Pokémon Legends: Arceus — Complete Campaign Walkthrough (Original Nintendo Switch edition)
Step-by-step campaign walkthrough for the original Nintendo Switch release of Pokémon Legends: Arceus. Starts at Professor Laventon’s lab, covers Jubilife Village and each Hisui region, all required story missions through the campaign ending (Origin Dialga/Palkia), and post‑game paths to the true ending and the Arceus encounter. Practical progression, mission priorities and completion checks for the original edition.

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Before you begin
You will play as a newly arrived researcher in Hisui, tasked by Professor Laventon and the Galaxy Team to survey Pokémon and complete the region’s first Pokédex.
This guide leads you from the opening moments — picking your starter and joining the Galaxy Expedition Team — through the required field missions, the major Noble‑calming encounters, and the campaign climax at Mount Coronet.
Follow the ordered chapters for reliable progress: learn Jubilife Village’s systems, set up base camps in each region, raise Pokémon research levels, complete the main story missions that culminate with Origin Dialga and Origin Palkia, then use the post‑game path described here to reach the true ending and the Arceus encounter.
Each chapter lists concrete subgoals, common hazards, recovery steps after failure, and a clear completion check.
Set yourself up for the run
Install the original Nintendo Switch release update and confirm you can access Jubilife Village’s services, including Professor Laventon, Galaxy Hall, and provisioning.
Choose your starter when Professor Laventon offers Rowlet, Cyndaquil, or Oshawott.
The choice affects early battles but does not permanently block completion; you can obtain the other starters later through in-game progression.
Familiarize yourself with Jubilife Village: Galaxy Hall for Missions and rank evaluation, Professor Laventon’s research reports, the Pastures, the Craftworks, the General Store, the Trading Post, and the village market.
Learn how base camps operate so you can heal, craft, manage your party, store items, and fast-travel within each region.
Maintain a steady research pace by completing practical Pokédex tasks and reporting them to Professor Laventon; this raises Research Points and supports the Survey Corps ranks needed for later regions.
Keep Poké Balls, healing items, Revives, and useful throwable items stocked, and build a balanced party able to handle stealth captures, turn-based battles, Noble encounters, and Legendary fights.
Decide early whether you will pursue the Arceus route after the campaign. That route requires catching every required non-Mythical species numbered 001 through 237, including species obtained through Requests and special encounters.
Make a manual save before major Missions, Noble encounters, Legendary battles, and the Volo-Giratina sequence so you have a convenient retry point.
Prologue and Joining the Galaxy Team
Complete the opening missions from Prelude Beach through the Galaxy Team’s Entry Trial. You will catch Professor Laventon’s escaped Pokémon, reach Jubilife Village, choose your first partner, defeat Volo, catch Bidoof, Starly, and Shinx in the Obsidian Fieldlands, and formally join the Survey Corps. The chapter ends after you learn basic crafting and receive the Pokédex.
Catch Laventon’s Pokémon at Prelude Beach
After the opening fall through the space-time rift, walk toward the glowing object on the beach and pick up the Arc Phone. Follow Professor Laventon until he explains that Rowlet, Cyndaquil, and Oshawott have escaped. He lends you 50 Poké Balls for this tutorial section.
Use ZR to ready a Poké Ball and release it to throw. The Right Stick controls your aim, while ZL focuses on a nearby Pokémon and helps keep it centered. Cyndaquil is near the rocks to the east, Oshawott is beside the water to the west, and Rowlet is on the grassy rise to the north. Catch all three. If one breaks out, throw another ball rather than assuming the capture failed permanently.
After the third capture, return to Laventon. He takes back the remaining tutorial Poké Balls and asks you to help create Hisui’s first Pokédex. Follow him toward Jubilife Village.
- Pick up the Arc Phone.
- Catch Cyndaquil, Oshawott, and Rowlet for Professor Laventon.
- Return to Laventon and agree to help with the Pokédex.
- Follow Laventon to Jubilife Village.
Enter Jubilife Village and complete Mission 1
Follow Laventon through the village entrance and along Canala Avenue. He initially leaves you near The Wallflower while he reports to the Galaxy Team. Walk to the canteen in the northwest part of the village and speak with Beni, then continue the scene with Rei or Akari and Captain Cyllene.
Cyllene allows you to stay in the village temporarily, but you must pass a trial before becoming a proper Survey Corps member. Go to the assigned quarters and interact with the futon. Rest until morning. This sleep sequence is required; the next story events do not begin until you rest.
In the morning, leave the quarters and enter Galaxy Hall. Rei or Akari takes you to Cyllene’s office, where she explains that the entry trial requires three species from the Obsidian Fieldlands: Bidoof, Starly, and Shinx. Cyllene also gives you the Survey Corps Satchel, which lets you carry and access field items.
- Visit The Wallflower after Laventon leaves you there.
- Enter your assigned quarters.
- Rest until the next morning.
- Meet Cyllene in Galaxy Hall and accept Mission 2, The Galaxy Team’s Entry Trial.
- Receive the Survey Corps Satchel.
Choose your starter and receive the trial supplies
Professor Laventon appears after Cyllene explains the trial. Choose Rowlet, Cyndaquil, or Oshawott as your first partner. The choice affects your early party and matchups, but it does not permanently block the other two starters; they can be obtained later through post-game in-game progression.
Laventon gives you 20 Poké Balls for the entry trial. These are separate from the 50 balls used during the Prelude Beach tutorial. Check the satchel before leaving and avoid wasting the trial supply on unnecessary captures. You will receive healing supplies shortly after the first required battle.
Mission 2 is shown as the second main mission because the Prelude Beach and village sequence is Mission 1, In an Unfamiliar Land. You can review the active mission list from the Arc Phone map if you lose track of the objective.
- Choose one starter.
- Confirm the starter is in your party.
- Confirm that 20 Poké Balls are in the satchel.
- Track Mission 2 from the Arc Phone if necessary.
Battle Volo at the village gate
Leave Galaxy Hall and follow the mission marker toward Jubilife Village’s front gate. Before you depart, Volo of the Ginkgo Guild challenges you to a battle. He uses one level 5 Togepi.
Select Fight and use an available move from your starter. The battle introduces the game’s turn-based combat, where you choose a move and the battle system determines the next action according to the combat order. Togepi should go down quickly, so this is not a fight that requires special preparation.
After the battle, Volo restores your Pokémon and gives you five Potions. These are your first basic healing items for the field. Speak with Ress at the gate and choose the Obsidian Fieldlands to begin the trial.
- Reach the front gate after leaving Galaxy Hall.
- Defeat Volo’s level 5 Togepi.
- Receive and check the five Potions.
- Speak with Ress and travel to the Obsidian Fieldlands.
Catch Bidoof, Starly, and Shinx in the Obsidian Fieldlands
You arrive at Fieldlands Camp with Professor Laventon and Rei or Akari. Follow the objective marker toward Aspiration Hill. The required Pokémon are found in the opening section of the map, so do not wander toward higher-level areas before completing the trial.
Catch Bidoof first. It is generally calm and can be approached with a direct throw. Starly is more cautious and may flee when it notices you. Crouch with B, use grass or terrain for cover, and throw from behind or from the side. A focused target can show information about its capture difficulty.
Shinx is aggressive and will normally notice you. Send out your starter with X to switch from the item you are holding to a partner Pokémon, then press ZR to begin a battle. Lower Shinx’s HP without knocking it out, select a Poké Ball from the battle items, and throw it. If you accidentally defeat it, catch another Shinx in the same opening Fieldlands area.
During this sequence, Rei or Akari demonstrates focusing on Pokémon, sending out a partner, and using a battle to make an aggressive Pokémon easier to catch. You do not need to complete extra research tasks or catch every species in the Fieldlands for Mission 2.
- Catch one Bidoof.
- Catch one Starly, preferably from cover if it keeps fleeing.
- Catch one Shinx by weakening it in battle if necessary.
- Report the completed trial when the game returns you to Jubilife Village.
Report to Cyllene and change into the Survey Corps uniform
After the three required captures, the game returns you to Jubilife Village. Enter Galaxy Hall and speak with Cyllene in her office. She accepts your results and gives you the Survey Corps Uniform and Survey Corps Sandals.
Leave Galaxy Hall and return to your assigned quarters. Interact with the mirror and equip the Survey Corps Uniform and Survey Corps Sandals. This wardrobe step is mandatory for the story sequence; changing into unrelated clothing does not replace it.
After you change, return to Galaxy Hall. Cyllene gives you a Survey Corps Cap and directs you to Commander Kamado. Go upstairs through the Galaxy Hall stairways and continue to the commander’s office on the third floor.
- Report the three trial Pokémon to Cyllene.
- Receive the Survey Corps Uniform and Survey Corps Sandals.
- Use the mirror in your quarters to equip the required outfit.
- Return to Galaxy Hall and reach Kamado’s office.
Meet Kamado, learn crafting, and receive the Pokédex
Speak with Commander Kamado. He formally recognizes that you passed the entry trial, permits you to remain in Jubilife Village, and orders you to help complete the Pokédex. After this conversation, return to Cyllene’s office when directed.
Cyllene gives you the Poké Ball crafting recipe and 3,000 Pokémon Dollars. The money is intended to help you buy materials and supplies. Rei or Akari then directs you to the Craftworks on Floaro Main Street. This begins Mission 3, The Basics of Crafting.
At the Craftworks workbench, use the materials provided by Rei or Akari: 20 Apricorns and 20 Tumblestones. Select the Poké Ball recipe and craft Poké Balls. You only need to complete the lesson, although crafting several is useful for the next expedition. Anthe also provides an Everyday Kimono and Everyday Trousers around this sequence; these clothes are optional for progression.
After the crafting lesson, Professor Laventon gives you the Pokédex and starts Mission 4, Getting to Work on Research Tasks. This is the real beginning of regular fieldwork. You will earn research points by completing Pokédex tasks and report them to Laventon to increase your Survey Corps rank.
Your membership does not instantly unlock every base camp or every Request. Fieldlands Camp is already established for the first expedition, and later camps become available as story expeditions establish them. Requests begin appearing after the crafting mission. For example, Beauregard outside Galaxy Hall can offer Request 1, Wurmple Can Evolve. Requests are side objectives with rewards, while Missions are the required main-story objectives. Requests are generally optional for completing the story, even when they are useful for items, research, or village services.
- Speak with Commander Kamado.
- Receive the Poké Ball recipe and 3,000 Pokémon Dollars from Cyllene.
- Go to the Craftworks.
- Craft Poké Balls using the supplied materials.
- Receive the Pokédex from Professor Laventon.
- Begin Getting to Work on Research Tasks.
- Check for newly available Requests outside Galaxy Hall before departing again.
Before you move on
- Mission 1, In an Unfamiliar Land, is complete and the player has slept in the assigned quarters.
- The player has chosen Rowlet, Cyndaquil, or Oshawott as the starter.
- Volo’s level 5 Togepi has been defeated and the five Potions have been received.
- Bidoof, Starly, and Shinx have been caught for The Galaxy Team’s Entry Trial.
- The Survey Corps Uniform, Sandals, and Cap have been received and the required uniform has been equipped.
- Commander Kamado has formally accepted the player into the Survey Corps.
- The Poké Ball recipe and 3,000 Pokémon Dollars have been received.
- Poké Balls have been crafted at the Craftworks.
- Professor Laventon has given the player the Pokédex and Mission 4, Getting to Work on Research Tasks, is active.
Jubilife Village: Services, Base Camps and Early Progression
Jubilife Village is your main preparation hub, while base camps provide the field services needed to complete expeditions without repeated trips back through the wilderness. Follow Missions for the central story, report research to Professor Laventon, raise your Survey Corps rank through Captain Cyllene, and complete useful Requests when they unlock camps, services, or valuable rewards.
Confirm the next Mission in Galaxy Hall
After arriving in Jubilife Village, follow the Arc Phone marker and the active Mission objective rather than exploring every building immediately. Early story progress takes you through The Wallflower, your assigned quarters, Galaxy Hall, Captain Cyllene’s Survey Corps trial, and Commander Kamado’s office. Galaxy Hall is the large headquarters near the center of the village. Kamado’s office is on the third floor, while the Galaxy Team’s other important personnel occupy the lower floors.
When the active Mission directs you to Galaxy Hall, speak with the marked character and continue through every required conversation. Captain Cyllene handles the Survey Corps entry trial and later evaluates your accumulated research points. Commander Kamado assigns major story responsibilities and confirms when you may depart for the next investigation. Do not assume that entering Galaxy Hall or speaking with one NPC completes the sequence; check the Mission screen and follow the remaining marker until the game explicitly updates the objective.
The early story then introduces the Craftworks and Professor Laventon’s research system. Mission 3, The Basics of Crafting, requires you to visit the Craftworks and use its workbench to make Poké Balls. Mission 4, Getting to Work on Research Tasks, sends you to the Obsidian Fieldlands to perform research and then report your results. These are story Missions, not Requests, and they must be completed in order.
- Open the Mission screen before leaving Galaxy Hall.
- Speak with Captain Cyllene when the active Mission identifies her.
- Report to Commander Kamado in his third-floor office when directed.
- Complete the Craftworks tutorial before attempting to advance past the early story sequence.
- Return to Professor Laventon and Captain Cyllene after the first Fieldlands research assignment.
Learn the useful services in Jubilife Village
Professor Laventon’s laboratory is inside Galaxy Hall. He receives your survey report when you return from an expedition and explains how your Pokédex research has progressed. Captain Cyllene is also in Galaxy Hall and uses your research points to determine whether you qualify for the next Survey Corps rank. Rank advancement is important because higher ranks improve your ability to command stronger Pokémon and unlock better expedition privileges.
The General Store sells supplies and crafting recipes, while the Craftworks provides a workbench and additional recipes. The Trading Post handles Pokémon trades and other exchange services. The Pastures are near the village’s southern exit, close to the Front Gate; use them to move Pokémon into or out of your six-member party, organize catches, and release duplicates when appropriate. The clothier, hairdresser, and photography studio are useful customization services but are not required for story progression.
Your quarters include a bed for resting and an item-storage box. Keep the storage box in mind when preparing for a long survey: stored materials are not lost merely because you travel to another location, and the item-storage boxes in Jubilife Village, your quarters, and the base camps share the same inventory. This allows you to unload crafting materials without having to sell them or discard them.
- Report completed research to Professor Laventon after fieldwork.
- Speak with Captain Cyllene whenever you meet the current rank requirement.
- Use the Pastures to create a balanced party before an expedition.
- Buy or craft Poké Balls and healing items at the village before leaving.
- Deposit excess materials in an item-storage box.
Prepare for departure at the Front Gate
The Front Gate is the southern exit from Jubilife Village. Speak with the guard there to choose an unlocked region. At the beginning, the Obsidian Fieldlands is the available survey destination. Later regions become available through the sequence of story Missions, so you cannot select every Hisui area immediately even if you know where it is on the full map.
Before departing, select the active Mission and read its objective. Carry the Poké Balls, healing items, and battle supplies relevant to the assignment, but do not fill every satchel slot with materials before leaving. A full satchel prevents you from collecting useful crafting components and may force an unnecessary return. If a Mission requires you to speak with a particular person in the field, make that conversation your first destination after arriving at the base camp.
The base camp you select becomes the starting point for the expedition. Professor Laventon is stationed there to receive research reports and arrange your return to Jubilife Village. A Galaxy Team member at the camp provides access to stored items and party management, and the camp includes a workbench for crafting. Use these services before following the route to your objective.
- Choose the region associated with the active Mission.
- Check your party at the Pastures before departure.
- Carry enough Poké Balls and healing supplies for the planned route.
- Leave room in the satchel for materials and rewards.
- Speak with Professor Laventon at the field camp before beginning the survey.
Use base camps as field checkpoints
Base camps are more than map markers. Resting at one heals your Pokémon and can restore your own health after damage from wild Pokémon or falls. The camp workbench lets you craft using the recipes already unlocked in Jubilife Village. The item-storage box uses the same shared inventory as the boxes in the village and your quarters, so you can unload materials at camp and continue surveying without immediately returning to town.
The camp attendant also lets you change the active party and access Pokémon stored in the Pastures. This is especially useful after catching a new Pokémon needed for a research task or when a mission area contains opponents that are dangerous for your current team. Change the party at camp instead of abandoning the expedition merely because you need a different type combination.
If you are defeated in the field, you return to a base camp and may lose some satchel contents. Store rare or unnecessary materials before entering a dangerous area, and return to camp whenever the party is badly injured or the satchel is nearly full. A camp is a recovery and resupply point, not just a place to begin the map.
- Rest at camp to heal before a difficult route.
- Craft replacement Poké Balls or healing items at the camp workbench.
- Use the camp attendant to change your party or access stored Pokémon.
- Unload materials before exploring a high-risk area.
- Return to camp before continuing with a damaged party.
Unlock additional camps when Requests appear
Some regions begin with one camp and gain additional camps through camp-establishment Requests. These Requests are usually given by a Galaxy Team member near the proposed camp location. When you encounter one, speak with the requester and complete the specified task. The reward is a new field checkpoint, which reduces travel time and gives you another place to heal, craft, manage Pokémon, and store items.
These camp Requests are not the same as the central story Missions. You can often postpone them, but completing them during your first visit to the area is efficient because the new camp helps with every later Mission and Request in that region. Once the camp is established, confirm that its tent icon appears on the region map before moving on.
Fast travel works within the region you are currently exploring. Open the Arc Phone map and select an available camp or other fast-travel marker when no hostile Pokémon is actively targeting you. To return to Jubilife Village from the field, speak with Professor Laventon at a base camp and choose the option to return. After arriving in Jubilife Village, use the Front Gate to select a destination again; you do not directly fast-travel from the village to a camp in another region.
- Accept camp-establishment Requests from Galaxy Team personnel.
- Confirm the new camp is visible on the regional map.
- Use fast travel between unlocked locations in the current region.
- Return to Jubilife Village through Professor Laventon at a base camp.
- Use the Front Gate when starting a new expedition in another region.
Manage Missions and Requests separately
Missions are the main story objectives. They unlock sequentially and contain the assignments that open new regions, advance the space-time-rift plot, and lead toward the campaign ending. Keep the current Mission selected while traveling so that the Arc Phone marker and objective text continue to identify the correct destination.
Requests are smaller tasks offered by villagers, Galaxy Team members, and other characters. They may ask you to catch or show a Pokémon, complete a Pokédex entry, gather materials, deliver an item, investigate a problem, or establish a camp. Requests can be accepted from characters in the village or field and from Professor Laventon’s blackboard in Galaxy Hall. Review them in the Requests menu so you know the requester, region, and completion condition.
Most Requests are optional for the main story, but they are not all equally disposable. Camp Requests unlock valuable checkpoints, and other Requests unlock shop improvements, farm expansions, recipes, rewards, or later Requests. Some Requests also appear only after a particular Mission, Pokémon encounter, or Pokédex condition. This means a later Request may be unavailable until you have advanced the story or completed an earlier task, but you should not assume that every Request is a mandatory prerequisite for the next main Mission.
If the next Mission does not appear, first return to the location named by the active objective and finish any required dialogue. Then check Galaxy Hall, speak with the marked Galaxy Team members, report research to Laventon, and verify your Survey Corps rank. Story progression is normally controlled by Missions, dialogue, rank requirements, and required investigations rather than by completing every Request on the board.
- Keep the central Mission selected during story travel.
- Accept Requests that unlock camps, services, recipes, or useful rewards.
- Complete regional Requests while you are already in that region when practical.
- Return to the named requester after fulfilling a Request.
- If a Mission stalls, check dialogue, research reports, rank requirements, and Galaxy Hall before grinding unrelated tasks.
Before you move on
- The current story Mission is visible in the Mission menu and has a clear destination or objective.
- You can identify Galaxy Hall, Commander Kamado’s office, Professor Laventon’s laboratory, the Craftworks, the General Store, the Trading Post, the Pastures, and the Front Gate.
- You have reported available research to Professor Laventon and checked Captain Cyllene for the current Survey Corps rank requirement.
- You can depart from the Front Gate to an unlocked region and identify Professor Laventon and the camp attendant when you arrive.
- You know how to heal, craft, store items, change your party, and return to Jubilife Village from a base camp.
- You understand that Missions drive the main story, while Requests provide optional or service-related objectives and may unlock later Requests, camps, recipes, or village improvements.
References for this chapter
- Pokémon Legends: Arceus Official Website – Story and Frenzied Noble Pokémon
- Walkthrough: Pokémon Legends: Arceus/Part 1 – Bulbapedia
- Missions & Requests in Pokémon Legends: Arceus — Pokémon Database
- Pokémon Legends: Arceus - Requests
- All Base Camps and How to Unlock – Game8
- How to Fast Travel – Game8
- Jubilife Village Map, Features, and Things to Do – Game8
- Pokémon Legends: Arceus – Jubilife Village – Serebii.net
Obsidian Fieldlands — First Survey Field: Landmarks and Early Nobles
Complete Missions 5–7 in order: A Request from Mai, Summoned by Commander Kamado, and The Frenzy of the Lord of the Woods. Begin with the required First Star research progress, meet Mai and defeat her Munchlax, defeat the Alpha Kricketune at Deertrack Heights, investigate Kleavor with Commander Kamado’s approval, then return to Grandtree Arena to calm Noble Kleavor. Finish by reporting to Jubilife Village and confirming that Mission 8, Arezu’s Predicament, is available.
1. Finish the First Star work and begin Mission 5
After completing the initial Obsidian Fieldlands research assignment, speak with Professor Laventon at Fieldlands Camp whenever you have enough research points to report your work. Return to Jubilife Village and speak with Captain Cyllene when the game indicates that you can advance your Survey Corps rank. You must reach First Star rank before the next story sequence can begin.
When the Mission 5 marker appears, go to the Training Grounds in Jubilife Village and meet Rei or Akari. Have the required battle before leaving for the Fieldlands. This battle is part of Mission 5, A Request from Mai, and is not an optional training match. Heal afterward and make sure you have Poké Balls, Potions, and at least one or two Pokémon capable of handling a level 12 Alpha Pokémon.
Leave through the east gate and choose the Obsidian Fieldlands. Begin at Fieldlands Camp. You can catch nearby Pokémon and complete simple Research Tasks while traveling, but do not delay the mission by attempting to complete every available Pokédex entry. Requests at Fieldlands Camp, such as crafting or research errands, are optional preparation and do not replace Mission 5.
- Reach First Star rank.
- Battle Rei or Akari at the Training Grounds.
- Accept Mission 5, A Request from Mai.
- Travel to Fieldlands Camp with healing items and spare Poké Balls.
2. Complete Mai’s request at Deertrack Heights
From Fieldlands Camp, follow the marked route down Aspiration Hill and across the bridge toward Deertrack Path. Continue uphill toward Deertrack Heights. Torches and the objective marker identify the intended route, and Mai is waiting near the top of the path.
Speak with Mai to begin the next required battle. She uses her partner Munchlax at level 10. Defeat it, then allow Mai to heal your party. She gives you Vivichokes and explains that an Alpha Pokémon is causing trouble nearby. Follow the new objective toward the Alpha Kricketune rather than returning to camp.
The Alpha Kricketune is at level 12. Approach it to begin the battle; you do not need to weaken it before starting the encounter. Bug-type Pokémon are vulnerable to Fire-, Flying-, and Rock-type attacks. You may defeat the Alpha Kricketune or attempt to catch it after weakening it. Catching it is optional for story progress, so prioritize completing the mission safely over obtaining this particular specimen.
After the Alpha Kricketune is defeated or captured, a story sequence introduces the great Wyrdeer. The Construction Corps then establishes Heights Camp. Mission 5 is complete once the camp-building sequence finishes and the game directs you back toward Jubilife Village.
- Meet Mai at Deertrack Heights after the Training Grounds battle.
- Defeat Mai’s level 10 Munchlax.
- Defeat or capture the level 12 Alpha Kricketune.
- Wait for Heights Camp to be established before continuing.
3. Return to Jubilife Village and start Mission 6
Follow the direction to return to Jubilife Village. After the evening sequence at The Wallflower, rest as instructed. The following morning, Rei or Akari tells you to report to Commander Kamado. This next-morning Galaxy Hall sequence is the beginning of Mission 6, Summoned by Commander Kamado.
Go to the third floor of Galaxy Hall and enter Kamado’s office. Adaman and Irida are arguing about the identity of the almighty Sinnoh and the danger posed by the frenzied Kleavor. Kamado assigns you to investigate the Noble Pokémon as a neutral member of the Galaxy Team. Listen to the briefing, then speak with Captain Cyllene and Professor Laventon downstairs to receive the practical details.
The objective changes to Mission 7, The Frenzy of the Lord of the Woods. Before departing, restock at Jubilife Village if necessary. The east gate is the departure point. When you are ready, choose the Obsidian Fieldlands and start from Heights Camp, which is now available as a fast-travel and expedition location.
- Return to Jubilife Village after Mission 5.
- Rest and complete the next-morning Galaxy Hall sequence.
- Report to Commander Kamado on the third floor.
- Accept the Kleavor investigation and Mission 7.
4. Reach Grandtree Arena and defeat Lian’s Goomy
From Heights Camp, travel south through Nature’s Pantry, pass the waterways around Tidewater Dam, and continue east into The Heartwood. Grandtree Arena is in the deepest southeastern part of the forest. Follow the objective marker and look for the orange signs near the rear of the woods.
Speak with Lian, Kleavor’s Pearl Clan warden. He will not let you approach the Noble until you prove that you can handle his partner Pokémon. Battle his level 15 Goomy and defeat it. Goomy is a Dragon-type Pokémon, so Ice-, Dragon-, and Fairy-type attacks are effective when available. Its early moves are not especially powerful, but do not enter the battle with a damaged or incomplete party.
After the battle, Lian still hesitates because Kleavor is too dangerous. Irida arrives and agrees that you should investigate. Return to either Fieldlands camp and speak with Professor Laventon. The report sends you back to Jubilife Village, where Laventon develops a way to turn Kleavor’s favorite offerings into throwable balms.
- Use Heights Camp as the staging point.
- Travel through Nature’s Pantry, Tidewater Dam, and The Heartwood.
- Find Lian at Grandtree Arena.
- Defeat his level 15 Goomy and report back to Professor Laventon.
5. Unlock Wyrdeer, defeat Irida’s Glaceon, and prepare the balms
After the Jubilife Village discussion, leave through the east gate and return to Heights Camp. Mai brings you to Adaman and Wyrdeer. During the story sequence, you receive the Celestica Flute and permission to ride Wyrdeer. Press Plus to summon the ride Pokémon; B accelerates and Y jumps. Dismount before throwing items or sending out a Pokémon.
Ride back to Grandtree Arena and speak with Lian. Explain Laventon’s plan to throw the offerings at Kleavor. Irida challenges you to a battle to test whether she can trust you. Her Glaceon is level 17. Fire-, Fighting-, Rock-, and Steel-type attacks are effective against it. Defeat Glaceon, after which Irida heals your party and helps prepare the Forest Balms.
When you are ready, speak with Lian to begin the Noble encounter. Do not leave the arena after the balms are made unless you need to resupply. The battle begins immediately when you confirm that you are ready.
- Receive the Celestica Flute and unlock Wyrdeer.
- Return to Grandtree Arena.
- Defeat Irida’s level 17 Glaceon.
- Allow Lian and Irida to prepare the Forest Balms.
6. Calm Noble Kleavor
Kleavor is a Bug/Rock-type Noble at level 18. The objective is to empty its frenzy gauge by throwing Forest Balms; defeating it in a normal Pokémon battle does not complete the encounter. Aim with ZR and throw balms whenever Kleavor is exposed. Use Y to dodge its attacks and reposition rather than standing directly in its path.
Kleavor’s charge is the clearest opening. It faces you, its eye shines, and it rushes forward in a straight line. Dodge at the last moment so it crashes into a wall or passes you. During the resulting opening, throw several balms. Kleavor also uses sweeping attacks and can cross the arena quickly, so keep enough distance to see the attack begin.
When the prompt allows you to send in a Pokémon, you may start a turn-based battle. Defeating Kleavor in that battle temporarily dazes it and creates a safer opportunity to throw many balms. Water-, Rock-, and Steel-type attacks are super effective. Fire is not a reliable recommendation here because Kleavor’s Rock typing changes its overall weaknesses.
Continue alternating between dodging, throwing balms, and using safe battle openings until the frenzy gauge is empty. The final balm ends the encounter, Kleavor gives you the Insect Plate, and Irida heals your party.
- Use ZR to throw Forest Balms.
- Use Y to dodge charges and sweeping attacks.
- Use Water-, Rock-, or Steel-type attacks during battle openings.
- Continue until the frenzy gauge is completely empty.
- Receive the Insect Plate.
7. Report Mission 7 and verify the handoff to Mission 8
After Kleavor is calmed, return to either Fieldlands camp and speak with Professor Laventon. He sends you back to Jubilife Village. Go to Galaxy Hall and report to Commander Kamado to finish Mission 7, The Frenzy of the Lord of the Woods.
After the report and the following story scenes, open the Arc Phone’s Missions and Requests menu and confirm that Mission 8, Arezu’s Predicament, is active. This confirms that the Crimson Mirelands chapter is ready to begin. Do not treat Request 22, Eerie Apparitions in the Night, or other new Requests as substitutes for the main mission; they are optional side content.
You do not need to defeat every Alpha Pokémon, complete every Fieldlands Research Task, or finish every available Request before leaving. Return later for skipped species, Alpha encounters, and optional rewards.
- Return to Fieldlands Camp after calming Kleavor.
- Report Mission 7 to Commander Kamado in Galaxy Hall.
- Confirm that Mission 8, Arezu’s Predicament, appears as the active main mission.
- Leave optional Requests and unfinished Fieldlands research for later if desired.
8. Recover from failure or prepare for a retry
If Kleavor defeats you, choose Continue when you want to preserve progress already removed from the frenzy gauge. Restart restores the encounter rather than preserving the cleared portion. If you need a cleaner attempt, return to camp, heal, replace a poor matchup, craft or buy more healing items, and start the mission again.
The Lian, Irida, and Kleavor sequences are easier when your party is healthy and includes varied attack types. Avoid fighting every Alpha Pokémon along the route; use tall grass, bait, wider paths, or Wyrdeer to bypass them. Requests such as camp errands and early Pokédex tasks can provide useful supplies, but they are optional and do not replace the required mission battles or reports.
- Choose Continue after a failed Kleavor attempt if you want to keep cleared gauge progress.
- Return to camp to heal and change your party when necessary.
- Resupply before restarting the Noble fight.
- Confirm the next mission before handing off to the Crimson Mirelands chapter.
Before you move on
- First Star rank has been earned and Mission 5 has been completed.
- The Rei or Akari battle and Mai’s level 10 Munchlax battle are complete.
- The level 12 Alpha Kricketune at Deertrack Heights has been defeated or captured.
- Heights Camp is available in the Obsidian Fieldlands.
- Mission 6’s Commander Kamado briefing, including the Adaman and Irida dispute, has been completed.
- Wyrdeer is available through the Celestica Flute.
- Lian’s level 15 Goomy and Irida’s level 17 Glaceon have been defeated.
- Kleavor’s frenzy gauge is empty and the Insect Plate has been received.
- Mission 7 has been reported to Commander Kamado in Jubilife Village.
- Mission 8, Arezu’s Predicament, appears as the active main mission before continuing.
References for this chapter
Crimson Mirelands — Swamps, Alpha Pokémon and Midgame Progression
The Crimson Mirelands advances the story through Mission 8: Arezu’s Predicament. Establish Mirelands Camp, optionally unlock Bogbound Camp, defeat and calm Ursaluna at Sludge Mound, use the new Ursaluna mount to locate Arezu, and then quell Noble Lilligant at Brava Arena. Requests and research tasks are useful for rank progress and supplies, but they are not a general requirement for unlocking the next story mission.
Enter the Crimson Mirelands and establish your staging point
After completing Mission 7, The Frenzy of the Lord of the Woods, return to Galaxy Hall and follow the objective to Commander Kamado. After the story conversation with Arezu, leave through the front gate and choose the Crimson Mirelands. The first available field base is Mirelands Camp in the southern part of the region.
Use Mirelands Camp before exploring deeply. Heal the party, change team members, withdraw stored items and craft supplies. Bring healing items, Revives, ordinary Poké Balls and the best upgraded balls currently available to you. Great Balls become especially useful once your Survey Corps rank allows them. You do not need to prepare a stockpile of Noble balms; the required balms are provided during Noble encounters.
- Mission 8: Arezu’s Predicament is selected as the active mission.
- The party is healed at Mirelands Camp.
- Healing items, Revives and suitable Poké Balls are available.
Unlock Bogbound Camp at Sludge Mound
Request 31, Setting Up the Bogbound Camp, becomes available after your first visit to the Crimson Mirelands. Odo is waiting near Sludge Mound. Speak with him, then approach the construction site and chase away the three Stunky. Battle them or drive them away with Pokémon throws, then speak with Odo again to complete the setup.
Bogbound Camp is an optional convenience rather than a story prerequisite. It sits in the central Mirelands and is useful for later trips toward Gapejaw Bog, Scarlet Bog and the surrounding routes. Unlocking it early is worthwhile because it gives you a closer healing and resupply point, but do not delay Mission 8 if you would rather continue the story.
- Request 31 has been accepted from Odo.
- All three Stunky have been chased away.
- Bogbound Camp is available as a fast-travel and recovery point.
Build research progress while avoiding unnecessary Alpha battles
Use the first Mirelands trips to catch common Pokémon and complete straightforward Pokédex tasks. Good targets include Psyduck, Geodude, Zubat, Golbat, Roselia, Tangela, Hippopotas, Stunky, Croagunk and Petilil. Catch several members of a species, catch some without being seen, and use recorded moves when those tasks are available. This improves research efficiently without forcing difficult battles.
Alpha Pokémon are larger than normal members of their species and have glowing red eyes. They are stronger, more durable and more likely to detect you from a distance. An Alpha can sometimes be caught without battling if you approach from behind and use an appropriate ball, but it is safer to postpone high-level Alphas unless you have a good stealth route and enough balls. Use tall grass, rocks, trees and raised ground to break line of sight. If an Alpha is near other hostile Pokémon, lure it away with a berry or wait for the group to separate before throwing a Pokémon into battle.
- Prioritize easy catches and research tasks over forced Alpha fights.
- Use tall grass and terrain to break detection.
- Retreat if more than one hostile Pokémon joins the encounter.
Defeat Ursaluna and obtain its ride ability
Follow the main objective to the Solaceon Ruins. Speak with Warden Calaba, then complete the short confrontation involving Volo and the stolen Wall Fragment. Follow the objective to the nearby campfire and defeat the Miss Fortune battle there. Return the Wall Fragment to Calaba at the Solaceon Ruins, then meet her at Sludge Mound when instructed.
Ursaluna is level 26 and is Normal/Ground type. Fighting, Water, Grass and Ice attacks are effective, while Ghost and Electric attacks do not work. After you defeat it, Calaba administers the Pearl Clan medicine and Ursaluna is calmed rather than captured. Play the Celestica Flute when prompted to unlock Ursaluna as a Ride Pokémon and receive the Earth Plate.
While riding Ursaluna, watch the sensing signal in front of it. Green indicates a distant item or target; yellow and red indicate that you are moving closer. Turn gradually toward the strongest signal and stop occasionally to confirm the direction. The story objective, not optional buried treasure, should guide this search.
- The Wall Fragment has been returned to Calaba.
- Ursaluna has been defeated and calmed at Sludge Mound.
- Ursaluna is unlocked as a Ride Pokémon and the Earth Plate is obtained.
- The Arezu search objective is active.
Locate Arezu and travel to Brava Arena
Use Ursaluna’s sensing ability to locate Arezu in the Mirelands. The search leads you toward the area near the Solaceon Ruins and Scarlet Bog. Follow the mission marker when it updates rather than diverting to every buried-item signal. If hostile Pokémon detect you, dismount, break line of sight behind a rock or ridge, and wait for the alert to clear.
After speaking with Arezu, follow the updated objective toward Brava Arena in the northern part of the Mirelands. Heal at Mirelands Camp or Bogbound Camp before entering the arena. Lilligant is level 30, so a party with several Pokémon near the upper twenties or around level 30 is a safer preparation than relying on one overleveled attacker. Include a Flying-, Poison-, Bug-, Fire-, Ice-, Psychic- or Fairy-type attack if available; do not build the entire party around Pokémon that are vulnerable to Grass- or Fighting-type attacks.
- Arezu has been found through the Ursaluna search.
- The objective has changed to the Brava Arena encounter.
- The party has been healed before entering the arena.
Quell Noble Lilligant
The Lilligant encounter alternates between real-time attacks and short opportunities to send out a Pokémon. During the dancing sequence, move around the arena and throw balms when Lilligant is not immediately attacking. When it leaps and lands, keep your distance from the shockwave and dodge through dangerous waves rather than standing still. If the screen edges darken or redden, stop approaching until the damage effect passes.
Lilligant periodically becomes tired or stunned, creating an opening to begin a normal Pokémon battle. Use a super-effective move when possible, then resume throwing balms after the battle ends. A battle can shorten the encounter by creating a longer safe window, but it is not necessary to force one every time. Focus first on dodging consistently; repeated uncontrolled balm throws are more likely to cause damage.
If you fail, retry after choosing the option to continue from the encounter. If your party is injured or your timing is poor, quit the attempt when possible, return to camp, heal and change the lead Pokémon. The real-time portion is the main danger, so a calm approach with repeated dodges is more reliable than standing close to Lilligant.
- Lilligant’s attacks are being avoided with dodges.
- The battle openings are used when they provide a safe advantage.
- The Noble’s frenzy gauge has been emptied and Lilligant has been calmed.
Complete the required return sequence
After Lilligant is calmed, collect the Meadow Plate and follow the mission instructions back toward the field camp. Speak with Professor Laventon at Mirelands Camp to return to Jubilife Village. This camp conversation is part of the required progression; simply walking back to the village and trying to speak to Commander Kamado may not advance the mission.
Once back in Jubilife Village, enter Galaxy Hall and report to Commander Kamado on the third floor. Complete the following dialogue and Wallflower scene. This finishes Mission 8 and advances the story to Mission 9, A New Mission. The next story chapter does not require clearing every Mirelands Request or defeating every Alpha.
- Lilligant has been calmed and the Meadow Plate obtained.
- Professor Laventon has been spoken to at Mirelands Camp.
- You have returned to Jubilife Village.
- Commander Kamado has received the report and Mission 8 is complete.
Before you move on
- Request 31 has been completed if Bogbound Camp was desired, though it is optional for story completion.
- Ursaluna has been defeated, calmed and unlocked as a Ride Pokémon.
- Arezu has been located with Ursaluna’s sensing ability.
- Noble Lilligant at Brava Arena has been calmed and the Meadow Plate has been received.
- Professor Laventon has returned you to Jubilife Village after the Noble sequence.
- Commander Kamado has accepted the report and Mission 9, A New Mission, is available.
Cobalt Coastlands — Waterways, Island Routes and Coastal Threats
Begin this chapter only after completing Mission 8, Arezu’s Predicament, and finishing Mission 9, A New Mission, in Jubilife Village. After the Mission 9 village sequence, speak with Commander Kamado to accept Mission 10, The Lordless Island. Investigate the Cobalt Coastlands, obtain Basculegion by helping Iscan, cross to Firespit Island, defeat the Miss Fortune Sisters, and calm the frenzied Noble Hisuian Arcanine.
1. Finish the Mirelands and Jubilife prerequisites
Do not travel to the Cobalt Coastlands immediately after Mission 8. First complete Mission 8, Arezu’s Predicament, in the Crimson Mirelands, then return to Jubilife Village and complete Mission 9, A New Mission. This village sequence includes the required conversations and errands that advance the main story and open the next investigation.
After Mission 9 is complete, visit Commander Kamado in his office. He assigns Mission 10, The Lordless Island, and directs you to investigate strange activity in the Cobalt Coastlands. Speak with Cyllene downstairs afterward. You must have the required Survey Corps rank, normally Third Star, before she permits access to the new region. If the rank requirement is not met, return to an earlier region, complete Research Tasks, report to Professor Laventon, and raise your rank before continuing.
At the front gate, speak with Lian before departing. He provides introductory evolution-item advice and useful Grit items for the expedition. Select the Cobalt Coastlands from the travel menu and let Professor Laventon take you to Beachside Camp.
- Mission 8, Arezu’s Predicament, is complete.
- Mission 9, A New Mission, is complete in Jubilife Village.
- Mission 10, The Lordless Island, is active in the Mission list.
- Cyllene has granted access to the Cobalt Coastlands.
2. Start the Coastlands investigation
At Beachside Camp, speak with Irida to begin the required opening battle. She uses Glaceon at level 30 and Eevee at level 15. Winning is useful for experience, but losing does not stop the mission; the story continues and Irida restores your party afterward.
Ride Wyrdeer east along the main landmass toward Veilstone Cape. You can follow the objective marker directly, but catch or battle a few Pokémon along the way if you need additional Research Points. At the end of the cape, speak with Palina and inspect the two Growlithe. Palina explains what happened to the previous lord and sends you to Iscan for help reaching Firespit Island.
Iscan is at Aipom Hill on the opposite side of the region. Use the map to set the marker and return to Beachside Camp if you want to cut down the distance before riding across the central routes. Enter Iscan’s home to advance the mission.
- Irida’s Beachside Camp battle has been completed or lost.
- Palina has been found at Veilstone Cape.
- The objective to find Iscan at Aipom Hill is active.
3. Catch Dusclops and unlock Basculegion
Iscan needs Dusclops’s Dark Pulse to prepare Basculegion’s favorite food. Travel to Deadwood Haunt after nightfall and catch a Dusclops. If it is daytime, rest at Beachside Camp until night before searching. You only need to catch one; defeating every Pokémon in the haunt is unnecessary.
Return to Iscan after catching Dusclops. He prepares the food and tells you to meet him at Ginkgo Landing. Follow the new marker to the beach, where Iscan summons Basculegion. Feed it, then play the Celestica Flute when prompted. Basculegion becomes a ride Pokémon and the story awards the Splash Plate.
Use the plus button to summon Basculegion when you are near water, or press A while in the water. Press Y to jump and press Y again in midair for a second jump. ZR throws Poké Balls, bait, items, or your partner Pokémon. Throws made while airborne slow the action briefly, which is useful for distant or moving targets. Basculegion is required to cross to Firespit Island, so do not try to reach the island by ordinary swimming.
- A Dusclops has been caught and delivered to Iscan.
- The Splash Plate has been obtained during the Basculegion scene.
- Basculegion is available as a ride Pokémon.
4. Complete Request 46 when convenient
Request 46, Setting Up the Coastlands Camp, is optional for Mission 10 but strongly recommended. During the first Coastlands expedition, speak with Gully near the approach to Bather’s Lagoon. She asks you to find Yorrich of the Construction Corps.
Follow the marker to Sand’s Reach, the hand-shaped peninsula in the southeastern part of the region. Find Yorrich at the peninsula’s fingertip and defeat the Chatot attacking him. Return to Gully and report what happened. Coastlands Camp is then established as a second fast-travel and resupply location.
Beachside Camp is convenient for Veilstone Cape, Aipom Hill, Deadwood Haunt, and the western shoreline. Coastlands Camp is better for Sand’s Reach, Tranquility Cove, Seagrass Haven, and later southeastern Coastlands Requests. It also reduces the distance for future searches and return visits to the Firespit Island route.
- Request 46 has been accepted from Gully.
- Yorrich has been found at Sand’s Reach.
- The attacking Chatot has been defeated.
- Coastlands Camp is available for fast travel.
5. Use the Coastlands to build a practical party
Common shoreline encounters include Buizel, Floatzel, Shellos, Gastrodon, Remoraid, Octillery, Aipom, and their evolutions. Record or catch these while moving between objectives, but do not delay Mission 10 to finish every Research Task. After obtaining Basculegion, check the water for Basculin, Mantyke, and Mantine. Piplup, Prinplup, and Empoleon are optional Coastlands encounters, as are species such as Finneon, Lumineon, Hisuian Qwilfish, Chatot, Togepi, Drifloon, and Drifblim.
Use a mixed party before crossing to Firespit Island. A Water- or Ground-capable attacker is especially valuable for the final Noble encounter. Add a Pokémon that can handle Flying targets and another durable member that can survive unexpected Alpha attacks. Do not fill the entire party with Water types merely because much of the region is ocean; the volcanic section includes Fire- and Rock-type threats.
Restore at camp and carry healing items, several types of Poké Balls, bait or cakes, and smoke-support items if you plan to sneak through aggressive groups. If several Pokémon detect you at once, retreat toward open ground, break line of sight around rocks, or return to camp rather than fighting through a weakened party.
- Your party includes Water- or Ground-type coverage.
- You have healing items and sufficient Poké Balls for an extended expedition.
- You have recorded several ordinary Coastlands species without delaying the main mission.
6. Reach Firespit Island and calm Noble Hisuian Arcanine
After Basculegion is unlocked, follow the Mission marker across the water to Firespit Island. Continue along the volcanic path until you reach Molten Arena. The Miss Fortune Sisters attempt to take control of the Growlithe and challenge you in sequence: Clover uses a level 35 Abomasnow, Coin uses a level 34 Toxicroak, and Charm uses level 34 Rhydon and level 35 Gengar. Defeat each battle to advance.
The rescued Growlithe evolves into Hisuian Arcanine, but a space-time lightning strike immediately sends it into a frenzy. Iscan provides Volcano Balms. Re-enter the arena and throw balms with ZR while dodging with Y. Arcanine charges in a straight line, jumps into the center, and later leaves a ring of flames that restricts the safe area.
Partway through the encounter, five fireballs appear above Arcanine. Each successful balm removes one fireball. Clear all five to create a stun opportunity. You may continue throwing balms or send out a Pokémon for a battle phase. Hisuian Arcanine is Fire/Rock and is especially vulnerable to Water- and Ground-type moves; Fighting- and Rock-type moves are also effective.
If you black out, restart from the available progress point or continue from the last frenzy-bar marker. If the battle is still difficult, return to camp, heal, improve your party, and bring more recovery items. When Arcanine is calm, receive the Flame Plate, return to a base camp, and report to Professor Laventon. Then return to Jubilife Village and speak with Commander Kamado to finish Mission 10.
- Clover, Coin, and Charm have been defeated.
- The frenzied Hisuian Arcanine has been calmed.
- The Flame Plate has been received.
- The mission has been reported to Professor Laventon and Commander Kamado.
Before you move on
- Mission 8 and Mission 9 were completed before Mission 10 was accepted.
- The Lordless Island has been completed through the Hisuian Arcanine encounter.
- Basculegion is unlocked and can cross the Coastlands waterways.
- The Splash Plate and Flame Plate have been obtained during the story.
- Beachside Camp is available, and Coastlands Camp is also available if Request 46 was completed.
- The Coastlands mission has been reported to Commander Kamado in Jubilife Village.
- Your party is healed and ready for the next story region, while optional Coastlands research and Requests remain available.
Coronet Highlands — High Ground, Storms and the Road Toward the Climax
Mission 11, Scaling Perilous Heights, takes you through the Coronet Highlands to the frenzied Noble Hisuian Electrode. Reach Fourth Star rank, follow Ingo through Wayward Cave and the Ancient Quarry, obtain Sneasler’s climbing service, defeat Melli outside Moonview Arena, and calm Electrode. Requests and research are useful preparation, but the mission itself is advanced by the main-story objectives rather than by clearing every Coronet Highlands Request.
Reach Fourth Star rank and begin the mission
After completing the previous Noble mission, return to Galaxy Hall and follow the new story marker. Before you leave, you must reach Fourth Star rank. If Captain Cyllene will not authorize entry to the Coronet Highlands, return to an earlier region and complete Pokédex research tasks until you qualify for promotion. Catching Pokémon, defeating them, observing moves, and completing listed research tasks are reliable ways to add research points.
When you are ready, leave Galaxy Hall and battle Adaman outside. His team consists of a level 36 Leafeon and a level 18 Eevee. A Fire-, Ice-, Bug-, or Poison-type attack is useful against Leafeon, while the Eevee is much less threatening. Heal afterward, then speak with the story characters at the Training Grounds to receive the authorization and meet Ingo, who will guide you into the highlands.
- Reach Fourth Star rank.
- Defeat Adaman’s level 36 Leafeon and level 18 Eevee.
- Speak with Ingo at the Training Grounds and receive authorization to enter the Coronet Highlands.
Follow Ingo through Wayward Cave
Travel to the Coronet Highlands and follow Ingo toward the mountain. Melli interferes by removing the lights in Wayward Cave, so remain with Ingo and use the lit route through the cave rather than trying to force your way through the darkness. Confined spaces make it easy for several wild Pokémon to notice you at once; avoid unnecessary battles and reposition before throwing a Pokémon if the cave walls leave you little room.
After you exit Wayward Cave, continue along the marked route toward the Ancient Quarry. Keep healing items available because the next required battles occur before you reach the Noble arena.
- Enter Wayward Cave with Ingo.
- Follow the marked route through the cave and emerge on the mountain path.
- Continue toward the Ancient Quarry.
Defeat Melli at the Ancient Quarry
Melli blocks the quarry entrance with a level 40 Skuntank. Ground-type attacks are especially effective, but remember that Skuntank’s Dark typing makes Psychic attacks ineffective. A sturdy Pokémon is preferable to a fragile attacker because Skuntank can use damaging Poison- and Dark-type moves.
After winning, proceed through the Ancient Quarry. Follow the mission marker and avoid wandering along the cliffs. Ingo challenges you after you reach the next destination. His team is a level 41 Machoke, a level 41 Tangela, and a level 42 Gliscor. Flying- or Psychic-type attacks help against Machoke, Fire- or Ice-type attacks are useful against Tangela, and Ice- or Water-type coverage is valuable against Gliscor. Do not leave your first Pokémon in battle simply because it has a type advantage; switch when its health or matchup becomes unsafe.
- Defeat Melli’s level 40 Skuntank.
- Pass through the Ancient Quarry.
- Defeat Ingo’s level 41 Machoke, level 41 Tangela, and level 42 Gliscor.
Obtain Sneasler and unlock the Mountain Camp if desired
After the battle with Ingo, Sneasler becomes available as a Ride Pokémon. Use Sneasler to climb the marked cliffs and reach the higher route toward Moonview Arena. Approach climbable walls from stable ground, and dismount if an Alpha or group of hostile Pokémon is waiting on a narrow ledge. You do not need to defeat every Alpha on the way to the arena.
The Mountain Camp is not automatically present when you first arrive. After receiving this mission, speak with Eshim near the Highlands Camp to begin Request 65, Setting Up the Mountain Camp. Find the injured Bronzor on the opposite side of the river and report back to establish the additional camp. This Request is optional for the immediate story, but completing it gives you a much better healing and fast-travel point for the upper area.
- Receive Sneasler’s climbing ability.
- Use Sneasler to reach the upper Coronet Highlands route.
- Complete Request 65 if you want the additional Mountain Camp before continuing.
Defeat Melli again outside Moonview Arena
When you reach the entrance to Moonview Arena, Melli challenges you a second time. His team is a level 44 Skuntank, level 22 Zubat, and level 22 Skorupi. Defeat Skuntank first if your Ground-type attack can remove it quickly, because it is the strongest member of the group. If Zubat is causing problems with Hypnosis, eliminate it early instead. Keep a sturdy Pokémon ready because this is a one-Pokémon battle against three opponents, and opposing turns can accumulate quickly.
- Reach Moonview Arena with Sneasler.
- Defeat Melli’s level 44 Skuntank, level 22 Zubat, and level 22 Skorupi.
- Heal before entering the arena.
Calm Noble Hisuian Electrode
Enter Moonview Arena and begin the Noble battle. Hisuian Electrode is level 46. During the frenzy phase, keep moving around the arena and watch for the homing electric orbs, falling Voltorb, and ground shockwaves. Do not stand still to throw balms while an attack is approaching. Wait until Electrode finishes an attack or begins its vulnerable charge, then throw Mountain Balms during the opening.
You can initiate a Pokémon battle by throwing one of your Pokémon at Electrode during an appropriate opening. Defeating it in battle briefly stuns the Noble and creates a safer opportunity to throw more balms. Electrode uses Electric- and Grass-type attacks, including Energy Ball, so do not rely on a single Ground-type Pokémon. Bring several Pokémon in the low-to-mid forties if possible, with more than one reliable attacker and enough healing items to recover between attempts.
If the encounter becomes unmanageable, prioritize survival over constant attacks. Keep circling, use the arena’s space to separate yourself from the homing projectiles, and throw balms only after the attack pattern has ended. If you fail, retry the encounter after changing your lead Pokémon, healing at camp, or replacing a weak matchup. Continue the battle-and-balm cycle until the frenzy gauge is empty.
- Avoid Electrode’s homing orbs, falling Voltorb, and shockwaves.
- Use a Pokémon battle to create stun opportunities.
- Throw Mountain Balms during attack recovery windows until the frenzy gauge is empty.
Report to Kamado and prepare for the next ascent
After Electrode is calmed, return to Jubilife Village and report to Commander Kamado. This completes Mission 11, Scaling Perilous Heights, and awards the Zap Plate. You do not need to finish every Coronet Highlands Request before making this report. Requests can provide camps, items, research progress, and useful Pokémon, but they are not all story gates.
Before later missions return you to Mount Coronet, raise your Star rank through efficient research tasks, heal your party, and restock Poké Balls, Great Balls, healing items, Revives, and status recovery. A balanced party in the low-to-mid forties is a safer preparation target than relying on one overleveled Pokémon. Keep Fire, Ice, Water, Fighting, Ground, or Dark coverage available so that later story battles do not depend on one matchup.
- Report to Commander Kamado after calming Electrode.
- Confirm that Mission 11 is complete and the Zap Plate has been received.
- Check that the next main mission is available in Galaxy Hall.
- Restock supplies and maintain a balanced party before the later Mount Coronet missions.
Before you move on
- Mission 11, Scaling Perilous Heights, is marked complete after Hisuian Electrode is calmed and you report to Commander Kamado.
- Sneasler is available as a Ride Pokémon for climbing cliffs.
- The Zap Plate has been added to your key items or story inventory.
- The next main-story mission is available from Galaxy Hall.
- Your party and supplies are ready for the later Mount Coronet missions, including stronger trainer and Legendary encounters.
Alabaster Icelands — Cold Terrain, Unique Species and Strategic Capture
The Alabaster Icelands are the fifth major survey area and the setting for Mission 12, The Slumbering Lord of the Tundra. Enter after reaching Five Star Member rank, establish Icepeak Camp early, and use the region’s climbing and flying routes instead of repeatedly returning to Jubilife Village. The main story culminates in the Noble Avalugg encounter at Icepeak Arena, but the region also contains species and evolutions that become important when completing the Pokédex for the post-game Arceus path.
1. Prepare before entering the Icelands
Reach Five Star Member rank before attempting to enter the Alabaster Icelands. Before departing Jubilife Village, heal the entire party and carry a mixture of Great Balls or Ultra Balls, ordinary Poké Balls, healing items, Revives, Smoke Bombs, and crafting materials for additional balls. The area contains aggressive Pokémon, high-level Alphas, narrow passages, and several story battles, so do not rely on one overleveled team member.
Build a party with answers to the region’s major matchups. Fire-, Fighting-, Rock-, and Steel-type attacks are effective against Ice Pokémon, while Electric- and Grass-type attacks help against Water Pokémon. Water-, Grass-, and Ice-type attacks provide useful coverage against Ground Pokémon. Add at least one fast Pokémon with dependable neutral damage for mobile targets such as Rufflet and Braviary, and keep one Pokémon capable of weakening wild targets without knocking them out immediately.
- Reach Five Star Member rank.
- Heal and resupply before leaving Jubilife Village.
- Carry coverage for Ice, Water, and Ground opponents.
- Keep Smoke Bombs and upgraded Poké Balls available for open snowfields.
2. Establish Icepeak Camp as soon as Mission 12 allows it
When The Slumbering Lord of the Tundra becomes available, speak with Brice near the falls in the Avalugg’s Legacy area to begin Request 78, Setting Up the Icepeak Camp. Craig is across the river from Brice, on the other side of the waterfall area. Talk to Craig, then return to Brice. The request establishes Icepeak Camp and adds a second fast-travel point to the region.
Snowfields Camp is the southern camp you already use when the Icelands first open. Icepeak Camp serves the northern half of the map and is especially useful for reaching Avalugg’s Legacy, Icepeak Arena, Lake Acuity, Snowpoint Temple, and nearby high-level spawns. Use either camp to heal, access storage, craft, and change the time of day before a long trek. Completing Request 78 also enables later Icelands activities, including the local balloon race and Brice’s Fire-type request, once their other conditions are met.
- Start Request 78 after Mission 12 becomes available.
- Find Craig across the river from Brice and report back.
- Use Snowfields Camp for the south and Icepeak Camp for the north.
- Rest and craft at camp instead of returning to Jubilife after every objective.
3. Navigate the snow with climbing, cover, and landmarks
The Icelands are divided by cliffs, deep snow, frozen waterways, and narrow ravines. Use Sneasler to climb steep surfaces and avoid long detours. Later in the story, Braviary lets you cross gaps and survey the terrain from above. Snowfields Camp is the southern anchor; Avalugg’s Legacy is west of the central route; Icepeak Camp and Icepeak Arena occupy the northern section; Lake Acuity and Snowpoint Temple are further north.
Open snow makes stealth difficult because there is little natural cover. Crouch in grass or behind rocks, throw a Berry or other lure to separate one Pokémon from a group, and approach from behind for a better capture opportunity. Smoke Bombs create temporary cover when crossing exposed ground. If several aggressive Pokémon notice you, mount Wyrdeer or Sneasler and retreat toward camp rather than fighting while surrounded. You can return after healing and reset the immediate encounter area.
- Use Sneasler to bypass cliffs and blocked ground routes.
- Use grass, rocks, elevation, and Smoke Bombs for concealment.
- Separate groups with lures before attempting captures.
- Retreat to a camp when multiple aggressive Pokémon converge.
4. Build research while following the main route
Do not treat the Icelands as a separate grinding assignment. Catch common species as you travel between story objectives, including Bergmite, Snover, Abomasnow, Swinub, Piloswine, Machoke, and Zorua. For species with convenient tasks, combine captures with listed move observations, defeats, or battle-style requirements. Several different completed tasks raise an entry efficiently; you do not need every task completed to continue the story or to prepare for the post-game.
Prioritize species that are uncommon elsewhere or that contribute to later Pokédex work. Hisuian Zorua and Hisuian Zoroark, Rufflet and Braviary, Bergmite and Hisuian Avalugg, Froslass, Glalie, Mamoswine, and Alolan Vulpix from its related request are useful targets. Check the Pokédex before leaving a sub-area so you know whether you still need a catch, an evolution, or a move observation. For the Arceus route, remember that Research Level 10 is not required for the encounter; the critical requirement is catching the necessary species.
- Catch common species during ordinary travel.
- Use varied research tasks instead of repeating one action needlessly.
- Record rare species and return later if the current route is unsafe.
- Do not grind every entry to Research Level 10 solely for Arceus.
5. Complete the required Mission 12 sequence
Follow the mission marker to Avalugg’s Legacy and speak with Gaeric. Defeat his Glalie and Froslass, then follow the story to Snowpoint Temple. Inside the temple, follow Sabi through the statue rooms and inspect the statues in the order indicated by their markings. After the temple battle, complete the Braviary trial. This unlocks the flight route needed to reach the top of Avalugg’s Legacy and Icepeak Arena.
At Icepeak Arena, Gaeric uses Eternal Ice to prepare Snow Balms. The Noble encounter is Hisuian Avalugg at level 56, an Ice/Rock Pokémon vulnerable to Fire-, Fighting-, Rock-, and Steel-type attacks. During the field phase, prioritize survival over constant throwing. Avalugg sends waves of ice pulses, homing projectiles, ice shards from the ground, charges, and a large beam. Dodge with Y, move laterally when projectiles track you, and throw Snow Balms during the recovery windows. When Avalugg is dazed, send out a Pokémon to begin a battle and exploit its weaknesses. Winning that battle does not finish the encounter; immediately throw Snow Balms while Avalugg is stunned, then repeat the dodge, battle, and balm cycle until the frenzy gauge is empty.
- Defeat Gaeric’s team before entering the temple sequence.
- Solve the Snowpoint Temple statue rooms and clear the ensuing battle.
- Complete the Braviary trial and fly to Icepeak Arena.
- Prepare for a level 56 Ice/Rock Avalugg.
- Dodge first, battle during openings, and use Snow Balms after each stun.
6. Complete useful Requests without confusing them with story requirements
Request 81, In Search of a Fiery Pokémon, is available through Brice at Icepeak Camp after the camp has been established and its other conditions are satisfied. Show him a Fire-type Pokémon to complete it. Request 84, The Bergmite Enthusiast, asks you to show Dominia a completed Bergmite Pokédex entry and is worthwhile while researching Bergmite. Request 90, The Pearl Clan’s Treasure, is a later optional battle against Irida and is not required to quell Avalugg.
These Requests provide rewards and support completion, but no Alabaster Icelands field task is individually required to unlock the post-game story. For the eventual Arceus encounter, catch every required Pokédex species and finish the necessary story missions and Plate events. Return to the Icelands later for species that are easier to find after obtaining all traversal mounts, including rare encounters, evolutions, and space-time distortion Pokémon. Do not force a dangerous capture early if marking the location and returning later is safer.
- Use Request 81 for an optional Fire-type reward.
- Complete Request 84 if Bergmite research is already underway.
- Treat Request 90 as optional post-story content.
- Track missing catches separately from Research Level 10 goals.
- Return for rare species after all movement abilities are available.
Before you move on
- Five Star Member rank was reached before entering the region.
- Request 78 is complete and Icepeak Camp is available for fast travel.
- The Snowpoint Temple sequence, Braviary trial, and Mission 12 are complete.
- Avalugg’s frenzy has been quelled at Icepeak Arena and the mission has been reported through its closing story dialogue.
- The party includes reliable Fire, Fighting, Rock, Steel, Electric, Grass, or Water coverage rather than depending on one attacker.
- The Pokédex records the Icelands species needed for current progress, with missing rare species marked for a later return.
- You understand that regional research and optional Requests help completion but are not themselves a special post-game access gate.
- Sources support the original Nintendo Switch version’s Alabaster Icelands progression, Request locations, Avalugg encounter, and Pokédex-based endgame requirements.
References for this chapter
- Pokémon Legends: Arceus Official Website – Story and Frenzied Noble Pokémon
- Explore a new frontier in Pokémon Legends: Arceus, available now!
- The Slumbering Lord of the Tundra — Serebii
- Serebii.net – Pokémon Legends: Arceus Noble Pokémon
- Setting Up the Icepeak Camp: Request 78 — Game8
- Setting Up the Icepeak Camp: Request 78 — GameWith
- Pokémon Legends: Arceus - Requests
- Alabaster Icelands Map and Pokémon List — Game8
- Mission 12: The Slumbering Lord of the Tundra — GameFAQs
- Missions & Requests in Pokémon Legends: Arceus — Pokémon Database
Combat Fundamentals: Turn Battles, Dodges and Stagger Windows
Pokémon Legends: Arceus combines real-time positioning, throwing and dodging with a revised turn-based battle system. You can capture some wild Pokémon without battling, or send out a partner Pokémon to weaken, defeat or control a target. During battles, read the action order before choosing a move, switch, item or move style. Agile Style favors tempo and earlier follow-up actions, while Strong Style favors decisive power at the cost of later actions. These fundamentals apply to ordinary wild Pokémon, Alpha Pokémon, trainer battles, Noble encounters and Legendary Pokémon, although Noble encounters do not use ordinary capture rules.
1. Choose between a direct capture and a Pokémon battle
A Poké Ball thrown directly at a wild Pokémon attempts a capture without starting a battle. This is most useful when the target is unaware, distracted or otherwise in a favorable capture state. It is never guaranteed: the Pokémon may break free, flee or become aggressive. Crouch in grass, approach from behind, use cover and select a ball suited to the distance and target whenever possible.
Throwing one of your Pokémon’s Poké Balls at the target starts a battle. Choose this approach when you need to weaken the Pokémon, apply a status condition, defeat it for a Research Task or safely control an alerted target. Hitting an unaware Pokémon from behind with your partner’s Poké Ball gives you the opening advantage in the battle, so circle around rather than approaching directly when the terrain permits.
Direct capture and battle are separate tactical choices. A direct throw saves time and resources when it works, but battling is more reliable when the species is difficult to catch, has a low capture chance or must be weakened for a specific objective. If the target is already attacking, move behind cover or create distance before sending out your Pokémon instead of standing in the open.
- Use a direct Poké Ball against an unaware or distracted target when a capture attempt is appropriate.
- Start a battle when the target must be weakened, defeated or safely controlled.
- Approach from behind to gain the opening advantage when beginning a battle.
2. Create an opening with positioning, bait and throwables
Overworld combat begins before the battle menu appears. Crouch, use tall grass and approach from the target’s rear whenever possible. Berries and other bait can draw some Pokémon away from their normal position, letting you reach a safer angle or separate one target from a group.
Throwable items can distract or briefly disrupt certain wild Pokémon. Use them when a target is facing you, when an Alpha is guarding a narrow route or when several Pokémon are close together. The exact result depends on the item and species, so treat the effect as an opportunity rather than a guaranteed stun. Once the target is distracted or briefly vulnerable, either throw a Poké Ball directly or send out a partner Pokémon to begin a battle.
There is no single universal stagger meter for every encounter. In ordinary exploration, the practical opening is the short period created by stealth, distraction, a successful item hit or a rear attack. Noble encounters use their own attack patterns and throwable-item windows; follow the encounter’s prompts and do not expect ordinary Poké Balls to calm or capture the Noble.
If a group notices you, do not keep throwing balls while surrounded. Sprint behind cover, break line of sight and approach again, or battle from a position where nearby Pokémon cannot immediately join the fight.
- Use grass, cover and rear approaches before exposing yourself.
- Use bait or throwable items to separate targets or create a brief opening when appropriate.
- Treat Noble attack windows as encounter-specific rather than using ordinary capture rules.
3. Read the action order before committing
The action-order display shows which Pokémon is expected to act next. Speed, move effects, stat changes and the selected move style influence this order, so battles do not always follow a one-action-per-side rhythm. A Pokémon may act more than once before its opponent, allowing you to attack again, heal, switch or apply a status effect before the next enemy action.
Check the order whenever your active Pokémon is low on health, an opponent is nearly defeated or you are deciding whether to use Agile Style or Strong Style. If your Pokémon is scheduled to act again before the opponent, you may be able to finish the target or use an item safely. If the opponent is positioned to receive multiple actions, do not assume that one Potion will solve the problem; switch to a healthier Pokémon or use a move style that improves the situation.
Treat the displayed order as a planning tool, not a permanent promise. A style choice, move effect, knockout or stat change can alter what happens next. When an opponent faints, the next enemy Pokémon may act immediately if the existing order favors it, so avoid ending a battle with your replacement Pokémon already in critical condition.
- Inspect the action order before healing, switching or using a style move.
- Expect the order to change after move effects and knockouts.
- Do not leave a low-health Pokémon in place when the opponent is scheduled to act repeatedly.
4. Use Agile Style for tempo
Agile Style lowers a mastered move’s power or other effects while improving the acting Pokémon’s action-speed position. This can let that same Pokémon act sooner or reach a more favorable place in the displayed action order. Use it when gaining another action matters more than dealing maximum damage: finish a weakened target, apply a status condition before the opponent moves or establish a safer sequence against a dangerous foe.
Agile Style is not automatically best for a fast Pokémon. Select it, then inspect the resulting action order before committing to the next command. The benefit may be small if the opponent is already slower, while a reduced-power attack may fail to secure a knockout. Against several opponents, one Agile action does not guarantee that your Pokémon will move before every enemy.
Agile Style can also reduce the effectiveness of moves whose secondary effects are modified by style. Check the move’s displayed information and use the regular version when the lower power or effect would create unnecessary risk. Both Agile Style and Strong Style normally consume two PP instead of one. The game still permits either style when a move has one PP remaining, but that use consumes its final PP.
Use Agile Style to change the battle’s tempo, not merely because the option is available. A regular super-effective move is often better when it already secures the knockout.
- Use Agile Style when an earlier or more favorable action is worth reduced power or effects.
- Check the displayed order after selecting the style.
- Remember that style moves normally consume two PP, even when only one PP remains.
5. Use Strong Style to secure a result
Strong Style raises a move’s power and can improve accuracy or other move effects, but it lowers the acting Pokémon’s action speed. Select it when the added power will secure a knockout, break through a bulky target or make an important effect more reliable. It is dangerous when the opponent is already positioned to take several actions afterward.
Compare the target’s remaining health with the damage your ordinary move is likely to inflict. If a normal attack already knocks out the target, use the regular version and conserve PP. If the target will survive either version, consider a type advantage, a status move, a switch or Agile Style instead of accepting the Strong Style delay.
Strong Style is usually a poor default for capture attempts. If you are trying to catch a rare or high-level Pokémon, excessive damage can remove the opportunity entirely. Bring the target into a controlled health range with a move you can repeat safely, then throw a suitable Poké Ball when the field is secure.
- Use Strong Style when its added power or effect changes the result.
- Avoid it when the opponent will gain dangerous actions afterward.
- Prefer controlled damage over maximum damage when capture is the objective.
6. Build a party with complementary roles
Carry more than one reliable attacker and cover several types. A striker should have dependable super-effective moves for defeating threats. A capture specialist should have moves that reduce health in manageable amounts rather than repeatedly risking a knockout. A fast Pokémon can exploit Agile Style and act sooner, while a sturdier Pokémon provides a safer switch when the current member is vulnerable.
Status conditions can help control a capture attempt, but do not rely on one exact effect for every species. Keep at least one Pokémon with useful coverage against the region’s common threats and another that can safely enter a battle after a failed opening. Nobles and Legendary Pokémon require different preparation from ordinary wild Pokémon, so do not take a single-purpose party into every major encounter.
Overleveling one Pokémon can make routine fights easy but leaves you exposed if that Pokémon faints, faces a poor matchup or cannot damage the target safely. Train enough of the whole party that a failed lead does not end the expedition. Replace a fainted member before re-engaging a dangerous opponent rather than continuing with an empty or weakened team.
- Carry multiple damage types and a controlled-damage capture option.
- Keep both a fast attacker and a sturdy switch-in.
- Train enough of the party to continue after the lead Pokémon faints.
7. Heal and reposition during wild battles
You can move your character during many wild Pokémon battles. Use that freedom to create distance, avoid attacks and prevent nearby Pokémon from joining the fight. Do not stand beside the Pokémon you just sent out if the enemy is preparing a charge or area attack. Move to a clear position before selecting your next command.
Items are used as battle actions. Healing is safest when the action order shows that the opponent will not act immediately afterward. If the enemy is scheduled to attack more than once, switching to a healthier Pokémon may be safer than using a Potion. You can also use Agile Style if its improved action position genuinely gives you a chance to act before the next enemy attack.
There are limits to repositioning. In many wild battles, moving too far from the opponent ends the battle automatically. Trainer battles and some special encounters use boundaries that prevent this, so movement has no equivalent escape function there. During those fights, rely on switching, type matchups, move styles and the action order instead of trying to run around the arena.
- Move away from attack paths and nearby hostile groups.
- Heal only when the action order gives you a reasonable window.
- Remember that moving too far away can end a wild battle.
8. Recover from a failed capture or faint
A failed capture does not necessarily end the attempt. If the target remains in a manageable position, keep it engaged with your Pokémon, reduce its health carefully and try again with a better ball or a more favorable approach. If the Pokémon becomes enraged, aggressive or difficult to control, stop throwing ordinary Poké Balls repeatedly. Break line of sight, use cover, apply a suitable battle plan and wait for a safer opening.
If a Pokémon faints, switch immediately to an available team member. Use a Revive during a safe battle window if necessary, then heal the party at a base camp or in Jubilife Village after the encounter. Do not keep attacking with a weakened team simply because the target is nearly defeated; the action order can turn a winning battle into a full party wipe.
For a failed attempt against an Alpha or Legendary opponent, return to a base camp, restore the party, craft or purchase more Poké Balls and healing items, and revise the party before trying again. Approach from a different direction if the first opening was unsafe. For Noble encounters, remember that the objective is to calm the Noble rather than capture it, so ordinary capture tactics do not replace the encounter’s special mechanics.
- After a failed capture, weaken or reposition instead of throwing balls blindly.
- Switch or revive a fainted Pokémon before continuing a dangerous fight.
- Resupply and change the party before retrying a major encounter.
Before you move on
- You can explain when to use a direct Poké Ball, when to begin a Pokémon battle and why a rear attack is valuable.
- You can create safer openings with grass, cover, bait or throwable items without assuming any one method works on every species.
- You inspect the action order before risky healing, switching and style choices.
- You use Agile Style for a meaningful tempo advantage and Strong Style for a decisive damage or effect advantage.
- You understand that both styles normally consume two PP and that a one-PP move can still be used at the cost of its final PP.
- Your party includes multiple damage types, a controlled-damage capture option, a fast attacker and a safe switch-in.
- You can recover from a failed capture or faint by repositioning, healing, restocking and returning with a revised plan.
- You understand that Noble Pokémon must be calmed through their special encounter mechanics rather than captured with ordinary Poké Balls.
Crafting, Items and Resource Economy
Use every expedition to gather common materials, return to a workbench when storage management matters, and spend money mainly on satchel upgrades and recipes that match your current needs. A steady reserve of Poké Balls, healing items, stealth tools and battle throwables prevents most unnecessary returns to Jubilife Village.
1. Learn the two crafting methods
You can craft at the workbench in Anvin’s Craftworks in Jubilife Village or at a workbench in any unlocked Galaxy Team base camp. Workbenches can use ingredients from both your satchel and item storage. This is the best method after a long expedition because you can deposit materials first and still craft from them.
The Crafting Kit lets you craft in the field, but it uses only materials currently in your satchel. You also need an open satchel slot for the finished item. Use the kit for an emergency batch of Poké Balls, Potions or other supplies; use a workbench when you are preparing a full loadout or when your ingredients are stored away.
You must obtain a recipe before making an item. The Poké Ball recipe comes from Mission 2, The Galaxy Team’s Entry Trial. Other ball recipes become available through Survey Corps rank milestones: Heavy Ball at rank 1, Feather Ball at rank 2, Great Ball at rank 3, Leaden Ball at rank 4, Wing Ball at rank 5, Ultra Ball at rank 6, Gigaton Ball at rank 7 and Jet Ball at rank 8. Smoke Bombs and Scatter Bangs are also tied to story progression, while some cakes and special items come from Requests or shop purchases.
- Use a workbench when storage materials are needed.
- Use the Crafting Kit only when the ingredients are in your satchel.
- Check recipe requirements and unlock conditions before spending money on supplies.
2. Gather the core materials on every map
The basic collection loop is simple: harvest Apricorns from trees, mine Tumblestone and its colored variants from ore deposits, collect Medicinal Leeks and other plants from the ground, and pick berries whenever they are along your route. Throw a Pokémon at a tree or ore deposit to collect from it without stopping to interact manually.
Apricorns and ordinary Tumblestone support regular Poké Balls. Iron Chunks are needed for Great Balls, Ultra Balls, Leaden Balls, Wing Balls, Gigaton Balls and Jet Balls. Black Tumblestone is used for Heavy Ball upgrades, while Sky Tumblestone is used for Feather Ball upgrades. Do not spend Iron Chunks or colored Tumblestone on an upgraded ball unless you have a reason to use that ball soon.
For healing, collect Oran Berries and Medicinal Leeks for Potions, Bugwort for Remedies, Vivichoke for Revives and higher-tier medicine, and Pep-Up Plants for several stronger recovery or battle recipes. Pick up Caster Fern, Sootfoot Root, Hopo Berries, Pop Pods and Spoiled Apricorns as you encounter them because they support Smoke Bombs, Scatter Bangs, Stealth Sprays and Sticky Globs.
- Apricorns and ordinary Tumblestone for regular Poké Balls.
- Iron Chunks and colored Tumblestone for upgraded ball lines.
- Oran Berries, Medicinal Leeks, Bugwort and Vivichoke for recovery items.
- Caster Fern and Sootfoot Root for stealth and escape tools.
3. Use a region-rotation farming routine
On your first visit to the Obsidian Fieldlands, prioritize Apricorns, ordinary Tumblestone, Oran Berries and Medicinal Leeks. This gives you the foundation for regular Poké Balls and Potions during the opening missions. Continue collecting every useful deposit near Horseshoe Plains, Deertrack Heights and the routes between base camps rather than making a separate early farming trip.
In the Crimson Mirelands and Cobalt Coastlands, keep gathering the same basic supplies while adding Bugwort, Vivichoke, Iron Chunks, berries and any colored Tumblestone deposits you pass. In the Coronet Highlands and Alabaster Icelands, make mineral deposits and medicinal plants a priority because the wild Pokémon and mission routes are more demanding. These regions are not required to be exclusive farms; collect materials naturally while completing story objectives and Requests.
When a map has been harvested, return to Jubilife Village and start another expedition to the same region later. Tumblestone deposits, berry and Apricorn trees, crops and many loose materials can reappear after leaving and returning. Rotating between story areas is more reliable than waiting in one location for a precise timer. If you are farming only materials and have no Pokémon catches to report, you can leave the expedition without completing a survey report and begin another trip.
- Gather materials along story routes instead of clearing one map before progressing.
- Leave and revisit a region when you need another collection cycle.
- Use base camps to shorten the trip to mineral deposits and healing points.
4. Stock items according to the objective
For routine surveying, carry regular Poké Balls, a smaller supply of Great or Heavy Balls when available, Potions or Super Potions, and a few Remedies. Use Feather, Wing or Jet Balls for distant or airborne targets. Use Heavy, Leaden or Gigaton Balls only when you can approach closely and remain undetected, because they are less useful at long range.
For aggressive Pokémon, Alphas and difficult routes, add Smoke Bombs, Stealth Sprays, Sticky Globs and Scatter Bangs. Smoke Bombs reduce visibility, Stealth Sprays make your movement quieter for a short period, Sticky Globs can stun a target after repeated hits, and Scatter Bangs scare off weaker wild Pokémon. These tools are especially useful when you need to disengage rather than defeat everything on the route.
Cake-Lure Bases and completed cakes are optional but efficient for separating a target from a group or drawing a species toward a safer capture position. Do not fill your satchel with every cake type before a normal mission. Bring only the lure that matches a known capture or research objective.
- Routine trip: Poké Balls, healing items and a few status remedies.
- Stealth trip: Smoke Bombs, Stealth Sprays and the appropriate ball type.
- Dangerous mission: extra healing, Sticky Globs and a retreat option.
- Rare-target trip: the correct cake or lure, with free satchel space remaining.
5. Spend money in the right order
Bagin, the Security Corps member in Galaxy Hall, expands your satchel one slot at a time for an increasing fee. Early upgrades are usually a better investment than buying large quantities of basic Poké Balls or Potions, because extra space lets you gather more materials and stay in the field longer. Continue upgrading when a full satchel is regularly forcing you to discard or ignore useful items, but do not bankrupt yourself before a major mission.
Buy recipes from the Craftworks when they improve the supplies you actually use. Purchase finished items from the General Store when you are short on ingredients, preparing for an urgent mission or saving time matters more than material efficiency. Shop inventories and available recipes expand through progression and Requests, so check them periodically rather than assuming the opening stock is permanent.
Sell valuables such as Nuggets, Stardust and Star Pieces when you need money. Star Pieces are valuable because they can also be crafted from shards and Stardust, but do not sell ordinary Apricorns, Tumblestone, Iron Chunks, medicinal plants or berries merely to clear space. Deposit core materials into storage instead.
- Prioritize practical satchel upgrades over unnecessary basic-item purchases.
- Buy recipes that match your current progression and play style.
- Sell valuables, not the ordinary ingredients needed for future expeditions.
6. Prepare and close each expedition properly
Before a Noble mission, major Legendary encounter or late-game objective, return to Jubilife Village or a base camp with a workbench. Heal the party, check the ball types suited to the target, craft replacement healing items and leave extra materials in storage. Make sure the satchel still has open slots for drops and gathered materials.
After finishing a field route, use the base camp to heal and deposit excess items. If you are carrying several kinds of material but no longer need them immediately, move them into storage instead of allowing them to occupy satchel slots. Crafting from the workbench can still use those stored ingredients.
If an attempt fails, do not rebuild the entire inventory from scratch. Return to the nearest camp, heal, deposit the items you did not use, and craft only the missing supplies. For a distant objective, prepare enough recovery items and balls for a second attempt before leaving the camp again.
- Heal and resupply before high-risk encounters.
- Deposit unused materials after each expedition.
- Keep free satchel slots for pickups and mission rewards.
- After failure, replace only the supplies that were actually consumed.
Before you move on
- You can prepare at a base-camp or Jubilife workbench using materials from storage as well as the satchel.
- You understand that field crafting is limited to satchel materials and requires a free satchel slot.
- Your storage contains a working reserve of Apricorns, Tumblestone, Iron Chunks, medicinal plants and berries.
- You know which ball family fits ordinary, airborne, distant, unsuspecting and high-level targets.
- You can restock stealth, stun and healing items before a difficult mission without selling core crafting ingredients.
- When materials run low, you can leave the current expedition, return to Jubilife or another region, and begin a new collection cycle.
- Your satchel has enough open space that routine expeditions do not end with discarded materials or missed pickups.
References for this chapter
- Nintendo Official Site — Pokémon Legends: Arceus: Hone your catching techniques with this guide!
- The Pokémon Company — Pokémon Legends: Arceus Gameplay: Crafting and Base Camps
- Bulbapedia — Crafting in Pokémon Legends: Arceus
- Serebii.net — Pokémon Legends: Arceus Crafting and Recipes
- Serebii.net — Pokémon Legends: Arceus Items
- Game8 — Respawn Time: When Do Wild Pokémon and Items Reappear?
- Serebii.net — Pokémon Legends: Arceus Item Storage Upgrades
Research Levels, Requests and Story Triggers
Pokémon Legends: Arceus uses several progression systems at once. Individual Pokémon Research Levels measure progress on a species’ Pokédex entry. Research Points come from submitted survey reports and raise your Survey Corps Star Rank. Missions advance the main story, while Requests are side objectives that usually can be delayed. A few Requests unlock useful services or species needed for the complete Pokédex route to Arceus.
1. Separate Missions, Requests and Research Tasks
Missions are the main campaign objectives. Open the map with the Minus button, then press Y to switch between the Missions and Requests lists. Select the active Mission and enable guidance if you need an objective marker. After a Noble encounter or major cutscene, follow the destination named by the Mission instead of assuming that every nearby Request must be completed first.
Requests are side assignments offered by villagers, Galaxy Team members and other characters. A black circle marker identifies an available Request, and accepted Requests appear in their own list. Most Requests do not block the campaign. They may unlock shops, pasture improvements, crafting options, items, encounters or additional convenience features, so complete them when their objectives fit your route. Requests are not the same as Missions and do not normally advance the story’s next required objective.
Research Tasks belong to individual Pokédex entries. Depending on the species, tasks can include catching Pokémon, catching them without being spotted, defeating them, seeing them use moves, feeding them, stunning them with items or evolving them. Research Level 10 completes that species’ entry for ordinary Pokédex purposes. You do not need to perform every listed task unless you are pursuing a Perfect entry or the Shiny Charm.
- Use the Missions list for required story progress and the Requests list for side objectives.
- Track the task you actually want to follow so map guidance points to the correct destination.
- Inspect a Pokémon’s Pokédex page before farming tasks so you know which actions count.
2. Raise Research Levels efficiently
Build research progress around Pokémon already near your route. Catch common species from behind when possible, especially when their entry includes an unobserved or back-strike capture task. Tasks marked with red arrows provide more progress than ordinary tasks, so prioritize them when they are practical. Feeding passive Pokémon, stunning aggressive Pokémon with items and observing required moves during battles can all advance entries without unnecessary detours.
Do not repeatedly grind one difficult Alpha if nearby species have easier unfinished tasks. After discovering a Pokémon, review its Pokédex page and choose a manageable combination of catches, defeats, feeding, move observations or stealth actions. A single capture rarely completes an entry by itself; continue until the entry reaches the Research Level you actually need.
Field progress must be reported before it contributes to your promotion total. At a base camp, speak with Professor Laventon and submit the survey report. You can also report when ending an expedition and returning to Jubilife Village. Laventon updates your Pokédex, pays you for the report and converts the completed field research into Research Points.
- Inspect nearby Pokédex entries for red-arrow tasks before leaving camp.
- Prefer stealth captures, feeding and move-observation tasks when they are safer than extended battles.
- Speak with Professor Laventon after the expedition so your Research Points are applied.
3. Raise Survey Corps Star Rank
Survey Corps Star Rank is based on Research Points from submitted survey reports, not on the Research Level of one Pokémon. Check the Pokédex cover to see your current rank and the points needed for the next promotion. Once enough points have been reported, return to Galaxy Hall and speak with Captain Cyllene to receive the promotion.
The early research Mission teaches this cycle: perform tasks in the field, report to Laventon, then speak with Cyllene when the required total has been reached. Star Rank affects which regions and story Missions you can enter, which item recipes and equipment become available, and the level of Pokémon likely to obey you. If a region or Mission is unavailable, submit your latest research and check Cyllene before spending time on unrelated Requests.
The main regional route uses successive promotions: the Crimson Mirelands, Cobalt Coastlands, Coronet Highlands and Alabaster Icelands become available as the story and required Star Ranks progress. Reach the rank requested by the current Mission rather than trying to unlock every reward before continuing.
- Check the Pokédex cover for the exact Research Point requirement shown in your game.
- Report to Laventon before speaking with Cyllene about a promotion.
- Meet the Star Rank requirement for the next story region before attempting to force a Mission trigger.
4. Choose Requests selectively
Most Requests can be postponed. Prioritize ones that improve the general store, pastures, farms, crafting access or satchel support, and complete location-based Requests while you are already visiting the relevant region. If a Request marker is missing, inspect its listed requirement: some require a particular Mission, caught Pokémon, Research Level, weather, time of day or earlier Request.
Request 22, Eerie Apparitions in the Night, is optional for completing the main campaign. It becomes available after the early Kleavor portion of the story and asks you to collect 107 wisps across Jubilife Village and the five regions. After all 107 are collected, return to Vessa at the Shrouded Ruins at night and complete the final encounter to obtain Spiritomb.
Although Request 22 is optional for the credits, it is required for the stated Arceus route unless Spiritomb is obtained by another valid method such as trading. Mission 27 requires every non-Mythical Pokémon species in the Hisui Pokédex, and Spiritomb is one of the species that must be caught for that condition. Therefore, do not describe Request 22 as a main-story gate; describe it as a completion-route requirement.
Request 91, On the Trail of Giratina, is also optional if you stop after the story and Azure Flute. Mission 26, Seeking the Remaining Plates, contains the battle against Volo followed by the two-phase Giratina battle, but that encounter does not register Giratina as caught. After returning to Jubilife Village, Professor Laventon gives Request 91. Travel to Turnback Cave at Spring Path in the Cobalt Coastlands, battle Giratina and capture it, then report back. The request rewards the Griseous Core. Because Mission 27 requires Giratina to be caught, Request 91 is required for the Arceus route unless you obtain Giratina through another valid method.
Request 94, Incarnate Forces of Hisui, is the route for Tornadus, Thundurus, Landorus and Enamorus. After Mission 26, accept the Request from Cogita, catch Tornadus, Thundurus and Landorus, then raise each of their Pokédex entries to Research Level 10 and report back to Cogita. Only then does Enamorus become available in the Crimson Mirelands. Catch Enamorus and return to Cogita to finish the Request. These four species are needed for the full Pokédex route to Arceus.
- Treat ordinary service and reward Requests as optional unless their listed objective is useful to your current route.
- Treat Request 22 as optional for the main campaign but required for the Arceus route because it provides Spiritomb.
- Complete Request 91 and catch Giratina at Turnback Cave; do not count the Mission 26 battle as the required catch.
- Complete Request 94, including Research Level 10 for Tornadus, Thundurus and Landorus, before catching Enamorus.
5. Follow the story and Arceus triggers
When a Mission pauses after a Noble encounter, investigation or cutscene, open the Missions list and follow its named destination. If the next objective is unclear, return to the marked room in Galaxy Hall or speak with the character named in the Mission text. The campaign advances through Missions, dialogue and Star Rank requirements, not by clearing every Request.
The main campaign reaches its credits after Mission 18, The Counterpart. The post-game then continues with Mission 19, A New Day Dawns, and Mission 20, The Researcher of Myths. The five Plate investigations follow from Mission 20 and lead through Mission 26, Seeking the Remaining Plates. Defeating Volo and Giratina in Mission 26 changes the Celestica Flute into the Azure Flute and opens the route toward Mission 27, The Deified Pokémon.
Mission 27 requires you to catch every non-Mythical species in the Hisui Pokédex, not to raise every entry to Research Level 10. Track caught status separately from Research Level. Spiritomb comes through Request 22, Giratina through Request 91, and the Forces of Nature plus Enamorus through Request 94. Other species may require evolutions, legendary encounters, space-time distortions, the Sea’s Legend Request or other specific conditions.
Once all required species are caught, return to the Temple of Sinnoh and play the Azure Flute at the marked dais. This reveals the path to the Hall of Origin and the Arceus encounter. Research Level 10 across the Pokédex is a separate goal associated with the Shiny Charm, not the ordinary unlock condition for Arceus.
- Confirm the current Star Rank before entering a new region.
- After the credits, follow Missions 19 through 26 before attempting Mission 27.
- Track caught species separately from Research Level 10 goals.
- For the Arceus route, confirm that Spiritomb, Giratina, Tornadus, Thundurus, Landorus and Enamorus have been caught.
- Return to the Temple of Sinnoh only after the Pokédex condition is satisfied and the Azure Flute has been obtained.
Before you move on
- You can explain the difference between a Mission, a Request, a Research Task, an individual Research Level, Research Points and Survey Corps Star Rank.
- You have submitted field progress to Professor Laventon and know where to check the points needed for the next promotion.
- You have reached the Star Rank required for the current region instead of trying to advance through unrelated Requests.
- You understand that Request 22 is optional for the credits but required for the stated Arceus route because it provides Spiritomb.
- You have completed Request 91 and caught Giratina at Turnback Cave rather than counting the Mission 26 battle as a catch.
- You have completed Request 94, including Research Level 10 for Tornadus, Thundurus and Landorus, and caught Enamorus.
- You are tracking caught species for Mission 27 separately from Research Level 10 goals for the Shiny Charm.
- You have caught every required non-Mythical species, obtained the Azure Flute and used it at the Temple of Sinnoh to reach the Arceus encounter.
References for this chapter
- Pokémon Legends: Arceus — Official Nintendo product page
- The Deified Pokémon: Mission 27
- Missions & Requests in Pokémon Legends: Arceus — Pokémon Database
- Eerie Apparitions in the Night - Pokémon Legends: Arceus Requests
- On the Trail of Giratina: Request 91
- Request 94: Incarnate Forces of Hisui
- Pokémon Legends: Arceus Research Tasks
Noble Pokémon: Approaches, Calming and Battle Techniques
Frenzied Noble Pokémon are the major regional boss encounters in Pokémon Legends: Arceus. They combine real-time movement, dodge timing, balm throwing, and conventional turn-based Pokémon battles. Winning the Pokémon battle only dazes the Noble and creates a safer, more effective balm window. You must continue the real-time encounter until the frenzy gauge is empty. The required story sequence is Kleavor, Hisuian Lilligant, Hisuian Arcanine, Hisuian Electrode, and Hisuian Avalugg.
1. Prepare before entering a Noble arena
Heal your party at the base camp or another available healing point before entering the arena. Bring several Pokémon with reliable moves and do not rely on one lead, because a fainted Pokémon may remove your best counter for the battle phase. Carry healing items that can be used during a turn-based battle, and bring enough supplies that you do not need to abandon the mission after one mistake.
The five story encounters occur in this order: Kleavor at Grandtree Arena in the Obsidian Fieldlands, Hisuian Lilligant at Brava Arena in the Crimson Mirelands, Hisuian Arcanine at Molten Arena on Firespit Island in the Cobalt Coastlands, Hisuian Electrode at Moonview Arena in the Coronet Highlands, and Hisuian Avalugg at Icepeak Arena in the Alabaster Icelands. You receive the appropriate balm for each encounter through the surrounding mission sequence.
- Heal the party before entering the arena.
- Carry healing items and several usable Pokémon.
- Confirm that the current main mission has directed you to the Noble arena.
- Remember that the frenzied Noble cannot be caught during the story battle.
2. Understand the two-part encounter
The real-time phase is controlled directly by your character. Aim at the Noble and throw its food-based balms whenever the attack pattern leaves a safe opening. Use the dodge action to pass through or away from charges, shockwaves, projectiles, flames, and other hazards. The frenzy gauge at the top of the screen is the actual objective; reducing the Noble's health in a Pokémon battle is not enough.
At suitable openings, send out one of your Pokémon to begin a normal turn-based battle. Defeat the Noble's battle form to make it temporarily dazed. During this window, balm hits are more effective, so throw balms continuously while the Noble is vulnerable. When it recovers, return to dodging and repeat the sequence. You can also reduce the gauge through balm throws without relying exclusively on battles, although battles create valuable larger openings.
- Watch the frenzy gauge rather than a normal HP bar.
- Dodge before aiming when an attack is about to connect.
- Use the battle opportunity when direct balm throwing becomes unsafe.
- Throw balms immediately after winning the Pokémon battle.
3. Use each arena's pattern to create openings
Kleavor attacks with close-range swings, charges, and thrown hazards. Keep moving across the open area and dodge sideways or through its approach. After it passes, turn back toward it and throw balms before the next attack begins. Water-, Rock-, or Steel-type attacks are useful during the battle phase.
Hisuian Lilligant sends shockwaves across the arena and uses quick jumps and close attacks. Watch the timing of the waves instead of retreating blindly. Flying-, Poison-, Fire-, Ice-, or Psychic-type attacks give you useful coverage against its Grass/Fighting typing.
Hisuian Arcanine is fought in the confined Molten Arena, where the lava and narrow space make careless dodges especially dangerous. Keep a clear route around the arena, avoid backing into the boundary, and use Water- or Ground-type attacks whenever possible. Arcanine's Fire/Rock typing makes those attacks especially effective.
Hisuian Electrode uses rolling movement, homing electric orbs, falling Voltorb hazards, and ground-based electric attacks. Keep an escape route open and do not stop beside a hazard after dodging the first attack. Fire-, Ice-, Poison-, or Bug-type attacks are effective during its battle phase.
Hisuian Avalugg attacks from a distance with ice hazards, pillars, and a powerful beam. Stay far enough away to read the warning, move laterally when the beam begins, and use the clear spaces between attacks for balm throws. Fighting-, Steel-, Water-, Ground-, or Rock-type attacks are useful against its Ice/Rock typing.
- Keep the camera and target oriented toward the Noble.
- Avoid arena edges, lava, pillars, and lingering hazards.
- Use the Noble's recovery animation as a balm-throwing opportunity.
- Choose battle moves that exploit the Noble's weaknesses rather than using an unprepared lead.
4. Make the battle phase serve the balm phase
The turn-based battle is not a separate victory condition. Its purpose is to create a dazed opening and remove a large portion of the frenzy gauge with efficient balm throws. Lead with a Pokémon that can survive the Noble's attacks and deal dependable damage. If your lead is badly injured, switch before it faints so that you preserve your strongest counter for later openings.
Agile Style can help you finish a battle before the Noble receives another action, while Strong Style increases power at the cost of turn order. Use them when the exchange is favorable instead of spending several turns on unnecessary setup. Heal with items during the turn-based battle when doing so prevents a likely faint. There is no general healing pause between real-time attack patterns, so use those moments for movement, aiming, and balm throws.
- Prioritize a clean battle victory over elaborate setup.
- Switch or heal before the active Pokémon is knocked out.
- Use Agile or Strong Style only when the turn-order tradeoff is worthwhile.
- Resume balm throwing as soon as the Noble is dazed.
5. Recover after failure
If the player character or the party is defeated, follow the retry prompt shown by the game. Depending on the available choice, you may continue from the current battle state, restart the encounter, or leave and return after changing your preparation. Do not assume that every failure permanently resets the entire frenzy gauge, and do not assume that every attempt resumes at the same point.
If repeated failures happen in the real-time phase, stop trying to throw through attacks. Spend one attempt learning the pattern, dodge through the dangerous move, and throw only during recovery. If the battle phase is the problem, return with a stronger counter, improve move coverage, heal more often, or raise the relevant Pokémon before trying again. Abandoning the encounter to resupply is preferable to repeatedly losing with the same damaged party.
- Read the post-failure options before selecting a retry method.
- Change your approach when the same attack causes repeated failures.
- Resupply and relevel if the battle phase remains unreliable.
- Use the arena pattern, not repeated rushing, to create progress.
6. Confirm the Noble is fully calmed
The encounter is complete only when the frenzy gauge reaches zero and the calming scene begins. A Noble that has been defeated in a Pokémon battle is merely dazed; it is not defeated for story purposes until the remaining balm sequence is finished.
After the cutscene, follow the mission marker and speak with the relevant warden, clan member, Professor Laventon, or Galaxy Team character. The follow-up dialogue and report are required to advance the regional story. The mission reward is normally a Plate, and the next main mission becomes available only after the post-battle sequence has been completed.
- The frenzy gauge is empty.
- The calming cutscene has played.
- The mission objective updates after the encounter.
- The required follow-up dialogue and report are complete.
- The next main mission is available.
Before you move on
- Kleavor has been calmed at Grandtree Arena in the Obsidian Fieldlands.
- Hisuian Lilligant has been calmed at Brava Arena in the Crimson Mirelands.
- Hisuian Arcanine has been calmed at Molten Arena in the Cobalt Coastlands.
- Hisuian Electrode has been calmed at Moonview Arena in the Coronet Highlands.
- Hisuian Avalugg has been calmed at Icepeak Arena in the Alabaster Icelands.
- Each frenzy gauge reached zero and the associated story scene and report were completed.
- The player can alternate between dodging, balm throws, and Pokémon battles instead of relying on only one method.
- The next regional main mission or story objective appears after each completed Noble encounter.
References for this chapter
- Pokémon Legends: Arceus Official Website – Story and Frenzied Noble Pokémon
- Serebii.net – Pokémon Legends: Arceus Noble Pokémon
- Bulbapedia – Noble Pokémon
- GameWith – Noble Pokémon: How to Defeat Frenzied Nobles
- Game8 – All Boss Battles: How to Beat Frenzied Noble Pokémon
- Game8 – List of All Noble Pokémon
- Game8 – How to Beat Hisuian Electrode
- Game8 – How to Beat Hisuian Avalugg
Midgame Crisis: Banishment, Investigation and Advancing the Plot
After the fifth Noble is calmed, the story enters Mission 13, Disaster Looming. The red sky appears, Commander Kamado banishes you from Jubilife Village, and normal village services temporarily become unavailable. This is not a permanent lockout and does not erase your party, Pokédex, Requests, items, or Survey Corps progress. Follow the marked investigation through Lian, Mai, Volo, and Cogita, then complete the three lake trials, obtain the Red Chain, and begin the Mount Coronet operation.
1. Complete the banishment sequence
After calming Avalugg in the Alabaster Icelands, return to Jubilife Village when the game prompts you. Follow the marked objectives inside Galaxy Hall and attend Commander Kamado’s meeting. The sky turns red, Kamado blames the player for the crisis, and you are expelled from the village during Mission 13, Disaster Looming.
Once outside, do not try to solve the crisis by wandering between ordinary story locations. Follow the mission markers. First travel to the Grandtree Arena in the Obsidian Fieldlands and speak with Lian. Then go to the Worn Bridge area and speak with Mai. Neither clan leader can fully resolve the situation, but both conversations are required to move the mission forward. Volo appears afterward and offers a route to someone who understands the ancient myths.
Your progress is safe during this sequence. The exile is a story restriction, not a game-over state. Your captured Pokémon, satchel, research progress, completed Requests, and current Survey Corps rank remain available.
- Finish the Avalugg mission and return to Jubilife Village.
- Speak with the marked characters in Galaxy Hall during the red-sky scene.
- Visit Lian at Grandtree Arena.
- Visit Mai at the Worn Bridge area.
- Follow Volo when he offers assistance.
2. Use the Ancient Retreat as your temporary base
Volo takes you to the Ancient Retreat, where Cogita explains more about the space-time rift and the Red Chain. This location replaces Jubilife Village as your practical story base for the exile portion. Speak with Cogita, then continue the dialogue until Adaman and Irida arrive and offer their help.
At the retreat, use the available Abra to access your pastures and change your party. You can also manage the items you already possess and prepare your team for the lake missions. Volo becomes a temporary shopkeeper after the relevant story progress, giving you a way to purchase selected supplies while the village is unavailable.
Field camps still allow basic expedition support, including healing and crafting, but Professor Laventon is not available there for ordinary research reports during this section. Do not expect to return to Jubilife simply by reporting new catches. New research data must wait until the story restores normal access. Optional exploration, captures, material gathering, and Requests remain possible, but they are preparation rather than requirements for the Red Chain investigation.
- Change your party through the Ancient Retreat’s pasture access.
- Heal and craft before starting the lake trials.
- Use the temporary shopkeeper at the retreat if you need available supplies.
- Do not treat optional Requests or extra research levels as mandatory story prerequisites.
3. Choose Adaman or Irida, then start the lake missions
After speaking with Cogita, choose either Adaman or Irida to accompany you. This choice determines which Legendary Pokémon you encounter first at the Temple of Sinnoh and which one takes the Origin Form during the later climax. It does not block the other Legendary or prevent completion of the campaign.
The choice unlocks three main missions: Mission 14, The Trial of Lake Verity; Mission 15, The Trial of Lake Valor; and Mission 16, The Trial of Lake Acuity. These missions can be completed in any order. The game’s marked objective is a reliable guide, but you are free to select another lake from the mission list if you prefer to prepare for a different area first.
Each lake trial has a dangerous Pokémon encounter before the guardian’s actual trial. Take a balanced party with reliable healing and several Poké Ball types. The enemies and guardians are around the upper-50s by this point, so avoid relying on a single Pokémon that can be removed by a super-effective hit.
- Choose Adaman or Irida at the Ancient Retreat.
- Confirm that Missions 14, 15, and 16 are available.
- Prepare healing items, status recovery, and appropriate Poké Balls.
- Plan an order for Verity, Valor, and Acuity rather than assuming the game requires one fixed order.
4. Clear Lake Verity
Travel to Lake Verity in the Obsidian Fieldlands and enter the cavern that appears on the lake. Defeat the Alpha Hisuian Goodra inside, then approach Mesprit and complete its trial. The trial is primarily a dialogue sequence about emotion; select the responses and continue through the conversation until the mission registers as complete.
Do not confuse defeating the Alpha Pokémon with completing the whole mission. The guardian trial afterward is required. When the objective updates, leave the cavern and use the camp or return to the Ancient Retreat to heal before tackling the next lake.
- Enter Verity Cavern.
- Defeat the Alpha Hisuian Goodra.
- Complete Mesprit’s trial dialogue.
- Confirm that Mission 14 is marked complete.
5. Clear Lake Valor
Go to Lake Valor in the Crimson Mirelands and enter Valor Cavern. Defeat the Alpha Overqwil blocking the route. Afterward, Azelf begins its trial. This is not a normal capture battle: throw the balms provided for the trial at Azelf and keep trying when it dodges. Continue until the objective confirms success.
The trial may feel unresponsive if you stop after a few misses. Keep the encounter active and continue throwing balms rather than leaving the cavern. Once the trial is complete, heal before moving to the next lake.
- Enter Valor Cavern.
- Defeat the Alpha Overqwil.
- Continue throwing balms at Azelf until the trial ends.
- Confirm that Mission 15 is complete.
6. Clear Lake Acuity and answer Uxie
Travel to Lake Acuity in the Alabaster Icelands and enter Acuity Cavern. Defeat the Alpha Hisuian Zoroark, then approach Uxie. Uxie asks for the number of eyes belonging to Combee, Zubat, Unown, Magneton, and Dusclops, in that order. The correct answer is 60131.
If you enter the answer incorrectly, the mission is not permanently broken. Try the trial again and enter 60131. After Uxie’s trial is accepted, Mission 16 directs you to the Shrouded Ruins in the Crimson Mirelands.
- Enter Acuity Cavern.
- Defeat the Alpha Hisuian Zoroark.
- Answer Uxie with 60131.
- Confirm that all three lake trials are complete.
7. Obtain the Red Chain at the Shrouded Ruins
After the three lake trials, follow the objective to the Shrouded Ruins. The lake guardians provide the required relics during the investigation, and Cogita uses the completed set to create the Red Chain. This is the point where the exile investigation becomes the direct operation against the rift.
When the Red Chain sequence is finished, return to the story’s marked Galaxy Team objectives. The next mission is Mission 17, Atop Mount Coronet. Before departing, reorganize your party, restore health, check moves, and craft or purchase supplies. The next route contains consecutive trainer battles followed by a Legendary encounter, so it is safer to prepare before leaving rather than relying on ordinary wild Pokémon for experience.
- Reach the Shrouded Ruins after finishing all three lake trials.
- Watch the full Red Chain creation sequence.
- Heal and reorganize your party before starting Mission 17.
- Carry healing items and Poké Balls for the Temple of Sinnoh encounter.
8. Begin Atop Mount Coronet and defeat Beni and Kamado
Start Mission 17 from the marked Galaxy Team objective and travel to the Summit Camp in the Coronet Highlands. Enter the Stone Portal and follow the route upward. Beni challenges you inside the passage. His team consists of Mismagius, Sneasler, Gardevoir, and Gallade around levels 59–60. Defeat him to continue; the game heals your party after this battle.
Leave the Stone Portal and continue up the mountain. Commander Kamado then challenges you near the Temple of Sinnoh. His team consists of Hisuian Braviary, Snorlax, Clefable, and Golem around levels 61–62. Defeat him to clear the immediate resistance and proceed to the temple.
After Kamado’s battle, the story continues rather than returning you to ordinary free exploration. At the Temple of Sinnoh, place the Red Chain on the dais and battle the first Legendary determined by your Adaman or Irida choice. You must catch this Dialga or Palkia to proceed; defeating it without catching it does not complete the objective, and the encounter can restart. Save and keep suitable Poké Balls ready before interacting with the dais.
- Reach the Summit Camp in the Coronet Highlands.
- Defeat Beni inside the Stone Portal.
- Defeat Commander Kamado near the Temple of Sinnoh.
- Place the Red Chain on the temple dais.
- Catch the first Dialga or Palkia instead of defeating it outright.
Before you move on
- Mission 13, Disaster Looming, is complete after the banishment investigation and Ancient Retreat sequence.
- Adaman or Irida has been selected to accompany the player.
- Missions 14, 15, and 16 are complete: Mesprit’s trial at Lake Verity, Azelf’s balm trial at Lake Valor, and Uxie’s 60131 trial at Lake Acuity.
- The lake guardians have provided the required relics and the Red Chain has been created at the Shrouded Ruins.
- Mission 17, Atop Mount Coronet, has begun.
- Beni and Commander Kamado have been defeated.
- The Red Chain has been placed at the Temple of Sinnoh and the first Dialga or Palkia has been caught.
References for this chapter
- Mission 13: Disaster Looming — Pokémon Legends: Arceus Walkthrough & Guide
- Ancient Retreat — Bulbapedia
- Base camp — Bulbapedia
- Seeking the Red Chain — Serebii.net
- Missions & Requests in Pokémon Legends: Arceus — Pokémon Database
- Game8 — Complete Story Walkthrough
- Mission 17: Atop Mount Coronet — GameFAQs
- Atop Mount Coronet Mission Guide and Walkthrough — Game8
Climax: Origin Dialga and Origin Palkia — Reaching the Campaign Ending
Mission 18, The Counterpart, is the end of the original Nintendo Switch edition’s main campaign. You will obtain Origin Ore, receive the Origin Ball, return to the Temple of Sinnoh, and calm the Origin Forme of the Legendary Pokémon you did not capture during the previous mission. The credits roll after this encounter. The game then continues with Mission 19 and a substantial post-game storyline, so the credits are not the end of the route toward Volo, Giratina, and Arceus.
1. Begin Mission 18 at Summit Camp
Mission 18 becomes available after the events of Mission 17, Atop Mount Coronet, when one of Dialga or Palkia has been captured at the Temple of Sinnoh and the other Legendary Pokémon emerges from the rift. Return to the Summit Camp in the Coronet Highlands and speak with Professor Laventon to start The Counterpart.
Use Summit Camp as your preparation point. Heal the entire party, reorganize your team, and remove unnecessary satchel items before setting out. The first required fight is against one of the Miss Fortune Sisters, and the final Temple encounter is a demanding action sequence even though it does not use ordinary turn-based combat. Bring reliable healing items and several defensive or evasive supplies if you use them during overworld boss fights. A party in the low-to-mid 60s is a sensible preparation target for the surrounding story battles, but the final Origin encounter itself is decided by dodging and balm throws rather than by your party’s type matchup.
- Return to Summit Camp after Mission 17.
- Speak with Professor Laventon to begin Mission 18: The Counterpart.
- Heal, reorganize the party, and restock before leaving camp.
2. Reach Primeval Grotto and defeat Charm
Follow the mission marker from Summit Camp toward Primeval Grotto. The cave entrance is near the mission marker and is identifiable by the nearby Alpha Probopass. Enter the grotto and examine the glowing Origin Ore deposit.
Charm of the Miss Fortune Sisters appears before the ore can be collected and challenges you to a normal Pokémon battle. She uses Rhydon at level 61 followed by Gengar at level 62. Rhydon is weak to Water, Grass, Ice, Fighting, Ground, and Steel attacks; Gengar is weak to Ground, Psychic, and Dark attacks. A Ground-type move is particularly useful against Gengar, but watch for Hypnosis and avoid relying on a single Pokémon if it becomes incapacitated.
After Charm is defeated, the group obtains a piece of Origin Ore. The mission then directs you to report back to Professor Laventon. The story handles the return from the grotto, so follow the mission guidance rather than trying to search for another ore deposit.
- Enter Primeval Grotto near the Alpha Probopass landmark.
- Examine the Origin Ore deposit.
- Defeat Charm’s level-61 Rhydon and level-62 Gengar.
- Confirm that the Origin Ore has been obtained.
3. Receive the Origin Ball in Jubilife Village
Report to Professor Laventon with the Origin Ore. The remaining Red Chain material and the ore are used to create the Origin Ball, the special Poké Ball reserved for the final Origin Forme encounter. This is a story item; you do not need to craft it yourself or purchase it from a shop.
Before leaving Jubilife Village, make all ordinary preparations now. Purchase or craft healing items, replenish Poké Balls for the Charm battle or any optional encounters, and check that your selected battle team has full health. The Origin Forme fight does not require a normal capture inventory, because the game supplies the appropriate balms and uses the Origin Ball automatically at the end of the sequence.
The Legendary Pokémon caught during Mission 17 must be in your active party before you can leave the village for the final ascent. If it is in a Pasture, move it into your team first. This is a progression requirement, not an optional team recommendation.
- Report to Professor Laventon with the Origin Ore.
- Receive the Origin Ball.
- Heal and resupply in Jubilife Village.
- Place the Legendary Pokémon from Mission 17 in your active party.
4. Speak with Cogita and return to the Temple
With the previously captured Legendary Pokémon in your party, speak with Cogita at the village gate. She confirms the next step and allows the party to depart for Mount Coronet. If the required Legendary is still in a Pasture, Cogita will stop the departure sequence, so correct the party before speaking with her again.
Your clan choice determines which Legendary Pokémon was caught first and which one becomes the final Origin Forme target. If you chose Adaman, Dialga was captured during Mission 17 and Origin Palkia is the Mission 18 boss. If you chose Irida, Palkia was captured during Mission 17 and Origin Dialga is the boss. Both targets are level 65 and both are resolved through the same general balm-throwing encounter, with different attack animations and balm names.
Return to Summit Camp and follow the marked route through Cloudcap Pass and the Stone Portal. Continue to the Temple of Sinnoh. Commander Kamado is waiting at the temple entrance. Speak with him and confirm that you are ready only after your supplies and party are in order; this begins the final sequence.
- Speak with Cogita at the village gate.
- Verify that the previously captured Dialga or Palkia is in the active party.
- Travel from Summit Camp through Cloudcap Pass and Stone Portal.
- Speak with Commander Kamado at the Temple of Sinnoh and confirm readiness.
5. Calm the Origin Forme
A cutscene shows the Legendary Pokémon in your party confronting its counterpart. The uncaptured Pokémon changes into Origin Forme, the temple is damaged, and the action boss encounter begins. You cannot solve this encounter by weakening the Pokémon with ordinary moves or throwing a standard Poké Ball.
Keep the boss in view and move laterally instead of standing directly in front of it. Origin Dialga and Origin Palkia can use a close-range lunge, so facing the boss head-on makes the attack harder to avoid. When red impact markers appear for the meteor attack, roll or move out of the marked areas. Meteor impacts leave dangerous burning areas, so avoid allowing the flames to divide the arena and trap you against the edge.
The boss also sends shockwaves across the ground. Roll through the approaching waves rather than trying to outrun them at the last moment. After an attack pattern ends, use the opening to throw the supplied balms. Dialga uses Time Balms and Palkia uses Space Balms. Continue alternating between movement and balm throws until the frenzy gauge is empty. Do not keep throwing while an attack is about to land; surviving the pattern is more important than forcing one additional throw.
At the appropriate point, the game provides the opportunity to throw the Origin Ball. Use it to capture the Origin Forme and finish the confrontation. The Origin Ball is consumed in this story capture. If you are defeated, use the retry or continuation option offered by the game; you can attempt the sequence again rather than abandoning the mission permanently.
- Move away from meteor impact markers.
- Roll through the ground shockwaves.
- Use Time Balms against Origin Dialga or Space Balms against Origin Palkia.
- Deplete the frenzy gauge.
- Throw the Origin Ball when the game provides the prompt.
6. Confirm the campaign ending and begin post-game
After the Origin Forme is captured, the rift closes and the concluding story scenes play. Mission 18 is complete when the game records the capture and finishes the Temple sequence. The in-game credits then roll, marking the end of the main campaign.
When control returns, you are not finished with the full storyline. The game begins Mission 19, A New Day Dawns. Leave your quarters in Jubilife Village and report to the Survey Corps office as directed. This opens the post-game mission route, including the Plate investigations that eventually lead to Volo, Giratina, the final Plate, the Azure Flute, and the Arceus encounter after the Pokédex requirement is fulfilled.
For this chapter’s completion goal, verify three separate results: Mission 18 is marked complete, the correct Origin Forme has been captured in the Origin Ball, and the credits have rolled. If the credits have ended and Mission 19 is available, the main campaign is complete and the post-game route is ready.
- Confirm that the rift closes after the Origin Ball capture.
- Allow the main-story credits to roll.
- Leave your quarters after the credits.
- Report to the Survey Corps office to begin Mission 19: A New Day Dawns.
Before you move on
- Mission 18: The Counterpart is marked complete in the Mission menu.
- The correct Origin Forme of Dialga or Palkia has been captured with the Origin Ball.
- The space-time rift has closed.
- The main-story credits have rolled.
- Mission 19: A New Day Dawns is available after reporting to the Survey Corps office.
References for this chapter
- Pokémon Legends: Arceus — Official Nintendo product page
- Walkthrough: Pokémon Legends: Arceus/Part 13 — Bulbapedia
- The Counterpart Mission Guide and Walkthrough — Game8
- How to Beat Dialga and Palkia Origin Form — Game8
- A New Day Dawns Mission Guide and Walkthrough — Game8
- Bulbapedia — Temple of Sinnoh
Post-game: Volo, Giratina and the True Ending Path
After the main campaign credits, Missions 19 through 26 lead from the restored Survey Corps investigation to Volo’s betrayal and the consecutive Giratina battles. Completing Mission 26 awards the Spooky Plate and changes the Celestica Flute into the Azure Flute. That is enough to unlock the Arceus route, but not enough to summon Arceus: Giratina must still be caught through Request 91 for the required Pokédex species, along with the other non-Mythical Pokémon in the Hisui Pokédex.
Complete Mission 19: A New Day Dawns
After the ending sequence for the main campaign, you regain control in your quarters in Jubilife Village. Leave the quarters and speak with Akari or Rei, who directs you to Galaxy Hall. Enter the Survey Corps office and speak with Captain Cyllene. This short sequence completes Mission 19 and restores the normal post-game mission flow.
Mission 19 is not the Plate investigation itself. Finish the conversation with Cyllene, then check the Mission list and confirm that Mission 20, The Researcher of Myths, is active before leaving the village.
- The main campaign ending sequence has finished.
- You have left your quarters and spoken with Akari or Rei.
- You have spoken with Captain Cyllene in the Survey Corps office.
- Mission 20 is available in the Mission list.
Complete Mission 20: The Researcher of Myths
Travel to the Heights Camp in the Obsidian Fieldlands and speak with Volo. He sends you to Grueling Grove, in the northeastern part of the Fieldlands. Follow the objective marker, approach the small lake, and battle the level 60 Alpha Vespiquen that appears. Rock-type attacks are especially effective, although defeating it with another suitable counter also completes the encounter. Catching Vespiquen is useful for the Pokédex, but it is not required to clear the mission.
After the encounter, return to Jubilife Village and speak with Ress at the front gate to travel to the Ancient Retreat. Enter the retreat and talk to Cogita. Ask about each available subject rather than ending the conversation after the first hint. Mission 20 then completes and unlocks Missions 21, 22, 23, 24, and 25. The Vespiquen sequence also provides the Stone Plate, so confirm that reward before beginning the remaining investigations.
- Volo has been met at Heights Camp.
- The level 60 Alpha Vespiquen at Grueling Grove has been defeated or caught.
- You have spoken with Cogita at the Ancient Retreat.
- The Stone Plate has been received.
- Missions 21 through 25 are available.
Complete Mission 21: The Plate of the Lakes
Travel to the three lake caves and complete the required encounters with Mesprit, Azelf, and Uxie. These are battle-and-capture encounters rather than ordinary overworld catches, so bring a full party, healing items, and Poké Balls. Catch all three legendary Pokémon to finish the mission and receive the Draco Plate.
The order of the three lakes is flexible. If one encounter leaves your party weakened, return to a camp or Jubilife Village before starting the next lake. Do not confuse seeing a lake guardian with registering it as caught; each one must be captured for the mission and for later Pokédex progress.
- Mesprit has been caught.
- Azelf has been caught.
- Uxie has been caught.
- The Draco Plate has been received.
Complete Mission 22: The Plate of Firespit Island
Go to the Lava Dome Sanctum on Firespit Island and approach Heatran. A fire barrier prevents a normal battle from beginning. Collect the Balls of Mud scattered around the arena and throw them at Heatran until the barrier is removed. Then send out a Pokémon to start the battle.
Catch Heatran to complete the mission and receive the Iron Plate. Water-, Ground-, and Fighting-type attacks are useful, but avoid reducing Heatran’s health too quickly if you still need to set up a safe capture. Heal at camp before entering the sanctum if the Coastlands trip has already damaged your party.
- The fire barrier around Heatran has been removed with Balls of Mud.
- Heatran has been caught.
- The Iron Plate has been received.
Complete Mission 23: The Plate of Moonview Arena
Travel to Moonview Arena in the Coronet Highlands and speak with Melli and Calaba. Continue through the mission dialogue until Cresselia’s encounter begins. Cresselia must be caught to complete the mission and obtain the Dread Plate.
Approach the encounter only after the mission is active. This avoids progression confusion associated with reaching the area before the required dialogue. Once Cresselia is registered as caught, report the result as directed by the mission and verify that Mission 23 is marked complete.
- The Moonview Arena dialogue has been triggered.
- Cresselia has been caught.
- The Dread Plate has been received.
Complete Missions 24 and 25
Mission 24, The Plate of Snowpoint Temple, takes you to Snowpoint Temple in the Alabaster Icelands. Use the Iron Plate, Icicle Plate, and Stone Plate at the sealed mechanism to open the route into the lower part of the temple. Reach the lowest level and battle Regigigas. Catch it to complete the mission and receive the Blank Plate.
Mission 25, The Plate of Prelude Beach, becomes available through Jubilife Village. Speak with Commander Kamado, then follow him to Prelude Beach and defeat his team. His lineup consists of Golem, Heracross, Clefable, Hisuian Braviary, and Snorlax. This is a trainer battle, so prepare for several different types rather than building around one counter. Winning awards the Fist Plate.
All five Plate missions, 21 through 25, must be complete before Mission 26 can proceed. The missions do not need to be completed in the exact numerical order, but completing them in numerical order is the clearest way to track the required rewards.
- Regigigas has been caught and the Blank Plate received.
- Commander Kamado has been defeated at Prelude Beach.
- The Fist Plate has been received.
- Missions 21, 22, 23, 24, and 25 are all marked complete.
Start Mission 26 and obtain the Pixie Plate
Return to the Ancient Retreat and speak with Cogita after completing Missions 21 through 25. Mission 26, Seeking the Remaining Plates, begins when you report your progress. Cogita asks for three Pieces of Wood. If you do not have them in storage, collect loose Wood from wooded areas in Hisui and return to the retreat.
Give Cogita all three Pieces of Wood. She uses them for a chopping board and gives you the Pixie Plate. This is not the final Plate from Mission 26; it is a separate reward that must be collected before the investigation moves on to Volo.
- Mission 26 is active.
- Three Pieces of Wood have been delivered to Cogita.
- The Pixie Plate has been received.
- The next objective involving Volo is displayed.
Reach the Temple of Sinnoh and defeat Volo
Go to the Celestica Ruins in the Coronet Highlands and speak with Volo. After the conversation, follow the objective to the Temple of Sinnoh at the summit. Use the nearby camps and climbing routes to reach the temple, then heal and restock before approaching Volo at the final battle location.
Volo uses six level 68 Pokémon: Spiritomb, Roserade, Togekiss, Hisuian Arcanine, Lucario, and Garchomp. Bring varied coverage. Ice- or Fairy-type attacks help against Garchomp, Water- or Ground-type attacks are useful against Hisuian Arcanine, and Fighting- or Ground-type moves can handle Lucario. Use suitable Electric, Rock, Ice, or neutral attacks against Togekiss, and do not depend on a single attacker to clear the whole team.
This battle leads directly into two Giratina battles. Your party is not given a normal camp recovery between phases, so preserve healthy Pokémon and save healing items for the full sequence. If Volo defeats you, you must repeat his battle before attempting Giratina again.
- The Celestica Ruins conversation with Volo is complete.
- You have reached the Temple of Sinnoh.
- Your party is healed before the battle sequence.
- You have stocked Revives and healing items.
- Volo’s six level 68 Pokémon have been defeated.
Defeat both Giratina Formes
Giratina appears at level 70 in Altered Forme immediately after Volo’s defeat. This is a mandatory defeat encounter, not a capture encounter. Do not waste turns trying to throw Poké Balls at it. Use Dragon-, Fairy-, Ice-, Ghost-, or other effective attacks while preserving at least one reliable counter for the next phase.
After Altered Forme is defeated, Giratina changes into Origin Forme and the second battle begins without a normal party recovery. Giratina’s health is restored for the continuation, while your party remains in its current condition. Use Revives and healing items when necessary, and switch intelligently rather than sacrificing your remaining strong Pokémon to finish a weakened target.
Defeating both forms completes the central confrontation of Mission 26. Volo then gives you the Spooky Plate, and the Celestica Flute transforms into the Azure Flute. The encounter does not add Giratina to your Pokédex as a caught species. That distinction matters for the Arceus route.
- Giratina’s Altered Forme has been defeated.
- Giratina’s Origin Forme has been defeated.
- The Spooky Plate has been received.
- The Celestica Flute has become the Azure Flute.
- Mission 26 is marked complete.
Complete Request 91: On the Trail of Giratina
After Mission 26, return to Jubilife Village. Professor Laventon offers Request 91, On the Trail of Giratina. Accept it before traveling to the Cobalt Coastlands. The request is optional if your only goal is ordinary story completion or obtaining the Azure Flute, but it is required for the stated Arceus route because the Giratina defeated during Mission 26 was not caught.
In the Cobalt Coastlands, travel toward Spring Path and enter Turnback Cave. Follow the request objective until Giratina appears, then battle and catch it. This is the Giratina that registers in the Pokédex. After the capture, report back to Professor Laventon and receive the Griseous Core, which allows Giratina to change between its Altered and Origin Formes.
If you are completing the Pokédex without trading, also complete Request 94, Incarnate Forces of Hisui, when it becomes available. Its encounters provide required species that are not obtained during the ordinary regional story. Request 22, Eerie Apparitions in the Night, is likewise needed for Spiritomb if you do not obtain that species through another valid method.
- Request 91 has been accepted from Professor Laventon.
- You have reached Turnback Cave through Spring Path in the Cobalt Coastlands.
- Giratina has been caught in Turnback Cave.
- The Pokédex registers Giratina as caught.
- The Griseous Core has been received.
- Request 94 and any other required species-granting Requests have been completed if you are not trading.
Begin Mission 27 and prepare for Arceus
Mission 27, The Deified Pokémon, becomes available after Mission 26, but the Azure Flute does not immediately summon Arceus. Travel to the Temple of Sinnoh and play the Azure Flute only after catching every required non-Mythical Pokémon in the Hisui Pokédex. The game checks caught species, not merely sightings or Research Level 10 entries.
The usual requirement is the first 237 Hisui Pokédex species, excluding Phione, Manaphy, Shaymin, Darkrai, and Arceus. Species obtained through Requests, including Spiritomb, Giratina, and the Forces of Nature, must be included if they are among the required entries. Once the requirement is satisfied, the Azure Flute opens the stairway to the Hall of Origin, where Arceus can be confronted and caught.
If the flute still tells you to seek out all Pokémon, return to the Pokédex and look specifically for entries without a caught mark. Check Request rewards, unevolved species that can be caught directly, space-time distortions, and legendary encounters before repeating the Temple visit.
- Mission 26 is complete.
- The Spooky Plate is in your inventory.
- The Celestica Flute has become the Azure Flute.
- Request 91 has been completed and Giratina is caught.
- The required non-Mythical Hisui species are marked as caught.
- Mission 27 can advance when the Azure Flute is played at the Temple of Sinnoh.
Before you move on
- Mission 19, A New Day Dawns, is complete.
- Mission 20, The Researcher of Myths, is complete.
- The Stone Plate has been received from the Alpha Vespiquen sequence.
- Missions 21, 22, 23, 24, and 25 are complete.
- The Pixie Plate has been received after delivering three Pieces of Wood to Cogita.
- Mission 26, Seeking the Remaining Plates, is complete.
- Volo’s level 68 team has been defeated.
- Giratina’s Altered Forme and Origin Forme have both been defeated.
- The Spooky Plate has been received.
- The Celestica Flute has transformed into the Azure Flute.
- Request 91 has been completed at Turnback Cave.
- Giratina is marked as caught in the Pokédex.
- Request 94 and other required species-granting Requests have been completed if needed.
- The required non-Mythical Hisui species are caught.
- Mission 27 advances when the Azure Flute is played at the Temple of Sinnoh.
References for this chapter
- Serebii.net — The Researcher of Myths
- Seeking the Remaining Plates - Pokémon Legends: Arceus Missions
- The Deified Pokémon - Pokémon Legends: Arceus Missions
- Serebii.net — Pokémon Legends: Arceus Missions
- GameFAQs — Mission 19: A New Day Dawns
- Game8 — Complete Story Walkthrough
- GameWith — Request 91: On the Trail of Giratina
- Bulbapedia — Temple of Sinnoh
- Request - Bulbapedia
Completing the Pokédex and Reaching the Arceus Encounter
After completing Mission 26, Seeking the Remaining Plates, and defeating Volo and Giratina, the Celestica Flute becomes the Azure Flute and Mission 27, The Deified Pokémon, becomes available. To unlock Arceus, catch every required Pokémon numbered 001 through 237 in the Hisui Pokédex. This includes Giratina, but not Arceus itself or the optional Mythical Pokémon Phione, Manaphy, Shaymin, and Darkrai. Research Level 10 for every species is not required for Mission 27. The separate Request 94 has its own Pokédex-entry conditions for the Forces of Nature, including the conditions needed to obtain Enamorus. Once the required species are caught, return to the Temple of Sinnoh and play the Azure Flute to reach the Hall of Origin.
1. Finish the post-game story steps before hunting the final species
Complete Mission 26, Seeking the Remaining Plates, including the confrontation with Volo and the two-stage Giratina battle. When this sequence is finished, the Celestica Flute becomes the Azure Flute and Mission 27, The Deified Pokémon, directs you to seek out all the Pokémon in Hisui.
The credits, the Origin Dialga or Origin Palkia confrontation, the Plate investigations, and the Azure Flute alone do not unlock Arceus. Playing the flute before meeting the Pokédex requirement only tells you to seek out the remaining Pokémon.
Before beginning a dedicated Pokédex sweep, make sure Request 91, On the Trail of Giratina, is available from Professor Laventon in Jubilife Village. Request 91 unlocks after defeating Volo. Travel to the Spring Path in the Cobalt Coastlands, enter Turnback Cave, and catch Giratina. This Giratina is required for the 001–237 Arceus route; the Giratina fought during Mission 26 does not count as a caught species for this purpose.
- Mission 26 is complete.
- The Azure Flute is in your possession.
- Mission 27, The Deified Pokémon, is active.
- Request 91 has been completed and Giratina is marked as caught.
2. Track the correct Pokédex requirement
Catch every species numbered 001 through 237 in the Hisui Pokédex. The final required entry is Giratina. Arceus is not included because it is the reward encounter, and Phione, Manaphy, Shaymin, and Darkrai are not required to activate the Arceus battle.
Open the Pokédex and inspect the individual entries rather than relying only on a general total. A species must be caught, not merely seen, defeated, or registered as an encounter during a story sequence. Check that the caught marker is present for every number from 001 through 237.
You do not need to complete every research task or raise every Pokémon to Research Level 10 for Mission 27. Research Level 10 is a separate completion goal associated with rewards such as the Shiny Charm. Do not spend time perfecting entries unless you want those additional rewards.
Keep Request 94, Incarnate Forces of Hisui, separate from the general Arceus rule. That request has its own research-entry conditions for the Forces of Nature. You must investigate and catch Tornadus, Thundurus, Landorus, and Enamorus as required by the request, and complete the request’s specified Pokédex conditions before it can be finished. These conditions do not mean that every species in the Hisui Pokédex needs Research Level 10 for Mission 27.
- Every entry from 001 through 237 has a caught marker.
- Giratina was caught through Request 91 at Turnback Cave.
- You are not treating Research Level 10 as a general Arceus requirement.
- You have checked Request 94’s separate conditions if Enamorus is missing.
3. Sweep the five regions and resolve evolution entries first
Review the Pokédex and make a list of every uncaught number. Work through one region at a time: Obsidian Fieldlands, Crimson Mirelands, Cobalt Coastlands, Coronet Highlands, and Alabaster Icelands. Use the nearest base camp to heal, restock, change the time of day, and check your remaining targets.
For a missing evolved Pokémon, check whether evolving a Pokémon already in your Pastures is faster than searching for the evolved form. Evolution conditions can involve level, friendship, a move, an evolution item, a time of day, or a specific battle style. This is often the quickest way to finish common evolution families.
Catch the species rather than relying on battles or observations. Water routes and late-game areas contain several entries that are easy to overlook when using only land routes. Use Basculegion, Sneasler, and Braviary to inspect isolated shorelines, high ledges, caves, and islands.
Set aside special-access species as a separate group. Requests, legendary missions, space-time distortions, and evolution items can all be necessary for a complete 001–237 list. In particular, check Spiritomb from Request 22, Giratina from Request 91, the Forces of Nature from Request 94, and the distortion-exclusive species when reviewing the final missing entries.
- You have a written or in-game list of uncaught species.
- You have checked evolution methods before searching for evolved forms.
- You have reviewed requests, legendary missions, water areas, and space-time distortions.
- You have verified Spiritomb, Giratina, and the Forces of Nature separately.
4. Use outbreaks and distortions for difficult targets
Regular Mass Outbreaks and Massive Mass Outbreaks are efficient when the missing species can appear in the event. Repeated spawns in one marked area reduce the amount of searching required, especially for species that are uncommon during ordinary map visits.
Massive Mass Outbreaks are part of the Daybreak content and become available after viewing the game’s end credits and completing the required investigation that introduces them. Prepare at the closest camp with Poké Balls, berries, Smoke Bombs, Stealth Sprays, and healing items. Catch the target species directly instead of abandoning the event to pursue unrelated rare spawns.
Space-time distortions are essential for some species that do not reliably appear in ordinary regional spawns. If one of your missing entries is distortion-exclusive, remain in the area while the distortion forms and search the interior thoroughly. Distortions can also provide evolution items, which may solve several missing entries at once.
If an outbreak or distortion becomes dangerous, retreat to a safe distance, return to camp, or leave the area and try again. Do not spend valuable healing items fighting every Pokémon in an event when the objective is simply to catch a particular species.
- You use outbreaks when they contain a missing species.
- You investigate space-time distortions for their exclusive species and evolution items.
- You resupply before entering a time-limited event.
- You prioritize the Pokédex target over unrelated battles or Shiny hunting.
5. Confirm the final entries before returning to the Temple of Sinnoh
When your sweep is complete, open the Pokédex and inspect entries 001 through 237 individually. Pay special attention to species obtained through evolution, space-time distortions, requests, water travel, and late-game legendary encounters. A Pokémon that was defeated during a battle or seen during a mission still needs to be caught.
Request 22, Eerie Apparitions in the Night, supplies Spiritomb after you collect all 107 wisps and complete the request’s final encounter. Request 91 supplies the required caught Giratina. Request 94 supplies the Forces of Nature, but its research conditions must be met separately. These requests are the most common reason a nearly complete list still cannot activate Mission 27.
Professor Laventon can be used to submit field research and receive research points, but do not use a report total as the sole completion test. The reliable check is the caught marker on every required Pokédex entry and the Temple of Sinnoh response when you play the Azure Flute.
- Entries 001 through 237 are individually marked as caught.
- Spiritomb is caught after completing Request 22.
- Giratina is caught through Request 91.
- The required Forces of Nature entries have been handled through Request 94.
- Your party is healed before returning to the Temple of Sinnoh.
6. Play the Azure Flute and defeat Arceus
Travel to the Temple of Sinnoh in the Coronet Highlands and return to the dais used during the late-game story. Interact with the prompt and play the Azure Flute. If all required species are caught, the game creates a staircase leading to the Hall of Origin. If it still tells you to seek out all Pokémon, leave the area and recheck entries 001 through 237, beginning with Giratina and the request-locked species.
The Arceus encounter is a special balms-and-dodging battle rather than an ordinary wild capture. Arceus is Level 75. Dodge the homing projectiles, shockwaves, meteors, and large area attacks, then throw the supplied Mysterious Balm during safe openings. When an opening permits a Pokémon battle, use it to damage Arceus and create another chance to throw balms.
Keep moving instead of trying to force one extra throw while an attack is active. If the battle fails, restock healing items, bring a balanced party with several Pokémon capable of surviving the encounter, and retry. The battle itself does not use ordinary Poké Balls as the capture solution.
After Arceus is defeated, it joins your collection and you receive the Legend Plate. Mission 27 is complete at that point. Additional requests, rematches, form changes, research tasks, and Shiny Charm work can continue afterward.
- Playing the Azure Flute creates the staircase at the Temple of Sinnoh.
- You reach the Hall of Origin.
- Arceus is defeated in the special balms encounter.
- Arceus is present in your party or Pastures.
- The Legend Plate has been received.
Before you move on
- Mission 27, The Deified Pokémon, is active.
- Request 91, On the Trail of Giratina, is complete and Giratina is marked as caught.
- Every required species numbered 001 through 237 is marked as caught.
- Spiritomb has been obtained through Request 22 if it was not obtained by another valid method.
- The separate Request 94 conditions have been completed if Enamorus or another Force of Nature is still missing.
- Playing the Azure Flute at the Temple of Sinnoh creates the staircase.
- The Hall of Origin encounter is completed.
- Arceus is present in the party or Pastures.
- The Legend Plate appears among the key items.
References for this chapter
- The Deified Pokémon - Pokémon Legends: Arceus Missions
- Arceus - Pokémon Legends: Arceus
- On the Trail of Giratina - Requests - Pokémon Legends: Arceus
- Incarnate Forces of Hisui - Requests - Pokémon Legends: Arceus
- Eerie Apparitions in the Night - Pokémon Legends: Arceus Requests
- Spiritomb Wisp Locations - Pokémon Legends: Arceus
- Pokémon Legends: Arceus | Update
- Pokémon availability (Legends: Arceus) - Bulbapedia
Endgame Checklist, 100% Advice and Final Recovery
Use this chapter to verify the route from the first campaign credits to the Arceus encounter in Pokémon Legends: Arceus on Nintendo Switch. The required route includes Missions 19 through 27, Request 22 and its 107 wisps for Spiritomb, Request 91 for the Giratina capture, and Request 94 for the Forces of Nature and Enamorus. You must catch every Pokémon numbered 001 through 237 in the Hisui Pokédex. Phione, Manaphy, Shaymin, and Darkrai are outside that required range. Unown, perfected Research Levels, Daybreak challenges, rematches, and other extended completion goals are optional.
Confirm the credits and open the post-game route
The first credits appear after Mission 18, The Counterpart. They do not conclude the complete story route. After the ending sequence, return to Jubilife Village and follow the active Mission list. Mission 19, A New Day Dawns, restores the post-game investigation, and Mission 20, The Researcher of Myths, sends you to Cogita and begins the remaining Plate investigations.
Keep the active Mission selected so the Arc Phone identifies the next destination. If the objective is unclear, speak with the named character shown in the Mission description instead of repeatedly returning to the Temple of Sinnoh.
- The main campaign credits have played.
- Post-game Jubilife Village is available.
- Missions 19 and 20 have been completed or are active.
- The Mission list shows the remaining post-game objectives.
Complete Missions 21 through 26
Complete Mission 21, The Plate of the Lakes; Mission 22, The Plate of Firespit Island; Mission 23, The Plate of Moonview Arena; Mission 24, The Plate of Snowpoint Temple; and Mission 25, The Plate of Prelude Beach. Mission 23 awards the Dread Plate. These investigations lead into Mission 26, Seeking the Remaining Plates.
During Mission 26, return to Cogita at the Ancient Retreat and bring her the three pieces of Wood she requests. She gives you the Pixie Plate. Follow the objective to the Celestica Ruins and then to the Temple of Sinnoh, where Volo begins the final battle sequence.
Heal and restock at Summit Camp before entering the Temple. Volo uses six Pokémon at Level 68. After his defeat, Giratina appears at Level 70 and then changes into Origin Forme for a second Level 70 battle. There is no normal camp recovery break between these linked battles, so preserve usable party members and recovery items.
Defeat the full sequence to complete Mission 26 and receive the Spooky Plate. The Mission 26 Giratina battle does not add Giratina to your party and does not satisfy the required caught-species entry for the Arceus route.
- Missions 21 through 25 are complete.
- The three pieces of Wood have been delivered to Cogita.
- The Pixie Plate has been received.
- Volo has been defeated.
- Both Giratina phases have been defeated.
- The Spooky Plate has been received from Mission 26.
- Mission 26 is complete.
Recover after a failed Volo or Giratina attempt
A defeat does not permanently block the story. Leave the area, heal, restock, and return when the party is ready. Buy or craft Max Potions, Revives, and other recovery items in Jubilife Village. Use the Training Grounds to adjust moves, and apply Grit items to the Pokémon you intend to use throughout the endgame.
Change the opening matchup if Volo repeatedly defeats your lead. Agile Style can secure an extra action when finishing an opponent or applying a status effect matters more than maximum damage. Strong Style is useful for reliable knockouts or decisive damage, but its turn cost can leave you exposed. Do not spend every recovery item during Volo’s final turns because Giratina follows immediately.
Build around multiple answers rather than one overleveled Pokémon. Fairy, Ice, Dragon, Ground, Fighting, and Dark coverage can help across Volo’s team and Giratina’s forms, but coverage alone is not enough if the party cannot survive several consecutive battles. Train replacement Pokémon before returning if too many members are fainting early.
- The party is healed before returning to the Temple.
- The failed matchup has been addressed with different moves or Pokémon.
- Recovery items and Revives are stocked.
- Several party members remain usable for both Giratina phases.
- The player is not relying on one Pokémon.
Catch Giratina through Request 91
After Mission 26, accept Request 91, On the Trail of Giratina, from Professor Laventon in Jubilife Village. Travel to the Spring Path area of the Cobalt Coastlands and enter Turnback Cave. Giratina appears there after the request is accepted; weaken it carefully and catch it rather than treating the Mission 26 battle as the capture.
This capture is required for the 001–237 route because Giratina is Hisui Pokédex entry 237. Completing the request also provides the Griseous Core, which allows the caught Giratina to switch between Altered and Origin Formes. Request 91 is optional for ordinary story completion but required for the stated Arceus route unless the species is obtained through trading or another supported method.
- Request 91 is available and accepted.
- Turnback Cave has been reached through Spring Path.
- Giratina has been caught and registered.
- The Griseous Core has been received.
Complete Request 22 and catch Spiritomb
Request 22, Eerie Apparitions in the Night, requires collecting 107 wisps across Jubilife Village and the five expedition regions. Traversal mounts make the route substantially easier, especially for wisps on cliffs, across water, and in the Alabaster Icelands. Wisps are easier to see at night, and the request information shows how many remain in each area.
After all 107 wisps are collected, go to the Shrouded Ruins in the Crimson Mirelands at night and complete the final step with Vessa. Spiritomb appears at Level 60. Catch it and confirm that it is registered in the Pokédex. Spiritomb is entry 139 and is required for the Arceus route.
- Request 22 is active or complete.
- All 107 wisps have been collected.
- The Shrouded Ruins step has been completed at night.
- Spiritomb has been caught and registered.
Catch every required species from 001 through 237
Mission 27 requires catching every Pokémon numbered 001 through 237 in the Hisui Pokédex. This is a caught-species requirement, not a requirement to raise every Research Level to 10 or perfect every entry. Phione, Manaphy, Darkrai, and Shaymin are outside the required 001–237 route.
Check the Pokédex by number instead of relying only on a summary total. Common omissions include Spiritomb, Giratina, the Forces of Nature, space-time-distortion species, fossil Pokémon, Porygon and its evolutions, and Pokémon obtained through evolution rather than ordinary wild encounters. When evolving a Pokémon, check that the evolved species is now marked as caught.
Request 94, Incarnate Forces of Hisui, is needed for the Forces of Nature portion of the Pokédex. Catch Tornadus, Thundurus, and Landorus, complete their required Research Level 10 conditions, and then complete the request’s final Enamorus objective. Request 91 is likewise required for the Giratina catch.
- Every species numbered 001 through 237 is marked as caught.
- Spiritomb and Giratina are included.
- Tornadus, Thundurus, Landorus, and Enamorus are included.
- Space-time-distortion species are accounted for.
- Fossil Pokémon and Porygon’s evolutionary line are accounted for.
- Research Level 10 is not being mistaken for the general Arceus requirement.
- Phione, Manaphy, Shaymin, and Darkrai are not being counted as mandatory.
Open the Hall of Origin and complete Mission 27
After Mission 26 is complete, Giratina and Spiritomb are caught, Request 94 is complete, and every species numbered 001 through 237 is registered, return to the Temple of Sinnoh at the summit of Mount Coronet. Play the Azure Flute at the dais. The Celestica Flute becomes the Azure Flute after the Volo sequence. If the game still says to seek out all Pokémon, inspect the Pokédex by number and locate the missing entry before returning.
The staircase leads to the Hall of Origin and the Arceus encounter. Arceus is fought through an action sequence using Mysterious Balms. Move continuously, dodge the incoming attacks, and throw balms during safe openings. When a Pokémon battle becomes available, use it to create another opportunity to throw balms before resuming movement.
Save before beginning if you want a reliable recovery point, and enter with a healed party. Arceus is not captured with an ordinary Poké Ball during the action sequence. Complete the balm phases to finish Mission 27, receive Arceus, and obtain the Legend Plate.
- Mission 26 is complete.
- Giratina is caught through Request 91.
- Request 22 is complete and Spiritomb is caught.
- Request 94 and the Forces of Nature sequence are complete.
- Every required species numbered 001 through 237 is caught.
- The Azure Flute opens the Hall of Origin staircase.
- The Arceus encounter is complete.
- Arceus and the Legend Plate have been obtained.
Separate required completion from optional cleanup
After Arceus, optional goals can be tracked separately from the required route. These include collecting all Unown, raising every Research Level to 10, perfecting Pokédex entries, completing remaining Requests, and clearing the Path of Solitude and Path of Tenacity battles.
The Daybreak content adds Massive Mass Outbreak investigations, additional legendary and Warden battles, and the Eternal Battle Reverie. These are useful post-game challenges but are not needed to unlock Arceus. Additional rematches and Arceus’s tougher rematch are also optional.
For a durable endgame roster, keep several high-level Pokémon with different defensive profiles. Fairy or Ice coverage, a Ground-capable attacker, a strong neutral damage option, and Pokémon suited to Agile and Strong Style provide more flexibility than one favorite Pokémon. Continue using Grit items across the party so a failed rematch does not leave you without a functional replacement.
- The Hall of Origin encounter is complete.
- Required Requests and Pokédex captures are finished.
- Unown and perfected entries are tracked separately.
- Daybreak activities are treated as optional.
- Rematches and battle paths are tracked separately.
Before you move on
- The main campaign credits have played.
- Missions 19 through 26 are complete.
- Volo has been defeated.
- Both Giratina phases in Mission 26 have been defeated.
- The Spooky Plate has been obtained from Mission 26.
- Request 91 is complete and Giratina is caught at Turnback Cave.
- Request 22 is complete and all 107 wisps have been collected.
- Spiritomb is caught.
- Request 94 is complete and Tornadus, Thundurus, Landorus, and Enamorus are caught.
- Every required Pokémon numbered 001 through 237 is marked as caught.
- The Pokédex has been checked by species number rather than total alone.
- Research Level 10 and perfected entries are not being treated as mandatory for Arceus, except for the specific Research Level 10 conditions required within Request 94.
- Phione, Manaphy, Shaymin, and Darkrai are not being counted as mandatory.
- The Azure Flute has opened the staircase to the Hall of Origin.
- The Arceus encounter is complete.
- Arceus and the Legend Plate are in the player’s possession.
- Unown, perfected entries, Daybreak missions, rematches, and other extended goals are being treated as optional.
References for this chapter
- Explore a new frontier in Pokémon Legends: Arceus, available now!
- Seeking the Remaining Plates - Pokémon Legends: Arceus Missions
- The Deified Pokémon - Pokémon Legends: Arceus Missions
- Eerie Apparitions in the Night - Pokémon Legends: Arceus Requests
- Pokémon Legends: Arceus - Requests
- Turnback Cave - Bulbapedia
- Request - Bulbapedia
- List of in-game event Pokémon in Pokémon Legends: Arceus - Bulbapedia
- How to Update Pokémon Legends: Arceus - Nintendo Support
Finishing up
You have watched the main campaign credits after defeating the final Origin Forme confrontation (Origin Dialga or Origin Palkia).
You have completed Missions 19 and 20, Missions 21–25, and Mission 26, including the Volo and Giratina battles that award the Spooky Plate and transform the Celestica Flute into the Azure Flute.
For the Arceus route, you have completed Request 91 and caught Giratina at Turnback Cave, completed Request 22 and collected all 107 wisps to catch Spiritomb, completed Request 94 to obtain the Forces of Nature species, and caught every required species numbered 001 through 237 in the Hisui Pokédex. Request 91 is optional for the main story and for obtaining the Azure Flute, but required here because Giratina must be caught for the 001–237 requirement.
You have played the Azure Flute at the Temple of Sinnoh, reached the Hall of Origin, defeated Arceus, and received the Legend Plate.
Optional Requests other than those needed for required species, perfected Research Levels, optional camp upgrades, Unown, additional wisps beyond the Spiritomb requirement, Daybreak content, and other 100% activities are outside this completion scope unless separately pursued.
Choose your next gameSources & references
Our original guide draws on the references below. Check the edition at the top of this page before following controls or unlock requirements.
- Mission 2: The Galaxy Team’s Entry Trial - Pokémon Legends: Arceus Guide and Walkthrough
- The Galaxy Team’s Entry Trial - Pokémon Legends: Arceus Missions
- The Galaxy Team’s Entry Trial Mission Guide and Walkthrough
- Pokémon Legends: Arceus Official Website – Story and Frenzied Noble Pokémon
- Walkthrough: Pokémon Legends: Arceus/Part 1 – Bulbapedia
- Missions & Requests in Pokémon Legends: Arceus — Pokémon Database
- Pokémon Legends: Arceus - Requests
- All Base Camps and How to Unlock – Game8
- How to Fast Travel – Game8
- Jubilife Village Map, Features, and Things to Do – Game8
- Pokémon Legends: Arceus – Jubilife Village – Serebii.net
- Pokémon Legends: Arceus | Gameplay | Official Website
- Walkthrough: Pokémon Legends: Arceus/Part 3, Bulbapedia
- Walkthrough: Pokémon Legends: Arceus/Part 4, Bulbapedia
- A Request from Mai Mission Guide and Walkthrough, Game8
- Pokémon Legends: Arceus — Official Nintendo product page
- Walkthrough: Pokémon Legends: Arceus/Part 5 — Bulbapedia
- Walkthrough: Pokémon Legends: Arceus/Requests 31–60 — Bulbapedia
- Mission 8: Arezu’s Predicament — GameFAQs
- Mission 8: Arezu’s Predicament — Gamer Guides
- Explore a new frontier in Pokémon Legends: Arceus, available now!
- The Lordless Island — Serebii
- Walkthrough: Pokémon Legends: Arceus/Part 7 — Bulbapedia
- Setting Up the Coastlands Camp Guide and Walkthrough — Game8
- Cobalt Coastlands Map and Pokemon List — Game8
- Scaling Perilous Heights — Pokémon Legends: Arceus Missions
- Scaling Perilous Heights Mission Guide and Walkthrough
- Game8 — Complete Story Walkthrough
- All Request Walkthroughs: How to Unlock All Requests
- All Trainer Battles
- The Slumbering Lord of the Tundra — Serebii
- Serebii.net – Pokémon Legends: Arceus Noble Pokémon
- Setting Up the Icepeak Camp: Request 78 — Game8
- Setting Up the Icepeak Camp: Request 78 — GameWith
- Alabaster Icelands Map and Pokémon List — Game8
- Mission 12: The Slumbering Lord of the Tundra — GameFAQs
- Pokémon Legends: Arceus - Battle Mechanics
- Pokémon Legends: Arceus - Move Mastery
- Move mastery
- Action speed
- Pokémon Legends: Arceus - Gameplay
- Pokémon Legends: Arceus | Nintendo Switch games
- Nintendo Official Site — Pokémon Legends: Arceus: Hone your catching techniques with this guide!
- The Pokémon Company — Pokémon Legends: Arceus Gameplay: Crafting and Base Camps
- Bulbapedia — Crafting in Pokémon Legends: Arceus
- Serebii.net — Pokémon Legends: Arceus Crafting and Recipes
- Serebii.net — Pokémon Legends: Arceus Items
- Game8 — Respawn Time: When Do Wild Pokémon and Items Reappear?
- Serebii.net — Pokémon Legends: Arceus Item Storage Upgrades
- The Deified Pokémon: Mission 27
- Eerie Apparitions in the Night - Pokémon Legends: Arceus Requests
- On the Trail of Giratina: Request 91
- Request 94: Incarnate Forces of Hisui
- Pokémon Legends: Arceus Research Tasks
- Bulbapedia – Noble Pokémon
- GameWith – Noble Pokémon: How to Defeat Frenzied Nobles
- Game8 – All Boss Battles: How to Beat Frenzied Noble Pokémon
- Game8 – List of All Noble Pokémon
- Game8 – How to Beat Hisuian Electrode
- Game8 – How to Beat Hisuian Avalugg
- Mission 13: Disaster Looming — Pokémon Legends: Arceus Walkthrough & Guide
- Ancient Retreat — Bulbapedia
- Base camp — Bulbapedia
- Seeking the Red Chain — Serebii.net
- Mission 17: Atop Mount Coronet — GameFAQs
- Atop Mount Coronet Mission Guide and Walkthrough — Game8
- Walkthrough: Pokémon Legends: Arceus/Part 13 — Bulbapedia
- The Counterpart Mission Guide and Walkthrough — Game8
- How to Beat Dialga and Palkia Origin Form — Game8
- A New Day Dawns Mission Guide and Walkthrough — Game8
- Bulbapedia — Temple of Sinnoh
- Serebii.net — The Researcher of Myths
- Seeking the Remaining Plates - Pokémon Legends: Arceus Missions
- The Deified Pokémon - Pokémon Legends: Arceus Missions
- Serebii.net — Pokémon Legends: Arceus Missions
- GameFAQs — Mission 19: A New Day Dawns
- GameWith — Request 91: On the Trail of Giratina
- Request - Bulbapedia
- Arceus - Pokémon Legends: Arceus
- On the Trail of Giratina - Requests - Pokémon Legends: Arceus
- Incarnate Forces of Hisui - Requests - Pokémon Legends: Arceus
- Spiritomb Wisp Locations - Pokémon Legends: Arceus
- Pokémon Legends: Arceus | Update
- Pokémon availability (Legends: Arceus) - Bulbapedia
- Turnback Cave - Bulbapedia
- List of in-game event Pokémon in Pokémon Legends: Arceus - Bulbapedia
- How to Update Pokémon Legends: Arceus - Nintendo Support
About the game & collecting notes
- Platform
- Nintendo Switch
Step-by-step campaign walkthrough for the original Nintendo Switch release of Pokémon Legends: Arceus. Starts at Professor Laventon’s lab, covers Jubilife Village and each Hisui region, all required story missions through the campaign ending (Origin Dialga/Palkia), and post‑game paths to the true ending and the Arceus encounter. Practical progression, mission priorities and completion checks for the original edition.
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