify that you possess all eight Unova Gym Badges.

After you enter Victory Road, N is waiting near the entrance. Speak with him to receive HM05 Waterfall. This is the correct Black 2 event; the gift occurs in Victory Road immediately after the Route 23 approach, not on Route 23 itself. Waterfall is needed to explore all of Victory Road, although the shortest route to the League mainly requires Strength. Pass west through the badge checkpoints, then go north to the Pokémon Center.

  • Route 23 crossed
  • Victory Road entered
  • HM05 Waterfall received from N in the Victory Road entrance area
  • All eight Unova Badges verified
  • Victory Road Pokémon Center reached

Clear the Black 2 Victory Road route and defeat Hugh

Heal at the Victory Road Pokémon Center and buy Hyper Potions or Max Potions, Full Heals and Revives. From the Center, go west and then north to the stairs leading into the Victory Road Ruins. In the ruins, go north past Ace Trainer Billy, then use Strength to push the boulder left and up into the hole. Continue north and west, then climb the stairs into the mountain section.

Follow the connected mountain and cave routes northward. The Black 2 layout differs from White 2, so do not substitute White 2 directions. In the Black 2 Victory Road River Valley, defeat Doctor Logan, whose team includes a level 54 Clefable. Afterward, he provides reusable healing whenever you return to him.

Continue through the caves and mountain paths, pushing the required Strength boulders and following the northern route. Optional branches use Surf, Waterfall, Flash and Cut, but the League route can be reached without clearing every side area. Before entering the final cave section, heal and save.

Walk left inside the final cave approach to challenge Hugh. In Black 2 Normal Mode, his complete roster is Unfezant level 55, one elemental monkey at level 55, Bouffalant level 55 and the evolved starter with a type advantage over your chosen starter at level 57. If you chose Snivy, Hugh uses Simipour and Emboar. If you chose Tepig, he uses Simisage and Samurott. If you chose Oshawott, he uses Simisear and Serperior.

Rock or Electric coverage is useful against Unfezant. Fighting attacks are the best direct answer to Bouffalant, but do not treat it as harmless: Head Charge is a powerful physical attack, and its coverage includes Wild Charge, Megahorn and Earthquake. Use a physically sturdy Pokémon or lower its HP safely before committing a frail Fighting-type attacker. Prepare separate answers for the elemental monkey and Hugh’s final starter-counter Pokémon.

  • Victory Road Pokémon Center visited
  • Strength available
  • Black 2 Victory Road main route cleared
  • Doctor Logan defeated in the River Valley
  • Doctor Logan’s reusable healing service unlocked
  • Hugh’s complete four-Pokémon roster confirmed
  • Hugh defeated near the final cave approach

Reach and prepare for the Pokémon League

After defeating Hugh, go west through the cave door, then continue west and north to reach the Pokémon League. Heal before entering the League building, restore important move PP and equip held items. The League Pokémon range from the mid-50s through level 59, so a balanced party around the upper 50s is a practical preparation target.

Bring reliable answers to Ghost, Dark, Fighting, Psychic, Flying, Bug and Dragon opponents. Carry healing items, Revives and status cures for the Elite Four and Champion sequence. The League area has a Pokémon Center and shop before entry, so use them before beginning the challenge.

Save outside the League after healing and stocking supplies. This chapter is complete when the Plasma finale is finished, all eight badges have been verified, HM05 Waterfall has been received from N, Hugh has been defeated near the final cave approach, Doctor Logan’s reusable healing service has been unlocked, and the Pokémon League entrance has been reached with the party healed, supplied and saved.

  • Pokémon League entrance reached
  • Party fully healed
  • Important move PP restored
  • Held items equipped
  • Recovery and status items stocked
  • Save created before entering the League

Before you move on

  • Route 22 was visited and the Colress MCHN was received.
  • The Colress MCHN was used on the story Crustle in Seaside Cave.
  • Seaside Cave was crossed and the Route 21 Plasma Frigate was reached.
  • The earlier Pokémon World Tournament harbor boarding was not confused with the later Route 21 operation.
  • The four Black 2 Route 21 switches were activated.
  • The Route 21 opening Multi Battle and Zinzolin battle were completed.
  • The Giant Chasm Plasma Frigate operation was reached through Giant Chasm.
  • The Black 2 B2F pipe maze was navigated.
  • The Plasma Card and password clues were obtained.
  • The correct save-specific password was entered at the B2F terminal.
  • The Giant Chasm Zinzolin battle was completed.
  • Colress was defeated.
  • All three Shadow Triad battles were completed.
  • Black Kyurem and Ghetsis were defeated.
  • The Giant Chasm ice thawed and the western route opened.
  • Route 23 was crossed and Victory Road was entered.
  • HM05 Waterfall was received from N immediately after entering Victory Road.
  • All eight Unova Gym Badges were verified at the Badge Check Gates.
  • The Black 2 Victory Road main route was cleared.
  • Doctor Logan’s reusable healing service was unlocked in the Black 2 Victory Road River Valley by defeating him there and returning to him when healing was needed during the approach to the League. Hugh was defeated near the final cave approach. The Pokémon League entrance was reached with the party healed, supplied and saved.
References for this chapter

The Pokémon League — Elite Four, Champion and the campaign finale

In the original Nintendo DS release of Pokémon Black Version 2, the four Unova Elite Four members can be challenged in any order. On the first normal-mode run, Shauntal, Grimsley, Caitlin, and Marshal each use three Pokémon at level 56 and an ace at level 58. Champion Iris uses five level 57 Pokémon and a level 59 Haxorus. Prepare varied physical and special attacks, especially Fighting, Dark, Ghost, Ice, Water, Electric, Ground, Rock, and Flying coverage. Heal between every room, then defeat Iris and allow the Hall of Fame and credits sequence to finish. That completes the main Unova campaign and unlocks Black 2’s post-game route and Challenge Mode through Unova Link.

Prepare at the Pokémon League entrance

After reaching the Pokémon League through Victory Road, enter the Pokémon Center in the building west of the central plaza. Heal the entire party, restore important move PP, cure status conditions, and save before entering an Elite Four room. The first-run opponents range from level 56 to level 58, while Iris’s final Pokémon is level 59. A balanced party in the high 50s can win, but raising the team toward level 60 gives a more comfortable margin.

Use the Poké Mart to buy Full Restores, Hyper Potions or Max Potions, Revives, and status-healing items. Carry enough medicine for five separate battles even though you can return to the plaza after each Elite Four victory. Build a team with both physical and special damage. Bring at least one dependable Fighting attack, one Dark or Ghost attack, and Ice coverage for Iris’s Dragon types. Water, Electric, Ground, Rock, and Flying attacks provide useful additional answers.

Do not commit the whole team to one sweeping strategy. Several opponents carry coverage moves that punish obvious counters, and Iris’s Haxorus holds a Focus Sash. Keep one healthy fast attacker, a priority user, or a sturdy emergency switch available for the final battle.

  • Heal the party at the Pokémon Center.
  • Restore move PP and remove status conditions.
  • Save before entering the first Elite Four room.
  • Buy healing items and Revives.
  • Bring physical and special attackers.
  • Reserve an answer for level 59 Haxorus.

Choose the Elite Four order and recover between rooms

Shauntal, Grimsley, Caitlin, and Marshal may be fought in any order. Their rooms are arranged from left to right in the plaza as Shauntal, Grimsley, Caitlin, and Marshal. Start with the opponent your team handles most reliably; there is no required sequence.

After each victory, you return automatically to the central plaza. Walk back to the Pokémon Center, heal, restore PP, cure status conditions, and save again. Do this even if only one or two Pokémon were damaged, because a critical hit or an unexpected status effect in the next room can otherwise force a complete restart.

Once all four Elite Four victories are registered, inspect the statue in the center of the plaza. It descends into the lower chamber. Follow the path north and climb the stairways to reach the Champion’s Temple.

  • Fight the four Elite Four members in any order.
  • Return to the Pokémon Center after every victory.
  • Save before entering each new room.
  • Use the central statue only after all four rooms are cleared.

Defeat Shauntal, the Ghost specialist

Shauntal’s normal-mode team is Cofagrigus level 56, Drifblim level 56, Golurk level 56, and Chandelure level 58. Dark- and Ghost-type attacks are effective against the Ghost Pokémon. Cofagrigus has strong defenses and commonly opens with Will-O-Wisp, so a special attacker is preferable when possible. If a physical attacker is burned, cure it before relying on its damage output.

Drifblim can use Acrobatics, Thunderbolt, Psychic, and Shadow Ball. Golurk is also Ground-type and carries Earthquake, Heavy Slam, Brick Break, and Shadow Punch; Water, Grass, Ice, Ghost, and Dark attacks are useful, while Electric attacks fail against it. Chandelure is the most dangerous member because of its high Special Attack and access to Fire Blast, Energy Ball, Psychic, and Shadow Ball. Use a sturdy Water, Rock, Ground, or Dark counter and expect it to restore some health with its Sitrus Berry.

  • Use special damage against Cofagrigus when possible.
  • Cure burns before using physical attackers.
  • Avoid Electric attacks against Golurk.
  • Keep a healthy answer for level 58 Chandelure.

Defeat Grimsley, the Dark specialist

Grimsley uses Liepard level 56, Scrafty level 56, Krookodile level 56, and Bisharp level 58. Fighting-type attacks are effective against all four, making a strong Fighting Pokémon one of the best choices for this room. Liepard may use Fake Out and Attract, so avoid relying on a male attacker if you have a safer alternative.

Scrafty carries Rock Tomb, Brick Break, Crunch, and Poison Jab. Krookodile combines Dark and Ground typing with Crunch, Dragon Claw, Earthquake, and Rock Tomb; Water and Fighting attacks are reliable answers, while Psychic Pokémon are poor choices. Bisharp is especially weak to Fighting attacks but can use Aerial Ace, so do not leave a weakened Fighting-type in front of it.

  • Use Fighting attacks as the main counter.
  • Avoid Psychic Pokémon against Krookodile and Bisharp.
  • Prepare for Liepard’s Fake Out and Attract.
  • Use Water or Fighting attacks against Krookodile.
  • Keep a second answer for level 58 Bisharp.

Defeat Caitlin, the Psychic specialist

Caitlin’s team is Musharna level 56, Sigilyph level 56, Reuniclus level 56, and Gothitelle level 58. Dark-, Ghost-, and Bug-type attacks are super effective against the lineup. Musharna can use Charge Beam, Dream Eater, Yawn, and Reflect. If Yawn connects, switch before sleep or use an awakening item rather than giving Musharna several free turns.

Sigilyph is Psychic and Flying and carries Psychic, Shadow Ball, Ice Beam, and Air Slash. It is faster and less durable than the rest of the team, so attack it with Dark, Ghost, Electric, Ice, Rock, or another suitable super-effective move. Reuniclus has Recover, Energy Ball, Focus Blast, and Psychic; defeat it decisively instead of allowing a prolonged exchange. Gothitelle can use Calm Mind before attacking with Psychic, Shadow Ball, or Thunderbolt, so physical Dark or Bug damage is valuable.

  • Bring Dark, Ghost, or Bug coverage.
  • Prevent Musharna from gaining repeated turns.
  • Do not use Fighting attacks against Sigilyph.
  • Defeat Reuniclus before Recover creates a long battle.
  • Stop Gothitelle before Calm Mind raises its Special Attack.

Defeat Marshal, the Fighting specialist

Marshal’s normal-mode lineup is Throh level 56, Sawk level 56, Mienshao level 56, and Conkeldurr level 58. Flying- and Psychic-type attacks are the direct counters. Throh uses Storm Throw, Bulldoze, Rock Tomb, and Payback. Storm Throw always scores a critical hit, so defensive boosts are not a complete solution.

Sawk has Sturdy, so a full-health Sawk survives an attack that would otherwise knock it out. Attack it again immediately rather than assuming the first hit was enough. Mienshao is fast and carries Hi Jump Kick, U-turn, Bounce, and Retaliate. Keep a second Flying or Psychic answer available if your first counter is weakened.

Conkeldurr holds a Sitrus Berry and can use Hammer Arm, Bulk Up, Stone Edge, and Retaliate. Do not give it multiple turns to boost. Throh and Conkeldurr have Guts, so avoid using burn or poison as your main disabling tactic; those conditions can increase their physical power.

  • Use Flying- or Psychic-type attacks.
  • Expect Sawk to survive one full-health hit.
  • Keep a backup counter for fast Mienshao.
  • Do not rely on burn or poison against Guts users.
  • Stop Conkeldurr before repeated Bulk Up uses.

Battle Champion Iris

In the first normal-mode battle, Iris uses Hydreigon level 57, Druddigon level 57, Aggron level 57, Archeops level 57, Lapras level 57, and Haxorus level 59. The five level 57 Pokémon make the opening part of the battle broad rather than purely Dragon-focused, so switch according to the matchup instead of leading with one Dragon counter and leaving it exposed.

Hydreigon has Flamethrower, Charge Beam, Dragon Pulse, and Surf. A fast Ice attack is useful, but choose an Ice user that can withstand its special attacks. Druddigon holds a Life Orb and has Sheer Force; its Rock Slide, Flamethrower, Dragon Tail, and Focus Blast can punish careless switches. A sturdy Water Pokémon with Ice coverage is a practical answer.

Aggron has very high Defense and uses Earthquake, Double-Edge, Rock Slide, and Autotomize. Use Fighting or Ground attacks and do not assume a physical neutral hit will finish it. Archeops uses Acrobatics, Rock Slide, Dragon Claw, and Endeavor. Its Defeatist ability halves its offensive power once its HP falls below half, so focus enough damage to cross that threshold while avoiding unnecessary risk.

Lapras carries Surf, Ice Beam, Thunderbolt, and Sing. Electric and Fighting attacks are effective, but protect fragile Pokémon from its special coverage and sleep attempt. Haxorus is level 59, holds a Focus Sash, and knows Dual Chop, Dragon Dance, Earthquake, and X-Scissor. The Focus Sash prevents a full-health one-hit knockout, so strike once to break the Sash and finish it on the next opportunity. If Haxorus uses Dragon Dance, respond immediately with a faster Ice or Dragon attack, priority, paralysis, or a sturdy Pokémon that can survive its boosted hit.

  • Prepare Ice coverage for Hydreigon, Druddigon, and Haxorus.
  • Use Fighting or Ground attacks against Aggron.
  • Lower Archeops below half HP to activate Defeatist.
  • Protect the party from Lapras’s Sing and Ice Beam.
  • Break Haxorus’s Focus Sash before the final knockout.
  • Do not allow Haxorus a free Dragon Dance turn.

Complete the campaign and confirm post-game access

After all four Elite Four members are defeated, inspect the central statue and follow the underground route to Iris’s temple. Defeating Iris makes you the new Unova League Champion. Iris then leads you to the Hall of Fame, where the winning party is recorded and progress is saved. Allow the Hall of Fame sequence and credits to finish before checking the save file.

Entering the Hall of Fame is the completion point for the main Unova campaign. When the post-game save is loaded, Black 2’s additional content becomes available, including the post-game route through Victory Road and N’s Castle. Return to the blocked area of Victory Road and follow the relevant Zoroark sequence to begin that route.

The Hall of Fame milestone also unlocks Challenge Mode in Black 2 through Unova Link at the title screen. Challenge Mode is separate from the first League run and must not be used when identifying the normal-mode teams and levels described in this chapter.

  • Shauntal, Grimsley, Caitlin, and Marshal are defeated.
  • Champion Iris is defeated.
  • The winning party is recorded in the Hall of Fame.
  • The ending and credits sequence has played.
  • The post-game save loads successfully.
  • Challenge Mode is available through Unova Link.
  • The post-game Victory Road route can be investigated.

Before you move on

  • The four first-run Elite Four members are defeated: Shauntal, Grimsley, Caitlin, and Marshal.
  • Shauntal’s strongest normal-mode Pokémon was level 58 Chandelure.
  • Grimsley’s strongest normal-mode Pokémon was level 58 Bisharp.
  • Caitlin’s strongest normal-mode Pokémon was level 58 Gothitelle.
  • Marshal’s strongest normal-mode Pokémon was level 58 Conkeldurr.
  • Champion Iris was defeated with five level 57 Pokémon and level 59 Haxorus.
  • The winning party was recorded in the Hall of Fame.
  • The ending and credits sequence was completed.
  • The post-game save was loaded successfully.
  • Challenge Mode is visible under Unova Link.
  • The post-game Victory Road route is available for investigation.
References for this chapter

Immediate Post-Game: Aspertia, N's Castle, Dragonspiral Tower, Cave of Being and Castelia

After entering the Hall of Fame in the original Nintendo DS Pokémon Black Version 2, return to Aspertia City and complete the first post-game triggers. Cedric Juniper upgrades the Pokédex to National mode, your mother gives you two Max Revives, and Hugh’s family points you toward a Zoroark near Victory Road. Follow that Zoroark into the ruins of N’s Castle, defeat N’s level 70 Zekrom and take the Dark Stone to Dragonspiral Tower. At the tower summit, awaken and capture the separate level 70 Zekrom encounter. The Cave of Being on Route 20 begins an optional Lake Guardian sequence, while Castelia City provides optional daily battles and convenient shopping. Giant Chasm and Kyurem are reserved for the next chapter.

Collect the first post-game rewards in Aspertia City

After the Hall of Fame sequence and credits, the game returns you to your bedroom in Aspertia City. Leave the bedroom and speak with your mother if you want to restore your supplies before beginning the post-game route. Cedric Juniper then arrives and upgrades your Pokédex to National mode. This records Pokémon from outside the Unova Pokédex; it does not make every National Pokédex species available for capture in Black 2.

Speak with your mother again after Cedric has finished the upgrade to receive two Max Revives. Heal at the Pokémon Center, restore move PP and purchase Ultra Balls, status-curing items and ordinary healing items. The upcoming route contains a level 70 legendary battle and a separate capture encounter, so do not leave with a weakened party or an empty supply of Poké Balls.

Leave the house and head north through Aspertia City. Hugh and his younger sister stop you outside the house. Her conversation about the Zoroark she saw in a dream activates the post-game route into the ruins of N’s Castle. This dialogue is the required trigger; if the Zoroark is not present near Victory Road later, return to Aspertia and confirm that this conversation has occurred.

  • Return to Aspertia City after entering the Hall of Fame.
  • Receive the National Pokédex from Cedric Juniper.
  • Collect two Max Revives from your mother.
  • Speak with Hugh and his sister outside the house.
  • Restore HP and PP and buy capture supplies before leaving.

Follow Zoroark through Victory Road to N’s Castle

Fly to the Pokémon League and enter Victory Road from the League side. Travel down through the mountain route until you reach the lower cavern area near the Veteran Trainers. The Zoroark that previously guarded the eastern cave entrance has moved from its blocking position after the Hall of Fame and the Aspertia conversation.

Approach the Zoroark and follow it into the cave. Continue through the passage and into the accessible ruins of N’s Castle. Only part of the original castle is available in Black 2, but the route leads to N’s room and then to the throne room. Save before entering the throne-room battle if you want a recovery point for your capture preparation afterward.

N challenges you with a level 70 Zekrom in Black 2. This is a trainer battle, not the capture encounter. Zekrom is Dragon- and Electric-type and has no Levitate ability, so Ground-type attacks are effective. Ice-, Dragon- and strong neutral attacks can also work, but avoid sending an unprotected Dragon-type against powerful physical attacks such as Fusion Bolt and Dragon Claw. Use healing items during the battle if necessary; there is no reason to preserve ordinary consumables for this single-Pokémon fight.

After you defeat N, Zekrom returns to its dormant form and becomes the Dark Stone. N gives the Dark Stone to you and explains that it can awaken Zekrom at Dragonspiral Tower. Do not mark this chapter complete at this point: the required capture still lies ahead.

  • Reach the post-game Victory Road cavern from the Pokémon League.
  • Follow Zoroark into the cave and enter N’s Castle.
  • Reach the throne room.
  • Defeat N’s level 70 Zekrom.
  • Receive the Dark Stone from N.

Awaken and capture Zekrom at Dragonspiral Tower

Fly to Icirrus City and travel north to Dragonspiral Tower. Heal before entering. In this post-game visit, the tower contains wild Pokémon and items but no normal trainer gauntlet comparable to the main-story ascent. Bring Ultra Balls or better available Poké Balls, several healing items and at least one reliable status move if your team has one.

Climb through the tower to its highest accessible floor. The Dark Stone is required for the event; without first defeating N in the Victory Road ruins, the summit will not produce the Black 2 Zekrom encounter. When the stone reacts at the summit, interact with the awakened Zekrom to begin the battle.

The Zekrom at Dragonspiral Tower is level 70. Save immediately before interacting with it. Lower its HP carefully, avoid critical-hit risks when it is in the red and use sleep or paralysis if available. Do not use Ground-type attacks for damage planning without checking your move’s actual target and effect; Ground moves are super effective against Zekrom, but a critical hit can end the encounter. Capture Zekrom to complete the required dragon objective.

If you accidentally defeat Zekrom or flee, the encounter is not permanently lost. It can return after you enter the Hall of Fame again, allowing another attempt. That is recovery guidance only; the chapter is not complete until the Dragonspiral Tower Zekrom has actually been captured.

  • Take the Dark Stone to Dragonspiral Tower north of Icirrus City.
  • Reach the tower summit.
  • Save before starting the encounter.
  • Lower and status Zekrom carefully.
  • Capture the level 70 Zekrom.

Optional: Trigger the Cave of Being and Lake Guardian encounters

The Cave of Being sequence is optional and is not required for the chapter’s post-game milestone. After defeating the Champion, travel to Route 20. The cave is reached by using Surf on the southern side of Route 20 and climbing the waterfall. Enter the small cave and speak with Professor Juniper, who is investigating it.

When the event begins, move farther into the cave. Uxie, Mesprit and Azelf appear briefly and then leave for separate locations. The Cave of Being is only the trigger point; none of the three Lake Guardians is caught inside the cave.

Uxie can be found outside the Nacrene City museum. Mesprit appears on the roof of Celestial Tower. Azelf appears in the western forested section of Route 23 near the Strength puzzle. These encounters require you to stand at the appropriate spot and interact when the game detects the hidden Pokémon. They are optional level 65 captures, so save beforehand and bring status moves, weakening attacks and enough Poké Balls.

If you only want to follow the required chapter route, you may skip the Cave of Being entirely and continue to the next post-game destination after capturing Zekrom.

  • Optional: Reach the Cave of Being on Route 20 using Surf and Waterfall.
  • Optional: Speak with Professor Juniper and trigger the Lake Guardian departure.
  • Optional: Search Nacrene City, Celestial Tower and Route 23 for Uxie, Mesprit and Azelf.
  • Do not count this optional sequence as a substitute for capturing Zekrom.

Use Castelia City for optional training and supplies

Castelia City remains a useful post-game hub for healing, shopping and transport. The Game Freak building contains Morimoto and Nishino on its 22nd floor. In Black 2 and White 2, each can be challenged once per day. These battles are optional and are not required to activate N’s Castle, the Dark Stone, Dragonspiral Tower or the Cave of Being.

The Royal Unova also offers optional trainer battles on its scheduled cruises. Use Castelia’s facilities for experience, money and preparation before longer post-game routes, but do not treat them as mandatory story events.

Aspertia City’s important immediate post-game functions are the National Pokédex upgrade, the two Max Revives and the Hugh family conversation that activates the Zoroark route. After those triggers are complete, the next required post-game progression is the N’s Castle and Dragonspiral Tower sequence described above. Giant Chasm, Kyurem and the DNA Splicers belong to the following chapter.

  • Restock healing items and Poké Balls in Castelia City.
  • Optional: Battle Morimoto and Nishino on the Game Freak building’s 22nd floor.
  • Optional: Use the Royal Unova for additional trainer battles.
  • Leave Giant Chasm and the Kyurem sequence for the next chapter.

Before you move on

  • The National Pokédex has been received from Cedric Juniper.
  • The two Max Revives have been collected from the player’s mother.
  • Hugh and his sister have delivered the Zoroark lead outside the Aspertia house.
  • Zoroark has led the player from Victory Road into N’s Castle.
  • N has been defeated and the Dark Stone is in the Key Items pocket.
  • The Dark Stone has been taken to Dragonspiral Tower.
  • The level 70 Zekrom at Dragonspiral Tower has been captured.
  • Optional: Professor Juniper has been visited in the Cave of Being and the Lake Guardian event has been triggered.
  • The next chapter begins with the separate Giant Chasm Kyurem and DNA Splicers sequence still unfinished.
References for this chapter

Expanded Post-Game: Kyurem, Pokémon World Tournament, Black City, Black Tower and completion checklist

Begin this chapter after the National Pokédex, N’s Castle, the Dark Stone sequence and the Dragonspiral Tower Zekrom event from the previous chapter. The required Black 2 endpoint is to catch the normal level 70 Kyurem in Giant Chasm, collect the DNA Splicers, win the Unova, Kanto, Johto, Hoenn and Sinnoh Leaders Tournaments, unlock the World Leaders Tournament, defeat Alder, reach native Black City, clear Black Tower Areas 1 through 10 and defeat Benga. Fusion into Black Kyurem, the Champions Tournament, other legendary captures, rematches, Memory Link content, trades and cross-version Key System content are optional.

Catch the post-game Kyurem in Giant Chasm

Begin after Zekrom has been caught at Dragonspiral Tower. Travel to Giant Chasm and enter the crater area. The post-game route leads through the cave at the north-east side of the crater to the deepest chamber, where Kyurem appears at level 70. This is the normal Kyurem encounter, not the level 55 Black Kyurem fought during the main-story Plasma finale. The story fusion cannot be captured.

Save before interacting with Kyurem. Bring suitable capture supplies and a Pokémon that can lower its HP safely. Sleep or paralysis makes the encounter easier, but avoid knocking Kyurem out with a super-effective Dragon-, Fighting-, Rock- or Steel-type attack. Kyurem has Pressure and uses Scary Face, Glaciate, Dragon Pulse and Imprison, so do not rely entirely on a fragile fast attacker.

Catching Kyurem is required for this guide’s completion goal. However, if you defeat or flee from Kyurem, the DNA Splicers still drop in the chamber, so the item is not permanently lost through that failure. A defeated or fled encounter does not satisfy the required capture. Re-enter the Hall of Fame, return to the pond in the center of Giant Chasm and begin the encounter again, then catch Kyurem.

After the encounter, Cheren and Bianca briefly react to Kyurem and leave. Pick up the DNA Splicers in the deepest chamber before leaving Giant Chasm. The item is obtained after Kyurem has been caught, defeated or fled from; this is separate from the requirement to add Kyurem to your party or PC.

  • The National Pokédex was obtained before beginning this chapter.
  • Zekrom was caught at Dragonspiral Tower.
  • The normal level 70 Kyurem in post-game Giant Chasm was caught.
  • The DNA Splicers were collected from the deepest chamber.
  • If Kyurem was previously defeated or fled from, the Hall of Fame was re-entered and the encounter was restored before catching it.

Use or store the DNA Splicers

The DNA Splicers are a Key Item used to fuse Kyurem with Zekrom or Reshiram. In Black 2, use the item on Kyurem while Zekrom is available in the party or PC, then select Zekrom to create Black Kyurem. Fusion is not required for the World Leaders Tournament, Alder’s battle, Black City or Black Tower, so leave the item unused if you want Kyurem and Zekrom to remain separate.

Using the DNA Splicers again while Black Kyurem exists separates the fusion back into Kyurem and Zekrom. Only one Kyurem fusion can exist at a time; separate an existing fusion before attempting to combine Kyurem with a different compatible dragon.

Do not confuse this optional player-controlled fusion with the main-story event. During the Giant Chasm finale, Ghetsis forces Kyurem and N’s Zekrom into Black Kyurem. The post-game DNA Splicers are obtained from the normal Kyurem encounter after the player has captured Zekrom.

  • The DNA Splicers are in the Key Items pocket.
  • Kyurem and Zekrom have been kept separate, or Black Kyurem has been created deliberately.
  • Fusion has been recorded as optional rather than required.

Win the five regional Leaders Tournaments

Go to the Pokémon World Tournament building south of Driftveil City. The Unova Leaders Tournament must be completed first. Winning it unlocks the Kanto, Johto, Hoenn and Sinnoh Leaders Tournaments. Enter and win each of those four regional tournaments; they may be completed in any order.

Before registering, check whether the selected cup uses Single, Double, Triple or Rotation Battles. Restore HP and PP first and build a team with multiple damage types, status answers and reliable switch-ins. Tournament battles scale their levels, but opponents use broader coverage than ordinary route Trainers, so one overleveled sweeper is not a dependable plan.

After the Unova, Kanto, Johto, Hoenn and Sinnoh Leaders Tournaments have all been won, the World Leaders Tournament becomes available. That unlock is the required tournament endpoint for this chapter. The Champions Tournament is optional and unlocks only after ten World Leaders Tournament victories.

  • The Unova Leaders Tournament was won.
  • The Kanto Leaders Tournament was won.
  • The Johto Leaders Tournament was won.
  • The Hoenn Leaders Tournament was won.
  • The Sinnoh Leaders Tournament was won.
  • The World Leaders Tournament is unlocked.
  • The Champions Tournament remains optional.

Defeat Alder and reach native Black City

After entering the Hall of Fame, travel to Floccesy Town and visit Alder’s house. Speak to Alder and accept his post-game battle. Heal beforehand and save outside the house if you want a convenient retry point. Use a balanced party with physical and special attackers, broad type coverage and dependable recovery because Alder’s post-game team is substantially stronger than the teams used in his early training scenes.

After Alder is defeated, Benga arrives and announces that he has reached the top of Black Tower. Let the conversation finish. This announcement is the prerequisite that makes the Black Tower objective active. If Benga has not delivered it, return to Alder’s house and complete the conversation before attempting the tower.

Travel to Black City in south-eastern Unova. Black City and Black Tower are the native Black 2 locations. White Forest and White Treehollow are the corresponding native White 2 locations. Normal trading does not convert one version’s native city or facility into the other version’s content. Cross-version access through the Key System is optional and is not needed for this Black 2 completion route.

Enter Black Tower from Black City. Each area requires you to defeat Trainers, use their hints to locate the randomly selected Gate Trainer, defeat that Trainer to open the Boss Trainer’s room and then defeat the Boss Trainer.

  • Alder was defeated in Floccesy Town after entering the Hall of Fame.
  • Benga’s Black Tower announcement was completed.
  • Native Black City was reached in Pokémon Black Version 2.
  • The Black Tower entrance is available.

Clear Black Tower Areas 1 through 10

Prepare before every attempt. The Bag cannot be used inside Black Tower for healing or status recovery, either during battles or while walking through the facility. Held items and move-based recovery still function. Each floor has a Doctor who offers a one-time heal after being defeated, and you can leave through the elevator to restore the party at a Pokémon Center before trying again.

In each area, defeat ordinary Trainers to obtain hints about the Gate Trainer. The Gate Trainer is not the boss. Locate and defeat that Trainer, then follow the opened route to the Boss Trainer’s room. Defeating the Boss Trainer clears the area and unlocks the next one.

Clear Areas 1 through 9 in order. The layouts and ordinary Trainer placements are generated from pools, so do not rely on one fixed route. Conserve PP, use the Doctors only when the healing is valuable and retire through the elevator before the party becomes too damaged to finish the next required battle. You can save progress during the challenge, but leaving ends the current attempt and requires you to start that area again.

In native Black 2, Benga is the Boss Trainer of Area 10. His team includes Latios, Garchomp and Volcarona. Bring Ice-, Dragon-, Rock- and Water-type answers, while remembering that Latios has Levitate and cannot be hit by Ground-type attacks. Carry enough PP for repeated battles and consider held items that improve survival because ordinary Bag healing is disabled.

Defeating Benga clears Area 10 and completes the required Black Tower milestone. Afterward, return to Alder’s house in Floccesy Town with an empty party slot. Speak to Benga to receive the Black 2 Shiny Gible. The gift is an optional reward and is not required to count Areas 1 through 10 as cleared.

  • Areas 1 through 9 were cleared.
  • Benga was defeated as the Area 10 Boss Trainer.
  • Black Tower Areas 1 through 10 are complete.
  • An empty party slot is available if the Shiny Gible is wanted.
  • The Shiny Gible was claimed from Alder’s house if desired.

Record the remaining goals as optional

After the defined endpoint is complete, optional exploration can continue through Route 14, Abundant Shrine, Route 15 and Marvelous Bridge. These locations contain additional items, Trainers and side events, but they are not prerequisites for catching Kyurem, unlocking the World Leaders Tournament, defeating Alder or clearing Black Tower.

The Champions Tournament, additional World Leaders victories, Elite Four and Champion rematches, Battle Subway challenges, Battle Institute challenges, other legendary captures, Memory Link scenes, trades and cross-version Key System content remain separate optional goals.

Black City facilities can gain additional shops and services as Black Tower areas are cleared. These rewards are useful but do not replace the requirement to clear all ten areas and defeat Benga.

  • Optional routes and facilities are recorded separately.
  • The Champions Tournament is marked optional.
  • Legendary captures, rematches, Memory Link, trades and Key System content are not counted as required native Black 2 completion.

Before you move on

  • The National Pokédex was obtained before beginning this chapter.
  • Zekrom was caught at Dragonspiral Tower.
  • The post-game normal level 70 Kyurem in Giant Chasm was caught.
  • The DNA Splicers were collected from Giant Chasm.
  • Kyurem was fused with Zekrom only if the optional Black Kyurem goal was selected.
  • The Unova Leaders Tournament was won.
  • The Kanto Leaders Tournament was won.
  • The Johto Leaders Tournament was won.
  • The Hoenn Leaders Tournament was won.
  • The Sinnoh Leaders Tournament was won.
  • The World Leaders Tournament was unlocked.
  • Alder was defeated in Floccesy Town after entering the Hall of Fame.
  • Benga’s prerequisite dialogue was triggered at Alder’s house.
  • Native Black City was reached in Pokémon Black Version 2.
  • Black Tower Areas 1 through 10 were cleared.
  • Benga was defeated in Area 10.
  • The optional Shiny Gible was claimed from Alder’s house if wanted.
  • The Champions Tournament, extra World Leaders victories, other legendary captures, rematches, Memory Link scenes, trades and cross-version Key System content remain separately recorded optional goals.
References for this chapter
THE NEXT SAVE POINT

Finishing up

The Elite Four and Champion Iris have been defeated and the party has been recorded in the Hall of Fame.

The post-game Victory Road Zoroark event has led to N's Castle, N has been defeated, and the Dark Stone has been obtained.

Zekrom has been awakened and caught at Dragonspiral Tower.

Kyurem has been caught in Giant Chasm and the DNA Splicers have been obtained.

The Unova, Kanto, Johto, Hoenn and Sinnoh Leaders Tournaments have been completed and the World Leaders Tournament has been unlocked.

Alder has been defeated in Floccesy Town.

Native Black City has been reached, all ten areas of Black Tower have been cleared and Benga has been defeated.

The Champions Tournament, optional legendary captures, rematches, Memory Link content, trade evolutions and cross-version Key System content are clearly optional and are not required for this guide's completion endpoint.

Choose your next game
A CLOSER LOOK

Screenshots & video

Game imagery for reference. Follow the written chapters above for the route and strategies.

CHECK THE DETAILS

Sources & references

Our original guide draws on the references below. Check the edition at the top of this page before following controls or unlock requirements.

About the game & collecting notes
Platform
Nintendo DS

Step-by-step Pokémon Black Version 2 walkthrough for the original Nintendo DS release. It covers the complete Unova campaign from Aspertia City through Champion Iris, then follows a clearly separated Black 2 post-game route through N's Castle, Zekrom, Kyurem, the Pokémon World Tournament, Black City and Black Tower. Optional captures, communication features, version differences and the Champions Tournament are identified separately from required progression.

Darryl Polo
ABOUT THE AUTHOR

Darryl Polo

Darryl Polo loves tinkering with emulation and revisiting retro games. He enjoys exploring how old favorites play on different setups and sharing what he learns along the way. At Joking Joystick, he writes about the games, hardware, and small discoveries that keep the hobby fun.

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