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Game walkthroughNintendo Switch

Pokémon Violet — Complete Main Campaign Walkthrough (Original Nintendo Switch edition)

A step-by-step campaign walkthrough for the original Nintendo Switch edition of Pokémon Violet that guides you from the Cabo Poco and Uva Academy opening through the three parallel story routes—Victory Road, Path of Legends and Starfall Street—into The Way Home, the Area Zero finale, the credits and the base-game post-game state. It excludes the paid Hidden Treasure of Area Zero expansion.

Pokemon Violet official promotional artwork
Official promotional artwork; not a step-specific gameplay capture.
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Edition coveredOriginal Nintendo Switch edition (base game, no paid DLC required)
Your goalComplete all three core story paths (Victory Road, Path of Legends, Starfall Street), unlock and finish the final story 'The Way Home' in Area Zero, watch the credits, and return to the post‑game state.
Inside the guide18 chapters · 29,415 words
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Before you begin

This walkthrough is written for the original Nintendo Switch edition of Pokémon Violet and shows the exact steps you need to clear the game’s main campaign and reach its ending.

You will be guided through the academy opening, each of the three main story routes, how those routes unlock the final sequence (The Way Home), and the endgame events inside Area Zero.

Follow the order and checkpoints here if you want a reliable path to the ending without missing prerequisites.

You do not need paid DLC to reach the main ending; The Way Home and the Area Zero finale are part of the base game’s main story.

DLC titled The Hidden Treasure of Area Zero is an optional expansion released later and is not required to finish the base-game ending.

Read the Preparation checklist before you begin to ensure you won’t be blocked or have to backtrack for the final sequence.

Set yourself up for the run

Keep your game updated to the latest official patch for the original Switch edition before starting the late-game sequences; patches fixed numerous stability and compatibility issues.

Use a dedicated save slot for your campaign run and save manually in Pokémon Centers before major story battles, Gym challenges and when entering Area Zero's research stations.

Build a balanced party: include a reliable physical attacker, a special attacker, and at least one Pokémon with utility (status, bulk, or recovery).

Don’t rely on a single overleveled Pokémon that can be repeatedly one‑shot; you’ll face multi‑opponent scripted battles in late-game story events.

Keep a stock of Full Restores and Revives for area puzzles and long stretches between healing points.

The final Area Zero sequences contain several predetermined battles in which retreating to a Pokémon Center is not possible.

Keep at least one versatile Tera type coverage move or a Pokémon that can Terastallize effectively; Terastal mechanics are integral to high-level battles in the late game.

Complete optional trainer rematches and level-grind only if you are having difficulty; the game allows flexible route order, but the final sequence requires completing all three main routes first.

Record or note locations of the Zero Gate (the access point used to travel between Paldea and Area Zero) and the four Area Zero research stations—these are plot landmarks you will visit in The Way Home.

If you want a tradable second copy of your cover Legendary post‑game, be aware that the second encounter becomes available only after you finish The Way Home and view the credits; plan storage and trade readiness accordingly.

Opening: Academy Introduction and First Choices

Complete the linear opening from your home in Cabo Poco through the first two Nemona battles, the lighthouse encounter with Arven, the journey to Mesagoza, enrollment at Uva Academy and the beginning of the Treasure Hunt. Pokémon Violet uses Uva Academy, and Miraidon is your version’s partner Pokémon. The game does not permanently lock you into any story route based on your starter choice.

Choose your starter at home

Begin in Cabo Poco and follow the opening instructions inside your house. After Director Clavell arrives, go outside and speak with him near the three Poké Balls. Choose Sprigatito, Fuecoco or Quaxly. This selection is permanent for the save file, although the other starters can later be obtained through trading or other transfer methods.

Sprigatito is Grass-type, Fuecoco is Fire-type and Quaxly is Water-type. All three can complete the base-game story. For the opening rival battle, Nemona selects a starter that is weak to yours, so there is no required choice and no story route is blocked by your decision. Choose based on which type and eventual evolution line you prefer.

After selecting your partner, follow the short conversation with Clavell and Nemona. Do not leave Cabo Poco before the battle begins, because this first fight is part of the required opening sequence.

  • Choose Sprigatito, Fuecoco or Quaxly.
  • Confirm that the chosen Pokémon is in your party.
  • Complete the first mandatory battle with Nemona.

Follow Nemona and learn to catch Pokémon

After the first Nemona battle, Nemona gives you the Pokédex through your Rotom Phone and asks you to follow her. Leave the area near her house and speak with your mother when prompted. Nemona gives you a Sandwich and five Potions, then leads you toward Poco Path.

Follow Nemona along the path and complete the catching tutorial. Catch at least one wild Pokémon when instructed. The game uses this sequence to teach the basic process of weakening a Pokémon, selecting a Poké Ball and adding a new team member. You may catch additional Pokémon afterward, but extensive grinding is unnecessary.

Continue north through Poco Path until Nemona stops for the next required battle. This is a separate fight from the opening battle at home, so do not assume the first Nemona victory completes all of her early tutorial events.

  • Receive the Pokédex from Nemona.
  • Collect the Sandwich and five Potions from your mother.
  • Catch a wild Pokémon during the Poco Path tutorial.
  • Reach the second mandatory battle with Nemona.

Defeat Nemona in South Province (Area One)

Battle Nemona in South Province (Area One). Her team includes the starter weak to yours and a Pawmi. The first opposing Pokémon is normally straightforward; use your starter’s strongest reliable move and switch if another Pokémon gives you a better type matchup.

Nemona then Terastallizes Pawmi to demonstrate the mechanic. The Pawmi has an Electric Tera Type, shown by the light-bulb-like jewel above its head. Terastallization changes the active Pokémon’s type to its Tera Type for the battle and strengthens moves that match that type. At this stage, the game does not yet let you Terastallize your own Pokémon.

Defeat Pawmi to finish the demonstration. Nemona gives you three Revives afterward and directs you toward Mesagoza. This battle is the opening chapter’s required Terastal tutorial; it occurs before the academy’s later Tera Orb scene.

  • Defeat Nemona’s first Pokémon.
  • Observe the Terastallized Pawmi demonstration.
  • Defeat Pawmi and receive three Revives.
  • Continue toward the Mesagoza gate.

Explore Inlet Grotto and meet Arven

Continue along the path until you encounter the weakened Miraidon. Follow it into Inlet Grotto. The cave sequence is linear: collect nearby items if desired, move after Miraidon and follow the route through the cave. Miraidon helps clear the way and eventually carries you out of danger when the Houndour group appears.

After reaching the upper path, follow Miraidon to the lighthouse. Arven is waiting there and identifies the Pokémon as Miraidon. He challenges you to test whether you are capable of taking responsibility for it. His opening team consists of a Level 5 Skwovet, so use a damaging move and heal afterward if needed.

When Arven is defeated, he gives you Miraidon’s Poké Ball. This does not yet mean that every ride ability is available. Miraidon’s early story role and its ride function expand during the academy sequence. Continue to the top of the lighthouse when Nemona asks you to, then head north toward Los Platos.

  • Follow Miraidon through Inlet Grotto.
  • Reach the lighthouse.
  • Defeat Arven’s introductory Skwovet.
  • Receive Miraidon’s Poké Ball.
  • Visit the top of the lighthouse and begin the route to Los Platos.

Reach Mesagoza and complete the academy arrival

Travel from the lighthouse through Los Platos toward Mesagoza. You may catch more Pokémon and collect visible items along the way, but the required destination is Mesagoza’s academy entrance. Heal at a Pokémon Center before entering the city if your party needs it.

In Mesagoza, proceed up the main route toward Uva Academy. The academy scenes introduce Director Clavell, Nemona’s role as a student and rival, the school staff, and the treasure-hunt premise. During the academy arrival, Penny is encountered in connection with Team Star. Complete the required dialogue and battle scene rather than trying to leave the city immediately.

The opening academy sequence does not require completing academic classes. Classes are optional instructional activities that become available as the game progresses. The mandatory scenes are the enrollment and homeroom events, the conversations that introduce Victory Road and Path of Legends, the Team Star encounter, and the Treasure Hunt setup.

  • Reach Mesagoza.
  • Enter Uva Academy.
  • Complete the mandatory enrollment and homeroom scenes.
  • See Penny’s introduction and the required Team Star encounter.
  • Do not confuse optional classes with mandatory progression.

Receive the Tera Orb and unlock the Treasure Hunt

After the academy scenes, follow the marker outside toward the stairs. A Team Star encounter takes place in Mesagoza. Nemona arrives and gives you the Tera Orb before the required battle. Use the Tera Orb on your active Pokémon when the battle command becomes available, then defeat the Team Star Grunt.

The Tera Orb allows you to Terastallize during later battles once it is charged. After using it, recharge it at a Pokémon Center or another appropriate healing point. The earlier Pawmi battle demonstrated Terastallization; this Mesagoza event gives you the item needed to use the mechanic yourself.

Return to the required academy locations and watch the route introductions. Victory Road is associated with Nemona and the Gym challenge, Path of Legends is associated with Arven and the Titan hunt, and Starfall Street concerns Team Star and Penny. After the Treasure Hunt is announced, the game opens into its free-form structure and you may pursue the three routes in different orders.

Miraidon’s ride function becomes available as part of this post-arrival progression. Its later movement abilities, including swimming, higher jumps, gliding and climbing, are unlocked through progress against the Titans on the Path of Legends. Do not expect all traversal options immediately.

  • Receive the Tera Orb from Nemona in Mesagoza.
  • Complete the required Terastallization battle against Team Star.
  • Recharge the Tera Orb at a healing point after use.
  • Watch the route introductions at Uva Academy.
  • Confirm that the Treasure Hunt has begun.
  • Confirm that Miraidon can be summoned as your ride Pokémon.

Before you move on

  • Your selected starter is in the party.
  • Both opening Nemona battles are complete.
  • The catching tutorial and Pokédex handoff are complete.
  • Arven has been defeated at the lighthouse and has given you Miraidon’s Poké Ball.
  • You have reached Uva Academy in Mesagoza.
  • Penny and Team Star have been introduced through the required academy events.
  • You have received the Tera Orb and completed the Mesagoza Terastallization battle.
  • Miraidon is available as your ride Pokémon.
  • The Treasure Hunt has been announced and the three main route objectives are available.
References for this chapter

World Map and Early Paldea: Movement, Picnics, and Catches

After the academy introduction, leave Mesagoza through its southern gate and use Los Platos as your first field hub. From there, build a varied early party, register Pokémon Centers for Flying Taxi travel, and learn how Pokémon Centers, TM Machines, Let’s Go auto-battles, Miraidon and picnics support exploration. Cortondo is reachable from the western side of the early map and is a practical next destination, but you do not need to challenge its Gym immediately. Miraidon begins with basic riding and jumping; its dash, swimming, higher jump, glide and climbing abilities are unlocked later through Titan victories. Picnics can restore HP, improve friendship and provide temporary Meal Powers, but none of those optional benefits is required to complete the base-game story.

Take Mesagoza’s southern route to Los Platos

After the academy introduction and the required early battles, leave Mesagoza through the southern gate. Follow the route into South Province (Area One), continuing toward Los Platos. This is the most direct early field route and avoids sending you toward the eastern side of South Province before you have established your first supplies and travel point.

Los Platos is a small settlement northwest of the Poco Path lighthouse. When you arrive, visit its Pokémon Center immediately. The center heals your party, provides access to the Poké Mart and TM Machine, and becomes a Flying Taxi destination after you have visited it. You can also speak with Nemona there to receive early rewards and materials.

Catch several Pokémon while traveling through South Province (Area One) instead of relying only on your starter. The opening areas contain Pokémon with different types, abilities and move options. Because experience is shared among your party, rotating new catches into the team is practical and avoids spending too much time grinding one Pokémon.

  • Leave Mesagoza through the southern gate.
  • Follow South Province (Area One) to Los Platos.
  • Visit the Los Platos Pokémon Center.
  • Speak with Nemona at the center if you have not done so.
  • Catch several early Pokémon with different types or useful move options.
  • Carry Poké Balls before leaving the settlement.

Register travel points and use the map

Press Y while exploring to open the map. After you visit a Pokémon Center, select its icon and choose the option to Fly there when you need to return. Do not assume that every visible settlement, landmark or center is immediately available for fast travel; most locations must be visited first.

When you are ready to move toward the next early field hub, leave Los Platos by its western side and follow the roads and open terrain toward South Province (Area Two). This is the region containing Cortondo. Cortondo has a Pokémon Center, shops, a TM Machine and the Bug-type Gym. You can register the center, restock and explore the town before deciding whether to begin the Gym challenge.

Use map markers for destinations that are not directly on the current road. Before starting a long trip, heal at the nearest Pokémon Center and check the map for nearby centers, wild Pokémon locations and objective markers. If your party becomes weakened while exploring, returning to a registered center is usually more efficient than spending all your Potions.

  • Press Y to check the map before setting out.
  • Use the Los Platos Pokémon Center as a Flying Taxi destination after visiting it.
  • Follow the western route toward South Province (Area Two) when preparing to reach Cortondo.
  • Visit Cortondo’s Pokémon Center before challenging its Gym.
  • Heal before a Gym, Titan or Team Star objective.
  • Use map markers when a destination is outside the current road network.

Ride Miraidon and recognize its travel limits

Press + to mount Miraidon after the early story grants access to its ride function. In Drive Mode, Miraidon travels faster than walking and can jump with B. The starting form is enough for roads, fields and small gaps, but the game intentionally blocks some cliffs, deep water and high ledges until you advance through Path of Legends.

Titan victories grant Miraidon permanent travel upgrades. Defeating Klawf, the Stony Cliff Titan, unlocks the dash. Defeating Bombirdier, the Open Sky Titan, unlocks swimming outside towns and settlements. Defeating Orthworm, the Lurking Steel Titan, unlocks the higher jump when you hold B. Defeating Iron Treads, the Quaking Earth Titan, unlocks gliding. Completing the False Dragon Titan sequence involving Dondozo and Tatsugiri unlocks climbing.

These upgrades are not required to finish this chapter. If a cliff, river or ledge blocks an apparent shortcut, mark the location and continue along the accessible roads. Return later after the relevant Titan objective grants the needed ability. Do not repeatedly attempt to force blocked terrain or treat an inaccessible area as a navigation error.

  • Press + to mount Miraidon.
  • Press B to jump with the starting ride form.
  • Recognize that major cliffs and open water may be story-gated.
  • Mark blocked routes for later exploration.
  • Return after Titan upgrades unlock dash, swimming, higher jump, glide or climbing.

Use Let’s Go and auto-battles efficiently

Send the lead Pokémon out with the Let’s Go command to have it follow you and engage nearby wild Pokémon automatically. Auto-battles are useful for collecting Pokémon materials, clearing weak encounters and gaining experience while crossing familiar terrain. They do not catch Pokémon, and they do not give you the move-by-move control of a standard battle.

Recall the Pokémon if it is losing health quickly, faces an unfavorable type matchup or stops keeping pace. Use a normal battle when you need to weaken a Pokémon for capture, choose a specific move, test a new team member or handle a difficult matchup. Auto-battles should support travel and material gathering, not replace preparation for story objectives.

When the local wild Pokémon are no longer providing useful experience, continue to a new area instead of repeatedly clearing the same weak encounters. Shared experience makes moderate exploration enough for most early progress, especially if you rotate newly caught Pokémon through the party.

  • Use normal battles when you want to catch a Pokémon.
  • Recall an auto-battling Pokémon before it is overwhelmed.
  • Use Let’s Go mainly for materials and modest experience.
  • Check type matchups before starting an automatic battle.
  • Move to a new area instead of spending excessive time grinding weak encounters.

Heal, shop and craft at Pokémon Centers

Pokémon Centers combine several important services. The nurse restores your party for free, the Poké Mart sells supplies, and the TM Machine allows you to craft TMs with League Points and Pokémon materials. The available TM selection expands as you progress and collect materials, so check the machine whenever you return to a center.

Early purchases should focus on Poké Balls, Potions and basic status cures such as Antidotes and Paralyze Heals. Keep a reserve of Revives for objectives that take you far from a center. Upgrade to stronger healing items when ordinary Potions no longer restore enough health for your party’s current levels.

Keep Pokémon materials rather than trading away every material immediately. Materials are used for TM crafting, and they can also be exchanged for League Points when necessary. Before leaving Los Platos or Cortondo for a remote objective, heal the party, restock capture tools and check whether a newly available TM improves your type coverage.

The Pokémon League representative near some Pokémon Centers also offers rewards for defeating a set number of Trainers in the surrounding province. These rewards are optional, but they make ordinary exploration more useful and can provide additional TMs or supplies.

  • Restock Poké Balls before entering a new province or remote area.
  • Carry Antidotes, Paralyze Heals and other basic status cures.
  • Keep some Revives for long trips.
  • Check the TM Machine after collecting new materials or League Points.
  • Use Pokémon Centers for routine full-party healing.
  • Speak with nearby Pokémon League representatives when you want optional rewards.

Use picnics for recovery and optional bonding

Start a picnic from the main menu when you are in a suitable open area. During a picnic, you can interact with your Pokémon, wash them, play with them and prepare sandwiches. Washing a Pokémon removes dirt and can restore its HP while also improving its bond with you. Sandwiches restore HP as well and may provide temporary Meal Powers related to catching, experience, item drops or other exploration benefits.

Picnic interaction can raise friendship. Friendship may matter for certain friendship-based evolutions and can provide favorable battle reactions or other optional in-battle effects. It is not required to complete Victory Road, Path of Legends, Starfall Street or The Way Home. Picnic decorations are cosmetic and have no ending requirement.

Use the Pokémon you intend to develop in your party when washing, playing or feeding them. Picnics are useful when you need field recovery, want to pursue a friendship evolution or have a specific Meal Power in mind. They do not replace Poké Balls, type coverage, status cures or preparation for story battles. If a Pokémon is fainted or your entire party needs dependable recovery, return to a Pokémon Center.

  • Start a picnic in a suitable open area.
  • Use washing for field recovery when a Pokémon is dirty or weakened.
  • Use washing and play when pursuing friendship-based evolutions.
  • Treat sandwich Meal Powers as temporary optional benefits.
  • Do not delay a required objective to collect picnic decorations.
  • Return to a Pokémon Center when your party needs dependable full-party recovery.

Before you move on

  • You have visited Los Platos and used its Pokémon Center.
  • Los Platos is available as a Flying Taxi destination from the map.
  • You can reach Cortondo by following the accessible western route toward South Province (Area Two).
  • Your early party contains several Pokémon with varied types, move options or battlefield roles.
  • You have stocked Poké Balls, basic healing items and status cures for the next objective.
  • You can mount Miraidon with + and jump with B.
  • You can open the map with Y and understand how visited Pokémon Centers provide Flying Taxi destinations.
  • You can use Let’s Go auto-battles and know when to switch to a normal battle for catching or precise move selection.
  • You can start a picnic, wash a Pokémon for field recovery and prepare a sandwich if desired.
  • You recognize that major cliffs, deep water and high ledges may remain blocked until later Titan progress, and you are not treating those restrictions as a required objective for this chapter.
References for this chapter

The Three Routes: Overview and How They Fit Together

After the Treasure Hunt begins, Pokémon Violet gives you three main story paths instead of one fixed campaign order. Victory Road covers the eight Gyms, the Pokémon League Champion Assessment, and the final battle with Nemona. Path of Legends follows Arven’s search for Herba Mystica and the five Titan Pokémon. Starfall Street sends you against Team Star’s five squad bases before concluding Penny’s story. You can alternate between these paths freely, but the opponents use fixed levels rather than scaling to your progress. Complete the conclusion of all three routes to unlock The Way Home, the Area Zero finale.

Identify what each route requires

Victory Road is Nemona’s Champion-rank challenge. Travel to all eight Gyms, complete each Gym Test, defeat each Gym Leader, and collect every Badge. Once all eight Badges are recorded, enter the Pokémon League headquarters and pass the Champion Assessment. This includes the Elite Four and Top Champion Geeta. Victory Road is not complete until you also defeat Nemona in the final battle at Mesagoza after the Champion Assessment.

Path of Legends is Arven’s Herba Mystica investigation. Locate and defeat the five Titans: the Stony Cliff Titan, Open Sky Titan, Lurking Steel Titan, Quaking Earth Titan, and False Dragon Titan. The False Dragon encounter includes Dondozo followed by Tatsugiri. After all five Titan objectives, return to the laboratory at Poco Path and battle Arven. That battle and its following scenes complete the route.

Starfall Street is the Team Star storyline associated with Cassiopeia, Clive, and Penny. Clear the five Team Star bases, each with its timed group challenge, Squad Boss, and Starmobile. The route is not finished immediately after the fifth base. Continue through the Academy events, battle Penny when the story directs you to the schoolyard, and watch the subsequent scenes that resolve Operation Starfall.

  • Victory Road: eight Gym Badges, Champion Assessment, Geeta, and the final Nemona battle.
  • Path of Legends: all five Titans, then Arven at the Poco Path laboratory.
  • Starfall Street: all five bases, then Penny’s concluding Academy events.

Track progress without relying on a hidden completion screen

Open the map to locate Gym, Titan, and Team Star objectives, but keep your own checklist because the game does not present a single detailed three-column route-completion screen. A cleared objective may stop being highlighted as your current destination, while the remaining routes continue to show their available markers. Record each Gym town, Titan, and Team Star base as you finish it.

Do not assume that defeating a route’s ordinary headline opponents completes that route. Eight Gym Badges still lead to the Champion Assessment and Nemona’s final challenge. Five Titans still lead to Arven’s battle. Five Team Star bases still lead to Penny’s Academy conclusion. Wait for the dialogue and cutscenes after each final battle before leaving the area or choosing another destination.

If The Way Home does not become available, check the three route endings in this order: confirm that Nemona was defeated in Mesagoza, confirm that Arven was defeated at Poco Path, and confirm that Penny’s Academy sequence was completed after the fifth Team Star base. The missing requirement is usually one of these concluding events rather than an unexplored ordinary map marker.

  • Mark every completed Gym, Titan, and Team Star base yourself.
  • After each route’s final battle, remain through the dialogue and cutscenes.
  • Do not treat eight Badges, five Titans, or five bases alone as complete route flags.

Use a balanced level-guided order

The game allows free exploration, but Gym Leaders, Titans, Team Star bosses, and their teams generally retain fixed levels. For a smoother first playthrough, alternate between the three paths instead of completing one entire path immediately. A practical low-to-high order is Cortondo Gym, Stony Cliff Titan, Artazon Gym, Open Sky Titan, and Team Star’s Dark Crew.

Continue with Levincia Gym, Team Star’s Fire Crew, Lurking Steel Titan, Cascarrafa Gym, and Team Star’s Poison Crew. Then complete Medali Gym, Montenevera Gym, the Quaking Earth Titan, Alfornada Gym, and Glaseado Gym. Finish the regional objectives with Team Star’s Fairy Crew, the False Dragon Titan, and Team Star’s Fighting Crew.

This sequence is a convenience plan, not a rule. It keeps the expected opponent levels moving upward and gives you regular access to different rewards. The Titan order is especially useful because each completed Titan restores another Miraidon travel function. If you want easier exploration, prioritize the early Titans rather than postponing Path of Legends until the end.

  • Alternate Gyms, Titans, and bases to reduce level mismatches.
  • Use early Titan victories when you want improved Miraidon mobility.
  • Treat the suggested sequence as guidance, not a locked mission order.

Choose between a narrative order and a practical order

For a narrative-first playthrough, you can concentrate on one character’s route at a time. Path of Legends gives Arven’s story more continuity, Victory Road provides the traditional Gym-to-League progression, and Starfall Street keeps the Team Star mystery together. The drawback is that a whole route may become much easier or much harder than the next route because enemy levels do not adjust to your progress.

For a freedom-first playthrough, select the nearest unfinished objective and build your team around its type theme. This is effective if you catch and rotate Pokémon regularly. Remember that route completion is separate: a Titan does not replace a Gym, a Team Star base does not count as a Titan, and the Champion Assessment does not finish the other two routes.

Regardless of order, avoid entering a late-game objective with a team far below its expected level unless you deliberately want a challenge. You can leave an area at any time, heal at a Pokémon Center, change your party, and return later.

  • Pick narrative continuity or level balance before committing to a route order.
  • Keep separate progress records for Victory Road, Path of Legends, and Starfall Street.
  • Return later if a fixed-level objective is too difficult for your current team.

Confirm the unlock for The Way Home

The Way Home is the fourth and final main-story route. It becomes available only after Victory Road, Path of Legends, and Starfall Street have all reached their concluding story events. The game then directs you toward the Zero Gate, where Nemona, Arven, and Penny join the Area Zero expedition.

Before going to the Zero Gate, check your personal records: all eight Gym Badges and the Champion Assessment are complete; Nemona’s final Mesagoza battle is complete; all five Titans and Arven’s Poco Path battle are complete; and all five Team Star bases plus Penny’s Academy sequence are complete. If one of these is missing, Area Zero will not begin its final sequence yet.

Once the Zero Gate objective appears, heal your party, save, and prepare a late-game team. The next chapter is a continuous Area Zero story sequence with several scripted battles and limited opportunities to return to ordinary towns. You do not need to force a particular order for the three routes, but you should finish their final scenes before attempting to start The Way Home.

  • All three route endings have been completed, not just their ordinary objectives.
  • The Zero Gate or The Way Home objective appears as the next main-story destination.
  • Your party is healed, your game is saved, and your supplies are ready for Area Zero.

Before you move on

  • All eight Gym Badges are recorded and the Champion Assessment has been passed.
  • Nemona’s final battle in Mesagoza has been completed.
  • All five Titans have been defeated and Arven has been defeated at Poco Path.
  • All five Team Star bases have been cleared and Penny’s Academy conclusion has been completed.
  • The Way Home or Zero Gate objective appears, allowing the Area Zero finale to begin.
References for this chapter

Path of Legends — Titan Locations and Teamwork with Arven (Part 1)

Path of Legends begins when Arven asks for help researching five Herba Mystica guarded by Titan Pokémon. This chapter covers the first three targets in Pokémon Violet: Klawf, the Stony Cliff Titan; Bombirdier, the Open Sky Titan; and Orthworm, the Lurking Steel Titan. Each target requires a scripted encounter followed by a second battle after the Titan eats Herba Mystica. Arven joins the second battle with a temporary partner Pokémon. Completing these encounters advances Arven’s effort to heal Mabosstiff and restores dash, swimming, and higher-jump abilities to Miraidon.

Start Path of Legends and register the Titan locations

After completing your first class at Uva Academy, go to the Academy cafeteria when the story directs you there and speak with Arven. He explains that Herba Mystica are rare healing ingredients guarded by enormous Titan Pokémon. He asks for your help because he is not confident in his own battling ability, then sends the locations of the Titan lairs to your Rotom Phone map.

The five Titan objectives can technically be attempted in different orders, but the first three covered here form the practical early progression. Klawf is in South Province Area Three, Bombirdier is in West Province Area One, and Orthworm is in East Province Area Three. Titan levels do not scale to your party, so leave an objective temporarily if the opponent is clearly too strong. The intended levels rise from Klawf at level 16, to Bombirdier at level 20, to Orthworm at level 29.

You do not need to return to the Academy after every Titan. Once a Titan is defeated and the Herba Mystica and sandwich scenes finish, heal at a Pokémon Center or picnic and select the next Titan marker from the map.

  • Speak with Arven in the Academy cafeteria after the first class.
  • Confirm the Titan lairs are registered on the Rotom Phone map.
  • Carry healing items and status cures before approaching a Titan.
  • Save before entering a Titan’s marked area.

Defeat Klawf, the Stony Cliff Titan

Travel to South Province Area Three and head toward the Titan marker near the rocky cliffs. The large Klawf is visible on the rock structure. The first approach does not immediately produce the complete battle sequence: Klawf moves away as you get close. Follow it up the nearby ramp and approach it again on the higher section of the cliff. That second approach begins the first battle.

Klawf is a level 16 Rock-type Titan. Fighting, Grass, Ground, Steel, and Water moves are effective. Be aware of Anger Shell: when Klawf’s HP falls below half, its defensive stats drop while its offensive stats and Speed rise. A sturdy Water- or Grass-type Pokémon is useful, but any reliable super-effective attacker can handle the fight at an appropriate level.

After the first battle, Klawf retreats down the cliff and reveals a cave. Follow it and approach the Titan again. Klawf has eaten the Sweet Herba Mystica, beginning the second scripted battle. Arven joins this battle with Shellder. His Shellder provides extra damage but does not replace your need to bring a properly prepared lead Pokémon. Use healing items between turns if necessary and Terastallize your strongest suitable attacker when it will improve damage or survivability.

After Klawf is defeated, allow the cave conversation and sandwich scene to finish. Arven gives you a homemade Titan Badge, and Miraidon eats some of the sandwich. Miraidon then gains the dash ability, which lets it move faster while riding and break through certain small obstacles.

  • Follow Klawf after its first escape instead of expecting the opening approach to finish the encounter.
  • Defeat the level 16 Rock-type Titan in the first battle.
  • Defeat Klawf again with Arven’s Shellder present.
  • Watch the Sweet Herba Mystica and sandwich scenes.
  • Confirm that Miraidon can dash.

Defeat Bombirdier, the Open Sky Titan

Travel to West Province Area One and use the Pokémon Center in the area as your preparation point. Follow the rising path toward the mountain. Bombirdier drops boulders down the route, so continue uphill rather than searching the lower ground for the battle trigger. When you reach the top section and approach the giant bird, the first battle begins.

Bombirdier is a level 20 Flying- and Dark-type Titan. Rock, Electric, Ice, and Fairy attacks are effective. Rock is particularly dependable because it is super effective against both of Bombirdier’s types. Avoid relying on Grass or Bug attacks, which Bombirdier resists, and be cautious with Pokémon vulnerable to Flying- or Dark-type moves.

After the first battle, Bombirdier retreats and consumes the Bitter Herba Mystica. Approach it again to trigger the second phase. Arven joins with Nacli. Keep your primary attacker healthy, use a super-effective move whenever possible, and Terastallize if doing so gives you a stronger matchup or prevents a dangerous weakness. Defeat Bombirdier, then remain through the post-battle dialogue and sandwich scene.

The Open Sky Titan unlocks swimming for Miraidon. Ride into shallow water afterward to confirm the new ability. Swimming opens routes that were previously blocked by rivers and shoreline gaps, including paths useful for reaching later objectives.

  • Reach the upper mountain route where Bombirdier drops boulders.
  • Defeat Bombirdier in both scripted phases.
  • Use Rock, Electric, Ice, or Fairy attacks where practical.
  • Complete the Bitter Herba Mystica and sandwich scenes.
  • Confirm that Miraidon can swim.

Defeat Orthworm, the Lurking Steel Titan

Travel to East Province Area Three, using the Pokémon Center north of Levincia as a convenient healing point. Follow the road into the mining area. Orthworm hides underground and moves through the tunnels, so approach its exposed head and chase it when it burrows away. Continue following the route until the game begins the first battle.

Orthworm is a level 29 Steel-type Titan. Fire- and Fighting-type attacks are the safest choices. Do not use Ground attacks against it without checking its ability: Earth Eater restores Orthworm’s HP when a Ground-type move hits. Keep at least one Fire- or Fighting-type Pokémon healthy so you are not forced to depend on attacks that heal the Titan.

After the first battle, pursue Orthworm to the Herba Mystica cave and approach it again. It has eaten the Herba Mystica, and Arven joins the second battle with Toedscool. Orthworm’s higher level and Steel typing make sustained damage more important than risky setup. Heal a weakened main attacker, remove status conditions if needed, and use Fire or Fighting moves to maintain pressure.

When Orthworm is defeated, stay through the sandwich scene. The Lurking Steel Titan restores Miraidon’s higher-jump ability. This is not the full climbing ability; it allows a higher jump while riding and makes more ledges and item locations reachable. The remaining Titans are stronger and belong in the later Path of Legends chapter.

  • Follow Orthworm through the mining tunnels until the first battle starts.
  • Use Fire- or Fighting-type attacks against the level 29 Steel-type Titan.
  • Avoid Ground moves because of Earth Eater.
  • Defeat Orthworm once alone and once with Arven’s Toedscool.
  • Confirm that Miraidon can perform a higher jump.

Confirm the progression flags before moving on

A Titan objective is not fully finished merely because the battle screen ends. Allow the Herba Mystica discovery, Arven’s dialogue, the sandwich scene, and the ride-power restoration to complete. These scenes advance both story threads: Arven is collecting the five ingredients to help Mabosstiff recover, and each sandwich restores one of Miraidon’s lost abilities.

The Titan targets are fixed story encounters rather than ordinary wild Pokémon that can be caught during the boss fight. After a Titan is defeated, a separate normal-sized version with the Titan Mark becomes available at its former location. That later encounter is optional and is not needed to advance Path of Legends.

If an objective remains marked as unfinished, return to the Titan’s area and check whether the second battle or concluding scene was skipped. Otherwise, heal your party, restock supplies, and select the next active Titan marker. There is no required Academy conversation between Klawf, Bombirdier, and Orthworm.

  • Klawf, Bombirdier, and Orthworm have each been defeated in both scripted phases.
  • Arven joined the second phase of all three battles.
  • The Herba Mystica and sandwich scenes completed after each victory.
  • Miraidon has dash, swimming, and higher-jump abilities.
  • The three completed Titan objectives are no longer active as unfinished map targets.

Before you move on

  • The Stony Cliff Titan Klawf has been defeated in South Province Area Three.
  • The Open Sky Titan Bombirdier has been defeated in West Province Area One.
  • The Lurking Steel Titan Orthworm has been defeated in East Province Area Three.
  • Arven participated in the second phase of each completed Titan encounter.
  • Miraidon can dash, swim, and perform a higher jump.
  • The three corresponding Titan objectives are cleared from the active map objectives.
  • Arven’s dialogue about Herba Mystica and Mabosstiff has advanced after each completed sandwich scene.
References for this chapter

Path of Legends — Titan Locations and Teamwork with Arven (Part 2)

Finish Pokémon Violet’s remaining Titan encounters, restore Miraidon’s final traversal abilities, and defeat Arven at the Poco Path Lighthouse. The False Dragon sequence includes two battles against the level 55 Dondozo followed by a level 57 Tatsugiri battle. Completing this route advances Arven’s story, but The Way Home remains unavailable until Victory Road and Starfall Street are also complete.

Clear the remaining Titan markers

If you have already defeated Klawf, Bombirdier, or Orthworm, the remaining Path of Legends targets are Iron Treads, the Quaking Earth Titan in Pokémon Violet, and the False Dragon Titan at Casseroya Lake. The game does not force a fixed order, although these encounters are generally intended to be completed after the earlier Titans.

Use the Path of Legends icons on the map to identify unfinished objectives. Heal your party and save before approaching each marked area. Titan encounters begin through scripted interactions or approach events rather than ordinary wild-Pokémon contact. You can leave the area between objectives if you need to complete Gym or Team Star missions first.

  • Confirm which Titan icons remain on the map.
  • Bring several attack types instead of relying on one Pokémon.
  • Heal and save before entering each Titan encounter.

Defeat Iron Treads in the Asado Desert

Travel to the Asado Desert and follow the Quaking Earth Titan marker. In Pokémon Violet, this Titan is Iron Treads, a level 45 Ground- and Steel-type Future Paradox Pokémon. It moves through the desert, so chase it and make contact to begin the first battle.

Water-, Fire-, Fighting-, and Ground-type attacks are effective against Iron Treads. After it loses the first battle, follow it to the next location instead of leaving the desert. Iron Treads consumes the Herba Mystica and begins a second battle, during which Arven assists you with Scovillain. Arven’s support is useful, but your Pokémon still need to provide most of the damage and withstand Iron Treads’s Ground- and Steel-type attacks.

Winning the second phase awards the next Herba Mystica and unlocks Miraidon’s glide ability. This is the traversal upgrade tied to the Quaking Earth Titan. Heal before moving on, especially if Iron Treads defeated one of your main attackers.

  • Defeat Iron Treads in the open desert.
  • Follow Iron Treads to the second encounter.
  • Receive Miraidon’s glide ability after the Herba Mystica scene.

Reach the False Dragon Titan at Casseroya Lake

Travel to Casseroya Lake and use Miraidon’s swimming ability to reach the lake’s islands. Look for the Tatsugiri involved in the Titan event. The correct Tatsugiri uses the distinctive Titan-related interaction; speaking to it begins the sequence rather than starting an ordinary wild encounter.

The first opponent is Dondozo, the level 55 False Dragon Titan. Use strong Electric- or Grass-type attacks, while keeping another answer available if your lead Pokémon is weakened. Dondozo retreats after the first battle, so follow the event to its next location instead of leaving the lake.

Arven joins you for the second battle against the level 55 Dondozo. Heal before starting this phase if the game gives you the opportunity, and use the same type advantages while watching for powerful Water-type attacks. After Dondozo is defeated, Tatsugiri appears as a separate level 57 Dragon- and Water-type battle.

Use Dragon-, Fairy-, or other suitable super-effective attacks against Tatsugiri. Terastallize if necessary, but remember that this is a required story encounter, not the optional static Titan catch that becomes available later. The complete False Dragon sequence is two Dondozo battles followed by one Tatsugiri battle.

  • Use Miraidon’s swimming ability to reach the lake islands.
  • Defeat the level 55 Dondozo in both phases.
  • Defeat the level 57 Tatsugiri after Dondozo retreats.

Collect the final Herba Mystica and unlock climbing

After Tatsugiri is defeated, remain with Arven and follow the post-battle sequence to the nearby Herba Mystica location. Collect the final Herba Mystica and watch Arven prepare the last sandwich. The scene shows Mabosstiff’s recovery and completes the central personal goal of the Path of Legends route.

Miraidon receives its final story-based traversal upgrade after this sequence: climbing. You can now scale many cliff faces by jumping toward them and continuing against the wall. The five Titan rewards together provide Miraidon’s dash, swimming, higher jump, glide, and climbing abilities.

Do not leave before the final dialogue and professor call have finished. The professor directs you back to the Poco Path Lighthouse, where Arven’s concluding battle is triggered. If you need to postpone that fight, save after the Titan sequence and complete another route first, but return to the lighthouse before attempting to enter Area Zero.

  • Collect all five Herba Mystica.
  • Watch the final sandwich and Mabosstiff recovery scenes.
  • Confirm that Miraidon can climb walls.
  • Wait for the professor’s call directing you to the Poco Path Lighthouse.

Return to the Poco Path Lighthouse for Arven’s final battle

Travel to the Poco Path Lighthouse at the beginning of the game and enter the laboratory. Speak to Arven to begin the final Path of Legends battle. If the objective is not obvious, open the map and select the Path of Legends marker before returning to the lighthouse.

Arven’s final team in Pokémon Violet is Greedent at level 58, Cloyster at level 59, Scovillain at level 60, Toedscruel at level 61, Garganacl at level 62, and Mabosstiff at level 63. Prepare a balanced party around the low-to-mid 60s if possible. Carry healing items and status recovery, because this fight is considerably stronger than the earlier Titan battles.

Fighting-type attacks are useful against Greedent, Garganacl, and Mabosstiff. Grass- or Electric-type attacks can pressure Cloyster, while Fire-, Ice-, Flying-, and Bug-type coverage can help against Toedscruel. Be ready for status effects and defensive moves rather than assuming every opponent will fall to one direct attack. Keep a reliable answer for Mabosstiff’s Dark typing.

Mabosstiff is sent out last and Terastallizes into the Dark type. Use a strong Fighting-, Bug-, or Fairy-type attack after it Terastallizes. Defeating Mabosstiff ends the battle, but remain in the lighthouse and let the complete conversation and professor call play out before leaving.

  • Heal and save before speaking to Arven.
  • Bring a varied party near the final team’s level range.
  • Prepare answers for Water, Grass, Rock, Ground, and Dark threats.
  • Defeat Arven’s level 63 Terastallized Mabosstiff.

Confirm Path of Legends completion and preserve your checkpoint

After Arven is defeated, watch the full conversation and professor call. The game records the Path of Legends route as complete and begins setting up the Area Zero storyline. Defeating all five Titans and Arven is necessary, but it does not by itself unlock The Way Home. Victory Road and Starfall Street must also be finished before the final story path becomes available.

Save after the final conversation. You can revisit the Titan locations, collect ordinary items and TMs, catch Pokémon around the Asado Desert and Casseroya Lake, and continue speaking with accessible NPCs. Each defeated Titan also becomes available later as a separate catchable encounter at its original location. Those optional catches are not required for Path of Legends completion or the base-game ending.

If another route is unfinished, leave the lighthouse and continue with the remaining Gym or Team Star objectives. If all three core routes are complete, follow the new Area Zero instructions and prepare for The Way Home. The Path of Legends objective itself should no longer show a remaining Titan or Arven requirement.

  • Arven’s final battle is recorded as won.
  • All five Titan objectives and the final Herba Mystica scenes are complete.
  • Miraidon has dash, swim, higher jump, glide, and climb available.
  • The Path of Legends objective has no remaining Titan or Arven requirement.
  • Confirm that Victory Road and Starfall Street are also complete before attempting The Way Home.

Before you move on

  • All five Herba Mystica have been collected.
  • Miraidon has unlocked its complete set of story-based traversal abilities, including glide and climb.
  • The level 55 Dondozo battles and level 57 Tatsugiri battle are complete.
  • The final Arven battle at the Poco Path Lighthouse has been won.
  • The Path of Legends objective has no remaining Titan or Arven requirement.
  • Victory Road and Starfall Street are the only remaining core-route checks before Area Zero, or all three routes are complete and The Way Home is available.
References for this chapter

Starfall Street — Team Star Bases and Penny’s Arc (Part 1)

Begin Starfall Street by learning the Team Star base routine, clearing the Segin Squad and, when ready, the Schedar Squad, and tracking the rewards and story scenes that follow each victory. The five bases can be attempted in different orders, but their teams have different levels, so the Dark base in West Province (Area One) is the usual first target. This chapter covers the base assault itself and Penny’s early support role; Penny does not become a battle partner during these raids.

1. Accept Operation Starfall and choose an early base

After the opening academy events and the Treasure Hunt announcement, Cassiopeia contacts you and registers the five Team Star bases on the map. This begins Operation Starfall. You can pursue Starfall Street while also working on Victory Road and the Path of Legends; the game does not force one route order.

The Segin Squad’s Dark-type base is in West Province (Area One), and the Schedar Squad’s Fire-type base is in East Province (Area One). Segin is the gentler introduction because its boss battle is lower level than the later bases. Mark the base on the map, then use a nearby Pokémon Center to heal and adjust your party before approaching.

For Segin, Fighting-, Bug-, and Fairy-type moves are useful. For Schedar, Water-, Ground-, and Rock-type moves are practical. Bring at least three Pokémon that can function in automatic battles, because only the first three members of your party participate in the Star Barrage.

  • Confirm that Cassiopeia has registered Operation Starfall.
  • Mark a Team Star base and a nearby Pokémon Center.
  • Place three healthy, compatible Pokémon in the first three party slots.
  • Carry healing items for the boss battle after the Star Barrage.

2. Challenge the base entrance

When you reach a base, approach the entrance and accept the challenge. At Segin Squad’s base, the approach is interrupted by Team Star Grunts and an entrance battle. Defeat the grunt, then continue to the gate. The early approach battle is separate from the main base trial, so heal or change your party before starting the assault if needed.

At the gate, ring the bell to begin the Star Barrage. Organize the first three Pokémon before ringing it. Once the challenge starts, the first three party members are the Pokémon you can send out for the automatic battles.

  • Defeat the Team Star grunt at the approach.
  • Heal and reorder your party after the approach battle.
  • Ring the bell at the base gate only after the first three Pokémon are ready.

3. Complete the Star Barrage

The Star Barrage requires you to defeat 30 Team Star Pokémon within 10 minutes using the Let’s Go feature. Press R to send out your lead Pokémon, then direct the active members of your first three party slots toward nearby Team Star Pokémon. You do not select individual moves during this portion.

Follow the base’s main paths and clear the visible groups as you go. You do not need to search every corner or defeat every Pokémon in the area; the objective is 30 defeats before time expires. Keep the group moving between clusters rather than waiting for a single Pokémon to finish a distant battle.

If one of the three Pokémon becomes weak, speak to Clive or use a vending machine inside the base to restore them. If all three are knocked out, or if the timer expires, the Star Barrage fails. Press Y to retreat if you need to abandon the attempt, then retry after changing your party or healing. Retreating does not complete the base.

The base does not require a puzzle solution or a comprehensive side-room search. Its useful features are the direct route through enemy groups and the available healing points. Focus on the counter and the timer.

  • Send out Pokémon with R and use Let’s Go battles.
  • Defeat 30 Team Star Pokémon within 10 minutes.
  • Use Clive or vending machines when the active Pokémon are weakened.
  • Do not leave the base unless you are intentionally retreating and prepared to retry.

4. Defeat the squad boss and Starmobile

After the Star Barrage, the squad boss appears in the central base area. Giacomo leads Segin Squad and uses Dark-type Pokémon; Mela leads Schedar Squad and uses Fire-type Pokémon. Defeat the boss’s regular Pokémon first, then fight the squad’s Starmobile.

The Starmobile is a scripted boss encounter built around a Revavroom. It is not a normal wild Pokémon and cannot be caught. It has stronger endurance than the preceding team members, so enter the boss battle with a healthy Pokémon that can deliver repeated super-effective damage. Terastallize when it gives you a clear advantage, especially if the Starmobile is beginning to overwhelm your team.

Use healing items between turns when necessary. The objective is to defeat the complete boss team and the Starmobile; there is no separate capture or chase sequence afterward. Remain in the base after winning so the dialogue and reward scenes can finish.

  • Use Fighting, Bug, or Fairy attacks against Segin Squad where appropriate.
  • Use Water, Ground, or Rock attacks against Schedar Squad where appropriate.
  • Defeat the boss’s regular team and then the Starmobile.
  • Watch the post-battle scenes before fast-travelling away.

5. Collect the rewards and understand Penny’s early role

After a base is cleared, Cassiopeia provides League Points and expands the Team Star-related TM crafting rewards. Penny then appears as part of the supply operation and gives Pokémon materials along with additional League Points. These rewards are useful but are not separate objectives; the required Starfall Street progress is the base victory and its completed story scene.

Penny does not join your party, participate in the Star Barrage, or control Pokémon beside you during these early raids. Her appearances are conversations and reward handoffs. Speak with her when she appears, then check the map for the next Team Star marker.

Clive may also appear during the base sequence and assists with the operation’s presentation and healing instructions. He is not a permanent battle partner. The practical base routine remains the same: approach battle, bell, Star Barrage, squad boss, Starmobile, and aftermath.

  • Receive the League Points and TM-related rewards.
  • Speak with Penny when she appears after the victory.
  • Confirm the defeated squad is marked on the map.
  • Select the next Team Star base or return to another story route.

Before you move on

  • At least one early base, preferably Segin Squad’s base, is marked defeated on the map.
  • The Star Barrage was completed by defeating 30 Team Star Pokémon within the time limit.
  • The squad boss and Starmobile were defeated.
  • The post-battle dialogue and reward scenes finished, including Penny’s supply conversation when applicable.
  • A new Team Star base marker remains available, allowing Starfall Street to continue.
References for this chapter

Starfall Street — Team Star Bases and Penny’s Arc (Part 2)

Finish Navi Squad, Ruchbah Squad, and Caph Squad, then complete the Academy sequence involving Director Clavell and Penny. Starfall Street is not complete when the fifth base falls; you must finish the Clavell battle, defeat Penny, visit Clavell's office, and meet Penny in Mesagoza. These steps close Team Star's storyline and provide the final route flag needed for The Way Home, provided Victory Road and Path of Legends are also finished.

1. Confirm the remaining bases and prepare for the late route

Open the map and identify the unfinished Team Star markers. The three remaining bases for this part are Navi Squad's Poison base in Tagtree Thicket, Ruchbah Squad's Fairy base in North Province Area Three, and Caph Squad's Fighting base in North Province Area Two. The game does not force these three into a fixed order, but they are the highest-level Team Star bases, so a party around the upper part of the main-story level range will make the route considerably safer.

Heal before entering each base and bring several Pokémon with different attack types. A Star Barrage sends out the first three Pokémon in your party to fight automatically through the Let's Go system. You control movement and target groups, but not the individual battle commands. If one of those Pokémon is worn down or faints, use the vending machines or speak with Clive while the barrage is active to restore the team. This is especially important because a weak lead can cause the timer to run down while you repeatedly retreat to recover.

  • Use the map to identify the three unfinished late-game Team Star bases.
  • Place three suitable Pokémon in the first three party slots.
  • Carry healing items for the boss battle after the Star Barrage.
  • Plan Poison, Steel, Ground, Psychic, Flying, and Fairy coverage across the party.

2. Defeat Atticus at Navi Squad's Poison base

Travel to Navi Squad's base in Tagtree Thicket and defeat the guard at the entrance. Enter the base with three Pokémon that can handle Poison-type opponents, then begin the Star Barrage. Move between groups instead of wandering through the base, and use the vending machines or Clive whenever your active Pokémon lose too much health. You must defeat the required groups before the timer expires; wild Pokémon and side exploration are not part of the objective.

After the barrage, battle Atticus. Ground- and Psychic-type attacks are the most direct answers to his Poison team, while Steel-type Pokémon can also help against Poison attacks. Be prepared for status effects, particularly poison, and do not rely on a single attacker if it is vulnerable to his coverage. His Starmobile is the final part of the boss sequence and is not an ordinary wild Revavroom, so treat it as a separate battle and keep a healthy counter available.

When Atticus is defeated, remain in the area through the dialogue with Clive and the call from Cassiopeia. The base reward and post-battle scenes register the completed Navi objective. The Poison base rewards TM102, along with the standard Team Star storyline progress.

  • Defeat the Navi Squad guard.
  • Complete the Star Barrage using the first three Pokémon in your party.
  • Defeat Atticus and the Navi Starmobile.
  • Finish the post-battle dialogue before moving on.

3. Clear Ruchbah Squad's Fairy base

Go to Ruchbah Squad's base in North Province Area Three and defeat the guard outside. For the Star Barrage, lead with Pokémon that can reliably defeat Fairy-type targets without depending on one fragile sweeper. Steel- and Poison-type attacks are super effective, but keep a second answer ready in case the first Pokémon is weakened during the timed section.

After the barrage, challenge Ortega. Fairy attacks are especially dangerous to Dragon-, Dark-, and Fighting-type Pokémon, so switch those Pokémon out unless they have a clear defensive advantage. Steel-type attacks are valuable against Ortega's team and the Fairy Starmobile, but a slow Steel Pokémon can still take heavy damage before it attacks. Preserve your Terastal option for the boss if it turns a difficult matchup into a reliable knockout or improves your ability to survive.

Defeat Ortega and the Ruchbah Starmobile, then watch the conversation with Clive and the follow-up call. The base awards TM079. Do not leave during the immediate resolution scenes if you want to follow the route markers without interruption.

  • Bring at least one strong Steel- or Poison-type attack.
  • Finish the Ruchbah Star Barrage.
  • Defeat Ortega and the Fairy Starmobile.
  • Collect the reward and complete the following dialogue.

4. Finish Caph Squad's Fighting base and defeat Eri

Travel to Caph Squad's base in North Province Area Two. Fighting-type Pokémon are weak to Flying, Psychic, and Fairy attacks, so prepare more than one Pokémon with access to those categories. Avoid exposing Normal-, Rock-, Steel-, Ice-, or Dark-type Pokémon to Fighting attacks unless they have a specific defensive advantage.

Complete the entrance battle and then clear the Star Barrage. Eri's base has the strongest regular Team Star battle in this route, and the Fighting Starmobile follows her trainer team. Heal during the barrage whenever necessary, but enter the boss battle with your best counters ready. Eri's team combines strong physical attacks with coverage such as Poison, Rock, Dark, Dragon, and elemental punches, so a single Flying- or Psychic-type Pokémon may not be enough.

Use Terastallizing when it helps secure a knockout or allows a key Pokémon to withstand the Starmobile. After defeating Eri and the Caph Starmobile, stay through the full conversation with Clive and the Team Star characters. Cassiopeia will direct you to meet at the Academy's schoolyard after dark. This instruction begins the final Starfall Street sequence.

  • Prepare multiple Flying, Psychic, or Fairy answers.
  • Complete the Caph Star Barrage.
  • Defeat Eri and the Caph Starmobile.
  • Wait for Cassiopeia's instruction to go to the Academy schoolyard at night.

5. Return to the Academy and battle Director Clavell

Travel to Mesagoza and approach the Academy entrance at night when the objective is active. Save before approaching Clive. The disguise is revealed, and Director Clavell challenges you to a full battle before the schoolyard confrontation. His team is varied rather than built around one type, so use balanced coverage and include answers to his starter-based final Pokémon.

Clavell's roster is around levels 60 and 61. His final Pokémon depends on your chosen starter and is Terastallized into that starter's original type. Do not build the entire party around the Fighting base you just completed; a balanced group with reliable physical and special attackers is safer. Watch for status moves and defensive disruption from his other Pokémon, then defeat the Terastallized starter to continue.

After the battle, continue through the Academy dialogue. The story then sends you to the schoolyard. Use the Academy's fast-travel terminal to select the schoolyard if needed, and make sure the time is night before approaching Penny.

  • Return to the Academy in Mesagoza after dark.
  • Save before approaching Clive.
  • Defeat Director Clavell's varied team.
  • Use the Academy terminal to reach the schoolyard when the next objective appears.

6. Defeat Penny and complete the required follow-up scenes

In the schoolyard, Penny reveals that she is Cassiopeia and challenges you to the final Starfall Street battle. Her team consists of all six Eevee evolutions: Umbreon, Vaporeon, Jolteon, Flareon, Leafeon, and Sylveon. They are around levels 62 and 63, so bring broad coverage rather than trying to sweep with one Pokémon. Fighting or Bug coverage helps against Umbreon, Ground moves can answer Jolteon, and Electric, Grass, or Water attacks can handle several of the other evolutions depending on your team.

Penny's final Pokémon is Sylveon, and she Terastallizes it into the Fairy type. Keep a Steel- or Poison-type answer for this final battle, but remember that Sylveon can use Psychic- and Ghost-type coverage. Save your own Terastal option for a decisive knockout or a survival turn rather than spending it automatically at the beginning of the fight.

Winning does not immediately finish Starfall Street. Watch the scenes in which Penny, Clavell, and the Team Star bosses resolve the operation. When control returns, go to Clavell's office in the Academy and speak through the required conversation. Penny will then contact you and ask you to meet her at the bottom of the Academy stairs in Mesagoza. Travel there and speak with her. This final meeting awards TM169 Draco Meteor and closes the route.

Use the map and active objective prompts to verify progress. The five Team Star base markers should be completed, and the Starfall Street objective should no longer remain unfinished. If The Way Home does not appear, check Victory Road and Path of Legends; Starfall Street alone cannot unlock the Area Zero finale.

  • Defeat Penny's six Eevee evolutions.
  • Defeat her Terastallized Sylveon.
  • Watch the Academy resolution scenes.
  • Visit Clavell's office when instructed.
  • Meet Penny at the bottom of the Academy stairs in Mesagoza.
  • Receive TM169 Draco Meteor and confirm Starfall Street is complete.

Before you move on

  • Navi Squad, Ruchbah Squad, and Caph Squad are defeated, joining the completed Dark and Fire bases.
  • Director Clavell's disguised Clive battle at the Academy entrance is complete.
  • Penny's full Eevee evolution team, including Terastallized Sylveon, is defeated.
  • The Academy resolution scenes have played, and Clavell's office conversation is complete.
  • Penny has been met at the bottom of the Academy stairs in Mesagoza and has awarded TM169 Draco Meteor.
  • All five Team Star bases are shown as completed on the map, and Starfall Street is no longer an unfinished route.
  • After Victory Road and Path of Legends are also complete, the objective for The Way Home becomes available.
References for this chapter

Victory Road — Gym Basics and Early Gym Leaders

Victory Road is the Gym-and-League storyline in Pokémon Violet. Paldea’s Gyms can be challenged in different orders, but their teams do not scale to your progress. For a smooth early campaign, clear Cortondo, Artazon, Levincia and Cascarrafa in that order. Each Gym requires a test before its leader battle, and every leader Terastallizes their final Pokémon into their specialty type.

Register for Victory Road and choose an early Gym order

During the Academy introduction, Nemona explains that collecting all eight Gym Badges is the route to the Champion Assessment. After the Treasure Hunt begins, the locations of Paldea’s Gyms are added to your Map. Nemona also continues to appear during the route, sometimes challenging you depending on which numbered Gym you are attempting.

The Gyms are open to challenge in any order, but their teams remain at fixed levels. A late Gym can therefore be much stronger than a nearby objective. The practical early sequence is Cortondo, Artazon, Levincia and Cascarrafa. This order moves from levels 14–15 through levels 29–30 without requiring excessive grinding.

Every Gym follows the same basic process: enter the Gym building, speak to the receptionist, complete the Gym Test, return to the Gym if required, and challenge the leader. Winning gives you a Badge, money and a TM. A Gym Test cannot be skipped simply because you have reached the town.

  • Open the Map and identify Cortondo, Artazon, Levincia and Cascarrafa.
  • Keep at least four Pokémon near the level of the next leader.
  • Carry Potions, status cures and Poké Balls before starting each test.
  • Heal at a Pokémon Center before the leader battle.

Clear Cortondo’s Olive Roll and defeat Katy

Travel west from Mesagoza to Cortondo and speak to Nemona at the Gym entrance. The receptionist registers you for the Olive Roll and sends you to the Olive-Rolling Field just north of town. Speak to the staff member there to begin.

Push the large olive-shaped ball through the course and into the red basket at the far end. Walk into the ball to move it, using the walls, ramps and open spaces to redirect it. Two optional Gym Trainers can be defeated to clear shortcuts, but you may also complete the course without fighting them. After the olive reaches the basket, return to the Gym receptionist and report that the test is complete.

Katy uses Nymble and Tarountula at level 14, followed by level 15 Teddiursa. Her Teddiursa is normally Normal type, but Katy Terastallizes it immediately, changing its active type to Bug. Fire-, Flying- and Rock-type attacks are effective against the Bug Pokémon. Rock Pokémon should be used carefully because Nymble carries Double Kick.

Defeat Katy to receive the Bug Badge and TM021 Pounce. The Badge raises the obedience limit for Pokémon caught or received at higher levels, while Pounce is a physical Bug move that lowers the target’s Speed.

  • Complete the Olive Roll and report back to the Gym receptionist.
  • Use Fire-, Flying- or Rock-type attacks where safe.
  • Remember that Terastallized Teddiursa is Bug type.
  • Receive the Bug Badge and TM021 Pounce.

Find ten Sunflora in Artazon and battle Brassius

Travel east from Mesagoza to Artazon and register for the Gym Test. Leave the Gym and go to the Sunflora Lawn, the fenced area near the Gym with large Sunflora statues. Speak to the attendant to begin Sunflora Hide-and-Seek.

Search throughout Artazon for ten Sunflora. Interact with each one to make it follow you. Some Sunflora start a short battle instead; defeat the Sunflora in that battle, then continue searching. These test encounters are not a method of catching the Pokémon. If you leave Artazon before gathering ten, the test must be restarted.

Return the group to the Sunflora Lawn, then go back to the Gym and report your result. Brassius’s team is Petilil and Smoliv at level 16, followed by level 17 Sudowoodo. Sudowoodo is normally Rock type, but Brassius Terastallizes it into Grass type.

Fire-, Flying-, Ice-, Poison- and Bug-type attacks are useful against the team. A Fire-type Pokémon is effective, but avoid relying on a Rock-type Pokémon against Grass attacks and remember that Sudowoodo may use Rock Throw before Terastalizing.

Defeat Brassius to receive the Grass Badge and TM020 Trailblaze. Trailblaze deals Grass damage and raises the user’s Speed.

  • Gather ten Sunflora around Artazon.
  • Defeat any Sunflora that initiate battles; do not try to catch them for the test.
  • Return to the Sunflora Lawn, then report to the Gym receptionist.
  • Defeat Terastallized Grass-type Sudowoodo and receive the Badge and TM020 Trailblaze.

Complete Iono’s three-round livestream test in Levincia

Travel to Levincia on Paldea’s east coast and register at the Gym. Leave the Gym building to begin Iono’s livestream test, titled Mr. Walksabout. Director Clavell is hidden in three different views of Levincia. Examine each scene and select Clavell when you find him.

The test has three rounds. After each successful identification, a Gym Trainer battles you. The test is complete after you locate Clavell three times and finish the intervening battles. Your party is not automatically healed when the test ends, so visit the Levincia Pokémon Center before speaking to the receptionist for Iono’s battle.

Iono uses Wattrel, Bellibolt and Luxio at level 23, followed by level 24 Mismagius. Her Mismagius becomes Electric type when Terastallized. Ground-type attacks are generally the best answer to Electric Pokémon, but Wattrel’s Flying typing makes it immune to Ground moves until its Flying typing is removed or bypassed. Grass- or Ice-type attacks can help against Wattrel, while neutral damage is useful against Bellibolt if its Electromorphosis ability strengthens its Electric attacks.

Defeat Iono to receive the Electric Badge and TM048 Volt Switch. Volt Switch damages the target and then returns the user to the party, allowing you to switch into a better matchup.

  • Find Clavell in all three livestream scenes.
  • Complete the three Gym Trainer battles between the searches.
  • Heal after the test before challenging Iono.
  • Use Ground attacks carefully against Wattrel.
  • Defeat Terastallized Electric Mismagius and receive TM048 Volt Switch.

Return Kofu’s wallet and complete the Porto Marinada auction

Travel west from Levincia to Cascarrafa and approach the Gym. Kofu leaves the area, and his assistant gives you his wallet. Follow the objective marker to Porto Marinada, which is reached most directly through the Asado Desert or the western route from Cascarrafa. Give the wallet to Kofu at the market.

Kofu then asks you to participate in an auction on his behalf. Speak to the auction attendant and follow the bidding prompts until you win the item. The event provides enough instructions on screen; continue raising your bid when prompted rather than leaving the auction. If you fail to win, speak to Kofu and repeat the auction sequence before returning to Cascarrafa.

Back at the Cascarrafa Gym, challenge Kofu. He uses Veluza and Wugtrio at level 29, followed by level 30 Crabominable. His Crabominable is normally Fighting/Ice but is Terastallized into Water type. Grass- and Electric-type attacks are effective against the Water Pokémon, although Veluza carries Pluck and Wugtrio carries Mud-Slap, so do not switch carelessly into either counter.

Defeat Kofu to receive the Water Badge and TM022 Chilling Water. Chilling Water deals Water damage and lowers the target’s Attack. Nemona appears after the battle to acknowledge your progress, but she does not start another battle here.

  • Take Kofu’s wallet from Cascarrafa to Porto Marinada.
  • Win the auction before returning to the Gym.
  • Prepare Grass- and Electric-type attacks.
  • Defeat Terastallized Water-type Crabominable.
  • Receive the Water Badge and TM022 Chilling Water.

Use the early rewards and track Victory Road progress

After each Gym, heal and inspect the TM Machine at the nearest Pokémon Center. Gym rewards unlock their recipes, and additional copies can be crafted later with League Points and Pokémon materials. Pounce, Trailblaze, Volt Switch and Chilling Water provide useful early type coverage and utility, but none is mandatory for finishing the story.

After defeating Iono, Geeta and Rika become part of the Victory Road storyline. Geeta introduces herself as the chairwoman of the Pokémon League and asks whether you intend to pursue Champion rank. Continue answering the route prompts and collecting Badges. After the fifth Gym and the associated Nemona battle, Geeta gives you copies of TM171 Tera Blast, which can use the user’s Tera type when Terastallized.

These four early Badges do not unlock the Pokémon League yet. You must defeat the four remaining Gym Leaders and hold all eight Badges before entering the League headquarters. At the League, you must pass the Champion Assessment interview before the Elite Four and Top Champion Geeta become available.

  • Record the Cortondo, Artazon, Levincia and Cascarrafa Badges.
  • Confirm the four Gym reward TMs are available in your inventory or TM Machine.
  • Keep answers to Grass, Bug, Electric and Water opponents on your team.
  • Continue until all eight Badges are collected before attempting the Pokémon League.

Before you move on

  • You have earned the Cortondo Bug Badge from Katy and received TM021 Pounce.
  • You have earned the Artazon Grass Badge from Brassius after gathering ten Sunflora and received TM020 Trailblaze.
  • You have earned the Levincia Electric Badge from Iono after completing all three Mr. Walksabout rounds and received TM048 Volt Switch.
  • You have earned the Cascarrafa Water Badge from Kofu after returning his wallet and winning the Porto Marinada auction.
  • Nemona has acknowledged your progress after the Cascarrafa battle, and Geeta has been introduced as the chairwoman of the Pokémon League.
  • The Map and profile show these four Gym objectives as completed. The remaining four Badges are still required before the Champion Assessment.
References for this chapter

Victory Road — Mid and Late Gyms, Elite Four Preparation

Finish the remaining Gym challenges, collect all eight Badges, and prepare for the Champion Assessment. Pokémon Violet permits any Gym order, but Gym teams use fixed levels rather than scaling to your progress. The practical late-game target is a balanced party in the low 60s with reliable healing, broad type coverage, and answers to Ground, Steel, Flying, Dragon, and varied Champion-level teams.

Finish every outstanding Gym and confirm all eight Badges

Open the map and select each Gym icon to identify leaders you have not defeated. Every Gym uses the same basic flow: report to the receptionist, complete the local Gym Test, finish any required Trainer battles or activity, then challenge the Gym Leader. Victory awards the Badge and records that Gym as complete.

The available Gyms are Cortondo, Artazon, Levincia, Cascarrafa, Medali, Montenevera, Alfornada, and Glaseado. You may challenge them in any order, but their teams do not adjust to your Badge count. If a remaining leader is much higher level than your party, leave that Gym for later and pursue another objective, catch stronger replacements, improve your moves, or use experience from exploration and Tera Raid battles.

After the eighth Gym is defeated, return to the League route. The game does not let you begin the full Champion Assessment until every Badge is registered.

  • Confirm that all eight Gym Badges are recorded in your profile or map progress.
  • Complete the Gym Test as well as the leader battle; defeating nearby Trainers alone does not clear a Gym.
  • Check the opposing leader’s ace Tera Type before choosing your own lead and Tera plan.

Build coverage for the late Gyms and Terastallized aces

Do not build a separate party for every Gym unless you enjoy changing teams. Instead, keep both physical and special damage available, include at least one durable switch-in, and maintain several useful move categories. Fire, Fighting, Ground, Water, Grass, Electric, Ice, Fairy, and Rock coverage can all be valuable depending on which Gyms remain.

A Gym Leader’s ace Terastallizes into a stated Tera Type, which changes its active defensive typing. Reassess the ace after the transformation: a move that was super effective against its original type may no longer be effective, while the new Tera Type may create a different weakness. Save your own Terastallization for a difficult ace or for a matchup where it prevents a sweep.

Abilities and secondary types matter as much as the headline Gym type. Ground immunity can invalidate an obvious Ground attack, while status immunity, Intimidate, resistance to priority, or a strong defensive move can determine whether a counter actually works.

  • Keep at least one physical attacker and one special attacker ready.
  • Carry reliable answers to status effects, bulky Pokémon, and setup moves.
  • Review abilities, held items, and Tera Types before each final Gym attempt.

Restock and prepare before visiting the Pokémon League

Heal at a Pokémon Center after your final Gym and review every party member’s moves. Replace weak early-game attacks with stronger level-up moves or TMs, and check that your team can deal with opponents using Ground, Steel, Flying, and Dragon types. A party around levels 60 to 65 is a practical preparation range for the Champion Assessment, although a lower-level team can succeed with strong matchups and careful play.

Buy Potions or stronger healing items, Revives, Full Heals, and other status cures. You can use items and restore PP between the League battles, but you cannot leave the assessment area to visit a Pokémon Center once the examination begins. Bring enough supplies to recover from an unlucky critical hit, a faint, or a status condition rather than relying only on automatic healing.

Save before speaking to the League staff. After the interview, the game proceeds into the assessment sequence, so having a recent save avoids repeating the approach if you fail or decide your party needs changes.

  • Heal the entire party before entering the League building.
  • Carry recovery items for a multi-battle sequence, not just a single Gym fight.
  • Make sure the Tera Orb is charged before beginning the assessment.

Reach the Pokémon League headquarters northwest of Mesagoza

The Pokémon League is accessed from northwest Mesagoza. From the western side of the city, head toward the sandwich shop and take the stairs beside it. Enter the gated tunnel and follow the path through the short cave route until it reaches the League headquarters and the Pokémon Center outside.

The League building can be reached before all eight Gyms are complete, but the staff will not allow you to proceed with the Champion Assessment until every Badge has been earned. Once the requirement is met, speak with the League staff and begin Rika’s interview.

The interview includes questions about how you traveled to the League, your school, why you want Champion Rank, your chosen starter, and your Gym experience. Select the answers that match your playthrough. For Pokémon Violet, the school answer is Uva Academy. The starter question must match the Pokémon you selected at the beginning. If you fail, you can retry the interview; it is not a permanent game-over.

  • Verify eight Badges before attempting the assessment.
  • Remember that Pokémon Violet uses Uva Academy in the interview.
  • Answer the starter and Gym questions according to your actual choices.

Prepare for the fixed Elite Four order

Passing the interview begins the Elite Test. The Elite Four are fought in a fixed order: Rika specializes in Ground types, Poppy specializes in Steel, Larry uses Flying types, and Hassel uses Dragon types. Their teams range from level 57 to level 62, so a team in the low 60s is a reasonable target.

Use Water, Grass, and Ice attacks against Ground teams, but watch for mixed secondary types and abilities. Steel teams are vulnerable to Fire, Fighting, and Ground, although Levitate or Flying typing can block an expected Ground attack. Electric, Ice, and Rock moves pressure Larry’s Flying team. Fairy and Ice coverage are especially useful against Hassel’s Dragon-heavy team, but keep a safe switch available because several opponents carry secondary typings that resist obvious answers.

The Elite Four battles are consecutive, but you receive a break after each victory. Use that time to heal fainted Pokémon, cure status, restore PP, change held items if necessary, and recharge the Tera Orb. Do not assume a Pokémon remains battle-ready simply because it survived with low HP.

  • Bring answers to Ground, Steel, Flying, and Dragon matchups.
  • Keep at least one dependable Fairy or Ice option for Hassel.
  • Restore HP, status, PP, and the Tera Orb between each Elite Four battle.

Face Top Champion Geeta after the Elite Four

After Hassel is defeated, the game fully restores your party and takes you to the rooftop. Top Champion Geeta is the final battle of the Champion Assessment. Her team is varied rather than centered on one type, with Pokémon around levels 61 and 62, so broad coverage and a dependable neutral strategy are more useful than a single specialized counter.

Geeta’s final Pokémon is Glimmora, which Terastallizes into the Rock type. Keep a strong Water, Grass, Fighting, Ground, or Steel answer available for that final phase, while remembering that the rest of her team requires different coverage. A fast Pokémon, a durable switch-in, and at least one way to handle strong neutral attacks are valuable here.

Defeating Geeta grants Champion Rank and advances Victory Road to its concluding Nemona battle. That battle belongs to the next chapter; do not mistake Geeta’s defeat for the complete Victory Road route.

  • Keep your strongest balanced party for Geeta rather than a narrow anti-Elite-Four team.
  • Save a suitable answer for Glimmora’s Rock Tera Type.
  • Confirm that the game awards Champion Rank before leaving the League sequence.

Use the Academy for mechanics, not a hidden assessment roster

Academy classes and teachers can refresh fundamentals such as type matchups, move categories, status effects, and Terastallization. These lessons are useful if a Gym exposed a weakness, but they are not required to enter the League and do not replace team preparation.

Nemona, Geeta, and League staff provide story context about Champion Rank and the assessment. Rika’s interview is the actual progression checkpoint. There is no necessary Academy conversation that reveals a complete Elite Four roster or unlocks the League after the Badges are earned, so return to the League once your party and inventory are ready.

  • Use classes to review mechanics if needed.
  • Do not delay the Champion Assessment searching for an Academy NPC who provides a complete opponent guide.
  • Proceed to the League after all eight Badges and your final preparation are complete.

Before you move on

  • All eight Gym Badges are recorded, and all eight Gym Leaders have been defeated.
  • The Pokémon League headquarters northwest of Mesagoza has been reached through the tunnel beside the sandwich shop.
  • Rika’s Champion Assessment interview has been passed using the correct Pokémon Violet school and personal journey answers.
  • Rika, Poppy, Larry, and Hassel have been defeated in that order.
  • Top Champion Geeta has been defeated and the game confirms Champion Rank.
  • The story has advanced to the final Nemona battle, which completes Victory Road in the following chapter.
References for this chapter

Champion Assessment: Elite Four, Geeta and Nemona

After earning all eight Gym Badges, travel to the Pokémon League outside Mesagoza and complete the Champion Assessment. Pass Rika’s interview, defeat the Elite Four and Top Champion Geeta in one continuous sequence, then return to Mesagoza for Nemona’s final Champion-rank battle. Defeating Nemona completes the Victory Road story path.

1. Prepare before entering the Pokémon League

The Pokémon League is outside Mesagoza, reached by following the road west and then north from the city. Before beginning the Champion Assessment, heal your party, restore important move PP, and buy Potions, Revives, and status-healing items. The assessment consists of the interview followed by Rika, Poppy, Larry, Hassel, and Top Champion Geeta. There is no Pokémon Center between these battles, although you can use items between opponents.

Build for broad type coverage rather than one sweeping strategy. The Elite Four use Ground, Steel, Flying, and Dragon teams, while Geeta uses a mixed team. Water, Grass, Ice, Fire, Fighting, Ground, Electric, Fairy, and Rock coverage can all be useful. A balanced team around the low 60s is a practical target for the original Pokémon Violet campaign, though your actual level depends on how much optional battling you have done.

Save before beginning the assessment. If you fail the interview or lose during the battle sequence, this gives you a reliable retry point without repeating the trip to the League.

  • Heal the full party before entering the League.
  • Carry healing items, Revives, and status cures.
  • Bring several different attacking types, including a dependable answer to Dragon Pokémon.
  • Save before speaking to the League staff member.

2. Pass Rika’s Champion Assessment interview

Speak with the League staff member to begin the interview. The questions check details from your adventure, including the first Gym you challenged, the Pokémon you chose as your first partner, the reason you began your journey, and the Gym that gave you the most difficulty. Some later questions refer back to answers you gave earlier, so answer consistently.

For the starter question, select Sprigatito, Fuecoco, or Quaxly according to your actual first partner. When asked why you want to become Champion, choose the response that matches the required Champion answer. When asked what you intend to do after becoming Champion, select the answer that corresponds to the reason you gave earlier, such as becoming stronger, battling Nemona, or finding treasure. The interview also asks about the Gym and Gym Leader connected to your earlier difficulty answer, so use the same Gym and type throughout.

If you answer a required question incorrectly, the assessment stops and you must repeat the interview. Passing opens the battle portion immediately, so make sure your party is ready before confirming the final answer.

  • Match the starter answer to your chosen first partner.
  • Keep your reason for becoming Champion consistent when it is asked again.
  • Use the same Gym, Gym Leader, and type for the linked difficulty questions.
  • Make sure your party is healed before finishing the interview.

3. Defeat Rika and Poppy

Rika is the first Elite Four member and specializes in Ground Pokémon. Her team includes Whiscash, Camerupt, Donphan, Dugtrio, and Clodsire. Water, Grass, and Ice attacks are useful, but preserve a reliable counter for Clodsire, which Terastallizes into the Ground type. Because Clodsire has Water Absorb, a Grass attack is safer than using Water against it.

Poppy follows immediately and uses Steel Pokémon. Fire, Fighting, and Ground attacks are the most direct answers. Avoid relying on a single physical attacker if it is already weakened, and switch when a Steel matchup becomes unfavorable.

Use healing items between the battles when necessary. You do not need to save every Potion or Revive if spending one keeps a key counter healthy for the next opponent.

  • Keep Grass or Ice coverage available for Rika’s Ground team.
  • Use Grass rather than Water against Rika’s Water Absorb Clodsire.
  • Prepare Fire, Fighting, or Ground attacks for Poppy.
  • Heal important Pokémon before continuing.

4. Defeat Larry and Hassel

Larry is the third Elite Four member and uses Flying Pokémon in the assessment. Electric, Ice, and Rock attacks are effective, but check secondary typings before selecting a move. His final Pokémon Terastallizes into the Flying type, so those attacking categories remain useful at the end of the battle.

Hassel follows Larry and specializes in Dragon Pokémon. Fairy and Ice attacks are the safest offensive tools. Steel Pokémon can provide useful defensive support, but do not rely on Dragon attacks against every target because Dragon moves cannot affect Fairy Pokémon.

After defeating Hassel, restore HP and PP, cure status conditions, and revive any Pokémon needed for the final battle. Geeta follows as part of the same assessment, so there is still no Pokémon Center break.

  • Keep Electric, Ice, or Rock coverage for Larry.
  • Prepare Fairy or Ice coverage for Hassel.
  • Restore HP, PP, and status conditions before Geeta.
  • Use Revives between battles if a key counter has fainted.

5. Defeat Top Champion Geeta

Geeta’s Champion Assessment team consists of Espathra, Gogoat, Veluza, Avalugg, Kingambit, and Glimmora. The first five are level 61, while Glimmora is level 62. Change attackers according to each matchup rather than trying to sweep with one Pokémon.

Fighting or Ground coverage is especially useful against Kingambit, although its attacks can punish careless switches. Avalugg has high physical Defense, so use a special attack or a super-effective move when possible. Water, Grass, Fighting, and other suitable coverage handle the remaining members according to their types.

Geeta sends out Glimmora last and Terastallizes it into the Rock type. Water, Grass, Fighting, Ground, or Steel attacks exploit that new typing. Be cautious with physical attacks if Toxic Spikes would create problems, because Glimmora’s Toxic Debris can scatter them when it is hit by a physical move.

After Geeta is defeated, let the Champion-rank recognition and dialogue finish. You receive Champion rank at this point, but Victory Road is not complete yet. Nemona’s final battle remains.

  • Use varied coverage against Geeta’s mixed team.
  • Bring a strong answer to Kingambit.
  • Prefer special or super-effective attacks against physically bulky Avalugg when possible.
  • Use Water, Grass, Fighting, Ground, or Steel coverage against Rock-Tera Glimmora.
  • Wait for the Champion-rank dialogue to finish.

6. Return to Mesagoza and battle Nemona

After the Champion Assessment, return to Mesagoza and go to the central plaza’s battle court. Nemona is waiting there for the final Victory Road battle. Save before speaking to her. If you lose, you can retry from this save without repeating the Elite Four or Geeta.

Nemona’s final team is Lycanroc, Goodra, Dudunsparce, Orthworm, Pawmot, and a level 66 starter evolution. The first five Pokémon are level 65. Her starter evolution is the one that is weak to your chosen starter: if you chose Sprigatito, she uses Quaquaval; if you chose Fuecoco, she uses Meowscarada; if you chose Quaxly, she uses Skeledirge. Her final starter evolution Terastallizes into its original type.

Prepare answers for Rock, Dragon, Normal, Steel, Electric, and Fighting threats. Fighting attacks help against Lycanroc, Dudunsparce, and Orthworm, while Fairy or Ice attacks are valuable against Goodra. Ground attacks can help against Pawmot, but remember that Pawmot is Electric/Fighting, so choose a Pokémon that can withstand its Fighting moves. Save a dependable counter for the final Terastallized starter evolution.

  • Return to Mesagoza after the League sequence.
  • Go to the central plaza battle court.
  • Save before initiating Nemona’s battle.
  • Prepare coverage for Rock, Dragon, Normal, Steel, Electric, and Fighting threats.
  • Defeat all six of Nemona’s Pokémon.

7. Confirm Victory Road completion

Defeating Nemona completes the Victory Road storyline. Allow the post-battle dialogue and cutscene to finish before leaving the plaza. The game does not use the traditional Hall of Fame presentation as the route-completion marker; the Champion Assessment and Nemona’s battle provide the relevant progression events.

Victory Road is not complete merely because you earned eight badges or defeated Geeta. The full sequence is all eight Gym Badges, the Champion Assessment interview, the four Elite Four battles, Geeta, and Nemona’s final battle in Mesagoza.

Once the scene ends, continue with Path of Legends or Starfall Street if either route remains unfinished. When all three routes are complete, the game can direct you toward The Way Home. If that final story does not become available, verify that Nemona’s post-battle scene finished and that the other two routes are also complete.

  • All eight Gym Badges are obtained.
  • The Champion Assessment interview is passed.
  • Rika, Poppy, Larry, and Hassel are defeated.
  • Geeta is defeated and Champion rank is awarded.
  • Nemona is defeated in Mesagoza.
  • The Victory Road route is complete before preparing for The Way Home.

Before you move on

  • Champion rank has been awarded after defeating Geeta.
  • Nemona’s level 65 to 66 team has been defeated in Mesagoza.
  • The Victory Road route is complete.
  • Any unfinished Path of Legends or Starfall Street objectives remain available.
  • After all three routes are complete, The Way Home can be unlocked.
References for this chapter

Final Route Unlock: Confirming All Flags and Preparing for The Way Home

The Way Home becomes available only after Victory Road, Path of Legends, and Starfall Street have reached their individual endings. Confirm those endings through the route-specific battles and cutscenes, then follow Arven’s call to Zero Gate southeast of Medali. Before entering, heal, stock recovery items, and prepare a balanced team for Area Zero battles around levels 60 to 72. During the initial descent, Miraidon cannot be ridden, so plan to travel on foot between the research stations.

Finish the ending of each story route

Check Victory Road by confirming that you have earned all eight Gym Badges, passed the Champion Assessment at the Pokémon League, defeated Top Champion Geeta, and then completed the Champion Nemona battle in Mesagoza. Defeating Nemona is the event that closes the Victory Road story arc; reaching Champion rank alone is not enough.

Check Path of Legends by confirming that all five Titan objectives are complete and that you returned to the Pokémon Lab at the Poco Path lighthouse. After the final Titan, enter the laboratory, speak with the professor’s transmission, and battle Arven. His team reaches levels 58 through 63, so this is a late-game battle rather than an optional rematch. Defeating Arven completes the final required part of his route.

Check Starfall Street by confirming that all five Team Star bases are cleared, including the Caph Squad base led by Eri. Afterward, follow Cassiopeia’s instruction to meet at the Academy schoolyard at night. Complete the Cassiopeia and Penny sequence and the final battle there. Clearing the fifth base alone does not finish Starfall Street.

The map does not provide three permanent route-completion lights or a simple checklist that changes to green. Use the route-ending events as your verification: Nemona defeated, Arven defeated at the Poco Path laboratory, and the complete Cassiopeia/Penny conclusion finished at the Academy. If any of those events has not occurred, The Way Home will not unlock.

  • Victory Road ended with the Champion Nemona battle in Mesagoza.
  • Path of Legends ended with the Arven battle at the Poco Path laboratory.
  • Starfall Street ended with the Cassiopeia/Penny conclusion at the Academy schoolyard.
  • All associated dialogue and cutscenes have finished before checking for the next objective.

Wait for Arven’s Zero Gate call and follow the marked destination

After all three route endings are complete, Arven contacts you and asks you to meet at Zero Gate. You do not need to replay classes, complete optional Academy conversations, or return to the Academy to force a separate unlock scene. If the call does not occur, leave the current location, allow the final route dialogue to finish, and recheck the three route-ending requirements.

Zero Gate is southeast of Medali in West Province (Area Three), at the edge of the Great Crater of Paldea. Fly to Medali, open the map, select the new story objective, and follow the marked route toward the large gate facility. The destination is not a Gym, Titan site, or Team Star base.

Save outside Zero Gate and heal before entering. Entering the gate begins the group sequence with Arven, Nemona, and Penny. The game then takes you into Area Zero, where the objective changes from ordinary Paldea travel to opening the four Research Station locks.

  • Arven has contacted you after all three routes ended.
  • Zero Gate is marked southeast of Medali.
  • The active map objective points to Zero Gate.
  • A manual save exists outside the gate.
  • The party is fully healed before entering.

Prepare a late-game team for Area Zero

Use a team appropriate for the final story rather than the party that handled the opening Gyms. The first scripted Area Zero encounters are around levels 62 to 64, Arven’s preceding battle reaches level 63, and the final AI Professor battle reaches level 66 before the special Miraidon confrontation at level 72. A team in the low-to-mid 60s can work with good type coverage and healing, while a team below that range may struggle.

Bring varied offensive coverage instead of relying on one type. Area Zero and the final battles include strong future Pokémon, Dragon-, Steel-, Electric-, Dark-, and other mixed matchups. Keep at least one Pokémon that can take repeated hits, one reliable source of super-effective damage against Steel or Dragon targets, and moves that do not all depend on the same attacking stat.

Review held items, PP, move order, and Tera Types before entering. A defensive Tera Type can prevent a sudden knockout, while an offensive Tera Type can help finish a difficult scripted battle. You do not need a special species roster, but every party slot should be usable rather than serving only as an underleveled capture project.

  • Six battle-ready Pokémon, preferably around the level range of the Area Zero encounters.
  • Several attacking types and at least one dependable defensive switch-in.
  • Current moves, held items, and Tera Types checked.
  • A reserve Pokémon available in the Boxes if a team member has a severe matchup problem.

Stock recovery items and understand station recovery

Heal at Medali or another Pokémon Center before departing. Carry Potions or stronger healing items, Revives, Full Restores, and a supply of Poké Balls if you want to catch optional Area Zero Pokémon. These supplies are insurance for the approach and for battles between station visits; they are not a substitute for a properly prepared party.

The four Research Stations are mandatory. Each station contains a bed that can restore your party after its scripted encounter, and the station’s teleporter can return you to Zero Gate or connect you with stations already activated. Use the bed after the battle whenever necessary, then interact with the station’s panel to deactivate its lock.

The opening walk is not completely isolated from recovery, but it is inconvenient to rely on items alone. Save before the gate and, if desired, save again before entering each station encounter. Turn off unnecessary auto-battles near the route objectives so your lead Pokémon does not lose health before a scripted fight.

  • Healing items and Revives are in the Bag.
  • Full Restores or separate status cures are available.
  • Optional Poké Balls are stocked if you intend to catch Paradox Pokémon.
  • The party is healed before Zero Gate and after each station battle when needed.

Plan for Miraidon’s Area Zero restriction

Miraidon can be used as your ride Pokémon while traveling through Paldea and while approaching Zero Gate. Once the initial Area Zero sequence begins, however, Miraidon becomes frightened and will not come out of its Poké Ball for riding. You must walk between the opening locations and the four Research Stations, so do not depend on climbing, swimming, gliding, or riding shortcuts during this part of the story.

This restriction lasts through The Way Home until the story and credits are complete. It is not a sign that a ride upgrade is missing, and it is not fixed by changing settings or revisiting the gate. The research stations and their teleporters provide the intended progression and recovery points.

Miraidon’s battle role is reserved for the finale. Keep your normal party healthy and do not plan around using Miraidon in ordinary battles during the descent. The story later unlocks its battle form for the required special confrontation with the opposing Miraidon. After the credits, Miraidon can again be used for riding in Area Zero.

  • Miraidon is available for riding before entering Area Zero.
  • You understand that riding is disabled during the initial descent.
  • Your regular party can handle Area Zero without Miraidon.
  • You know that Miraidon’s battle form is part of the finale, not an ordinary early-route resource.

Before you move on

  • Victory Road has ended with the Champion Nemona battle.
  • Path of Legends has ended with the Arven battle at the Poco Path laboratory.
  • Starfall Street has ended with the final Cassiopeia/Penny sequence at the Academy schoolyard.
  • Arven has called and Zero Gate is marked southeast of Medali.
  • The party is healed, supplies are stocked, and the team is prepared for battles in the level 60-plus range.
  • A manual save exists outside Zero Gate before The Way Home begins.
References for this chapter

The Way Home — Entering Area Zero and the Four Research Stations

After completing Victory Road, Path of Legends and Starfall Street, Arven calls you to Zero Gate to begin The Way Home. Enter Area Zero with Arven, Nemona and Penny, then descend on foot because Miraidon cannot function as a ride Pokémon during this initial expedition. Visit Research Stations No. 1 through No. 4 in order, defeat the required Violet-version encounters outside the first three stations, and use each station’s computer to disable one Zero Lab lock. After the fourth lock is disabled, open the Zero Lab gate. The escaping Paradox Pokémon, companion separation and laboratory sequence begin after this chapter.

1. Confirm the routes and enter Area Zero

The Way Home becomes available only after Victory Road, Path of Legends and Starfall Street are complete. Finish the concluding scenes for all three paths. Arven then calls you and directs you to Zero Gate, the entrance to the Great Crater of Paldea. Travel to Zero Gate and speak with Arven, Nemona and Penny to begin the expedition.

Heal your party, stock Revives and status-healing items, and make a manual save before entering. The opening cutscene carries the group into Area Zero on Miraidon. After landing, Miraidon becomes frightened and returns to its Poké Ball. You cannot summon it as a ride Pokémon during this initial expedition, so travel between the stations on foot.

Use the crater’s waterfalls, streams, large trees, rocky shelves, crystal-covered paths and research-station buildings as landmarks. The area does not provide a normal local map for straightforward navigation. Optional wild Pokémon and item branches can be ignored while following the station objective. Each research station contains a bed that restores the party and a warp panel that can return you to Zero Gate or to stations you have already visited.

  • Victory Road, Path of Legends and Starfall Street are complete.
  • Arven’s call or objective directing you to Zero Gate is active.
  • The party is healed before entering Area Zero.
  • Revives and status-healing items are available.
  • A manual save is made before the descent.
  • The arrival cutscene has played and Miraidon is unavailable as a ride Pokémon.

2. Reach Research Station No. 1

From the landing area, follow the route deeper into the crater. Cross the shallow stream, continue toward the lower rocky shelves and descend toward the research-station building. Stay on the lower path rather than climbing back toward the crater’s outer wall. The first station is near a fenced cliff edge and is visible once you reach the correct shelf.

A level 62 Glimmora ambushes the group before you can enter Research Station No. 1. Nemona assists in this required battle. Glimmora is Rock- and Poison-type, so Ground-type attacks are especially effective; Psychic-, Steel- and Water-type attacks are also useful. This scripted Glimmora cannot be caught, so treat the fight as a story encounter rather than a capture opportunity.

After defeating Glimmora, enter the station and allow the Professor Turo scene to finish. Interact with the central computer panel to disable the first Zero Lab lock. Use the bed to restore the party. The warp panel near the entrance can return you to Zero Gate or move among previously activated stations. Save before leaving if you want the first station to serve as a recovery checkpoint.

  • The level 62 Glimmora is defeated.
  • Nemona’s support battle has ended.
  • The first lock is disabled at the station computer.
  • The party is restored at the station bed.
  • The station warp panel is available.

3. Continue to Research Station No. 2

Leave Research Station No. 1 and continue downward through the crater. Follow the rocky route around the large formations and beneath the overhangs. Optional caves and item paths are not required. Keep descending and use the next white research-station building as your landmark.

A level 62 Iron Bundle attacks outside Research Station No. 2 in Pokémon Violet. Penny assists during this battle. Iron Bundle is Ice- and Water-type, so Fighting-, Electric-, Rock- and Steel-type attacks are useful. Be cautious with Water-type Pokémon because Iron Bundle’s Freeze-Dry is super effective against them. This is another scripted encounter and cannot be caught.

Enter the station after the battle and watch the Professor Turo scene. Interact with the central computer to disable the second lock. Heal at the station bed and use the warp panel before continuing. The optional Earthquake TM route and other item branches can be postponed; neither replaces the required computer interaction.

  • The route from Research Station No. 1 is completed on foot.
  • The level 62 Iron Bundle is defeated with Penny’s assistance.
  • The second lock is disabled.
  • The party is restored at Research Station No. 2.
  • The station warp panel is available.

4. Cross the waterfall route to Research Station No. 3

From Research Station No. 2, follow the descending route beside the waterfall. Continue toward the lower riverbed, cross the water and move past the large tree and rocky ground. Keep following the main route toward the station built against the cliff. Side caves and item pickups can be skipped if you want to preserve resources.

A level 63 Iron Treads attacks as you approach Research Station No. 3. Arven assists with Mabosstiff. Iron Treads is Ground- and Steel-type, making Water-, Fighting- and Ground-type attacks reliable choices. Electric attacks do not work because of its Ground typing. This scripted Iron Treads cannot be caught.

After the battle, enter the station and watch the Professor Turo scene. Interact with the computer to disable the third lock. Heal at the bed and activate the warp panel. Make a manual save before leaving; the next route enters the cavern portion of Area Zero and has more difficult terrain and stronger wild Pokémon.

  • The waterfall and river route are completed on foot.
  • The level 63 Iron Treads is defeated with Arven’s assistance.
  • The third lock is disabled.
  • The party is restored at Research Station No. 3.
  • The station warp panel is active.
  • A save is made before entering the cavern route.

5. Descend through the cavern to Research Station No. 4

Leave Research Station No. 3 and enter the large cavern opening near the station. Follow the main gravel path downward through the crystal-lined cavern. A story scene occurs along this route; let it finish before continuing. Side passages contain optional items and wild Pokémon, but the required path continues toward the lower part of the cavern.

Research Station No. 4 is near the bottom of this cavern section. There is no separate required Violet Paradox battle outside this station. Enter the building, watch the scene and interact with the computer to disable the fourth and final Zero Lab lock.

Use the bed to restore the party and activate the warp panel. This is the final station recovery point before opening the Zero Lab gate. Save after healing. Progress requires using the computer at every station; collecting items or defeating optional wild Pokémon does not substitute for a lock activation.

  • The cavern entrance near Research Station No. 3 is reached.
  • The main cavern route is followed downward.
  • Research Station No. 4 is entered.
  • The fourth and final lock is disabled.
  • The party is restored at the station bed.
  • The Research Station No. 4 warp panel is active.
  • A save is made before approaching the Zero Lab gate.

6. Open the Zero Lab gate

Leave Research Station No. 4 and continue along the cavern’s deepest route. Follow the crystal-lined path and water toward the yellow, hexagonal Zero Lab entrance. The gate remains closed until the computers at all four research stations have been used.

Heal at Research Station No. 4 and save before interacting with the control panel beside the gate. Activate the panel and confirm the prompt. Once the four lock flags are registered, the Zero Lab gate opens and the next story objective begins.

Stop the chapter after confirming that the gate is open. Chapter 13 covers the three escaping Violet Paradox battles, the separation of the companions and entry into the Zero Lab. Those events do not belong in the four-station completion check for this chapter.

  • All four research-station locks are disabled.
  • The Zero Lab entrance at the bottom of Area Zero is reached.
  • The party is healed before opening the gate.
  • A manual save is made before activating the gate panel.
  • The Zero Lab gate opens and the next objective begins.

Before you move on

  • Victory Road, Path of Legends and Starfall Street were complete before entering Zero Gate.
  • Arven’s call directed the player to Zero Gate.
  • The scripted Miraidon arrival played and the on-foot Area Zero expedition began.
  • The level 62 Glimmora was defeated outside Research Station No. 1.
  • The level 62 Iron Bundle was defeated outside Research Station No. 2.
  • The level 63 Iron Treads was defeated outside Research Station No. 3.
  • The computers at Research Stations No. 1, No. 2, No. 3 and No. 4 were each used.
  • Nemona assisted with Glimmora.
  • Penny assisted with Iron Bundle.
  • Arven assisted with the level 63 Iron Treads using Mabosstiff.
  • The Zero Lab gate was reached and opened.
  • The chapter ends before the level 64 Paradox battles, companion separation and Zero Lab sequence begin.
References for this chapter

Area Zero — Lab Entrance, Paradox Encounters and Solo Entry

After the Zero Lab gate opens, defeat the three escaping Violet Paradox Pokémon with Arven, Nemona and Penny, then enter the laboratory alone. Inside, follow the required controls to reach the time-machine room and battle AI Turo’s six future Pokémon. This chapter ends as Paradise Protection Protocol activates and locks your ordinary Poké Balls. The forced Miraidon battle and time-machine shutdown belong to the next chapter.

Begin at the opened Zero Lab gate

Start this chapter after the fourth Research Station lock has been disabled and the Zero Lab gate has opened. Do not repeat the Research Station 3 Iron Treads encounter or the route through the crater covered in the previous chapter.

Before starting the entrance battles, confirm that your regular party is healthy. The nearest Research Station healing machine is the safest recovery point. Save manually before interacting with the laboratory entrance so you can retry the sequence without repeating the earlier Area Zero descent.

Bring a balanced party with several damage types. The upcoming battles include Ground, Steel, Electric, Fighting, Dark, Flying, Fire, Poison, Water, Ice, Rock and Fairy combinations. Revives, Max Potions or Hyper Potions, Full Restores and other status cures are useful because the next reliable healing point is outside the laboratory.

Your ride Miraidon is not available as an ordinary sixth party member for these opening battles. Prepare your regular team to handle the encounters, and do not plan around using the ride Legendary as an expendable attacker before the final scripted battle.

  • Begin after the Zero Lab gate has opened.
  • Heal at the nearest Research Station before starting.
  • Save manually at the entrance.
  • Carry recovery items and status cures.
  • Use a regular party with varied type coverage.

Defeat Iron Treads, Iron Hands and Iron Jugulis

Opening the laboratory triggers the appearance of the second Miraidon and releases several future Pokémon. Your own Miraidon refuses to battle the opposing Legendary at this point. Instead, three separate battles take place outside the laboratory, with your companions helping during the sequence.

In Pokémon Violet, the required opponents are Iron Treads, Iron Hands and Iron Jugulis, each at level 64. Iron Treads is Ground and Steel, Iron Hands is Electric and Fighting, and Iron Jugulis is Dark and Flying. Use strong super-effective attacks when practical, but prioritize reliable damage and survival over setting up a risky sweep.

Water, Fighting, Ground, Fairy, Ice, Electric and Rock attacks can all be useful across these three encounters. Ground or Fighting attacks are particularly helpful against Iron Treads, Ground or Fairy attacks can pressure Iron Hands, and Fairy, Ice, Electric or Rock attacks can exploit Iron Jugulis. Check your Pokémon’s actual moves rather than assuming that a type advantage guarantees a knockout.

The battles are separate from the earlier Titan-related Iron Treads encounter and from the level 63 Iron Treads battle near Research Station 3. Defeat all three level 64 opponents, then allow the cutscene to finish. Arven, Nemona and Penny remain outside to hold back the remaining Paradox Pokémon while you enter the Zero Lab alone.

  • Defeat Iron Treads at level 64.
  • Defeat Iron Hands at level 64.
  • Defeat Iron Jugulis at level 64.
  • Use the companions’ support during the outside battles.
  • Watch the separation scene before entering the laboratory interior.

Enter the Zero Lab alone and follow the controls

After the outside battles, enter the Zero Lab with Miraidon. Arven, Nemona and Penny do not accompany you through the interior. Continue along the available route and interact with the required laboratory controls, doors and elevator access points as they become available. The interior sequence is compact and mostly linear, so proceed through each newly opened section rather than searching for an alternate route.

The laboratory reveals that the Professor Turo present in the facility is an artificial intelligence created from the original professor’s memories and research. The real Professor Turo is no longer alive. The AI explains the conflict between its instructions to protect the time machine and its desire to stop the machine before its Paradox Pokémon cause further danger.

The Violet Book is part of the story progression inside the laboratory. When the game directs you to use or place it, complete that interaction and continue toward the time-machine room. Do not leave the laboratory looking for a Pokémon Center; there is no ordinary healing facility inside.

Before the final interaction that begins the AI battle, check your lead Pokémon, held items, move PP and party health. Bag access remains available during the battle, but entering with a damaged party makes the six-Pokémon sequence unnecessarily difficult.

  • Enter the Zero Lab after the three outside battles.
  • Proceed through the available laboratory route.
  • Activate the required controls and elevator access.
  • Complete the Violet Book interaction when prompted.
  • Check party health, PP and held items before the AI battle.

Defeat AI Turo’s six future Pokémon

AI Turo uses six future Pokémon in Pokémon Violet: Iron Moth, Iron Bundle, Iron Hands, Iron Jugulis, Iron Thorns and Iron Valiant. Iron Moth, Iron Bundle, Iron Hands, Iron Jugulis and Iron Thorns are level 66. Iron Valiant is level 67 and is the final Pokémon in the sequence. All six have Quark Drive, so their strongest stat can be enhanced by Electric Terrain or Booster Energy effects.

Iron Moth is Fire and Poison; Ground, Water, Psychic and Rock attacks are useful. Iron Bundle is Water and Ice; Electric, Fighting and Rock attacks are practical answers. Iron Hands is Electric and Fighting; Ground, Fairy and Psychic attacks can exploit its weaknesses. Iron Jugulis is Dark and Flying; Fairy, Ice, Electric and Rock attacks are useful. Iron Thorns is Rock and Electric; Ground, Fighting, Water and Grass attacks can deal strong damage. Iron Valiant is Fairy and Fighting; Flying, Psychic, Steel, Poison and Fairy attacks can help finish the battle.

Do not rely on one attacker for the entire fight. Switch when an opponent has a favorable matchup, and use healing items when preserving a key Pokémon is safer than risking another hit. Keep at least one healthy Pokémon with reliable damage for Iron Valiant. If you lose, reload the save made before opening the laboratory, heal at the Research Station, adjust your lead order and bring additional recovery items or coverage moves.

  • Defeat Iron Moth at level 66.
  • Defeat Iron Bundle at level 66.
  • Defeat Iron Hands at level 66.
  • Defeat Iron Jugulis at level 66.
  • Defeat Iron Thorns at level 66.
  • Defeat Iron Valiant at level 67.
  • Watch for Quark Drive-related stat boosts.
  • Keep a healthy attacker available for Iron Valiant.

End the chapter when Paradise Protection Protocol activates

After AI Turo’s six Pokémon are defeated, the laboratory’s security system activates Paradise Protection Protocol. The protocol locks the Poké Balls of Pokémon that are not registered to Professor Turo, preventing you from freely selecting your ordinary party for the next scripted encounter.

Let the activation scene and dialogue finish. Do not attempt to catch the opposing Miraidon, leave the laboratory or continue this chapter into the forced Legendary battle. Your own Miraidon becomes the required combatant in the next sequence, which is covered in chapter 14.

The chapter is complete when AI Turo has been defeated, Paradise Protection Protocol has activated, and the ordinary Poké Balls are locked. The opposing Miraidon battle, forced Terastallization, time-machine shutdown and departure scenes are not part of this chapter.

  • AI Turo’s entire six-Pokémon team has been defeated.
  • Paradise Protection Protocol has activated.
  • The ordinary Poké Balls are locked.
  • The story has transitioned to the forced Miraidon confrontation.
  • Stop before the opposing Miraidon battle begins.

Before you move on

  • The Zero Lab gate was already open when this chapter began.
  • Iron Treads, Iron Hands and Iron Jugulis were defeated at level 64.
  • Arven, Nemona and Penny remained outside while the player entered the laboratory alone.
  • The required laboratory controls and Violet Book sequence were completed.
  • AI Turo’s Iron Moth, Iron Bundle, Iron Hands, Iron Jugulis, Iron Thorns and Iron Valiant were defeated.
  • Paradise Protection Protocol activated.
  • The ordinary Poké Balls were locked.
  • The chapter stops before the forced Miraidon confrontation and shutdown sequence.
References for this chapter

Final Battle(s) and Shutting Down the Time Machine

This chapter begins immediately after AI Turo has been defeated and the Paradise Protection Protocol has activated. The protocol locks the ordinary Poké Balls, leaving your ride Miraidon as the only Pokémon you can send out. Select that separate Miraidon slot, let it enter Battle Mode, weaken the level 72 Guardian of Paradise Miraidon, and follow the forced Dragon Terastallization sequence. After Tera Blast defeats the Guardian, remain in Zero Lab through the AI Professor’s final departure, the permanent time-machine shutdown, and the concluding scenes that lead toward the credits.

Start from the activated Poké Ball Lock System

AI Turo’s six-Pokémon battle is already complete when this chapter begins. After the conversation in Zero Lab, the Paradise Protection Protocol takes control and locks the Poké Balls of the ordinary party. This prevents you, Arven, Nemona, and Penny from sending out normal team members. Do not spend turns trying to choose a regular party Pokémon; the game will not allow one to enter the battle.

If you prepared correctly at Research Station No. 4 before entering Zero Lab, your team was healed and your PP was restored before the laboratory sequence began. During AI Turo’s preceding battle, Bag items could be used if necessary. That preparation advice belongs to the earlier encounter, however. Once the protocol has activated, this chapter’s battle is resolved with the ride Miraidon and the scripted story sequence rather than with your ordinary party.

  • Treat AI Turo’s defeat as completed before beginning this chapter.
  • Do not attempt to select an ordinary party member after the Poké Ball Lock System activates.
  • Remember that Research Station No. 4 was the final normal recovery point before Zero Lab.
  • Do not look for a healing bed inside the laboratory.

Select the separate ride Miraidon slot

When the battle interface asks you to send out a Pokémon, open the Pokémon menu and move past the members of your normal party. Your ride Miraidon appears in a separate slot at the bottom of the available choices. Select that Miraidon and choose the command to send it into battle. This is the only valid combatant during the opening of the encounter.

Your ride Miraidon is level 68. It is distinct from the level 72 opposing Miraidon and is initially shown in its ride form. After you select it, a story scene shows Miraidon responding to your encouragement and changing into its powered Battle Mode. Wait for that transformation to finish before treating the encounter as an ordinary turn-based battle.

  • Open the Pokémon menu when the game asks you to send out a Pokémon.
  • Scroll below the regular party to the separate ride Miraidon slot.
  • Select the ride Miraidon and send it into battle.
  • Wait for the Battle Mode transformation scene to complete.
  • Do not try to use Arven’s, Nemona’s, Penny’s, or your own ordinary party Pokémon.

Wear down the Guardian of Paradise Miraidon

The opponent is the Guardian of Paradise Miraidon, a level 72 Electric- and Dragon-type Pokémon. Its Hadron Engine creates Electric Terrain when the battle starts. The opposing Miraidon can use Charge, Taunt, Power Gem, and Hyper Beam. Its HP is displayed in the enlarged style used for major scripted encounters, so this is not a wild Pokémon battle and it cannot be caught.

Use Miraidon’s damaging moves while the story sequence advances. Power Gem is a dependable option during the early turns. Electro Drift is less effective against the opposing Miraidon than it is against many other targets because both Pokémon share the Electric type, so do not rely on it as your only attack. You can also use Endure if you need to protect against a strong hit, but the battle includes story protection that prevents the required Miraidon from being eliminated before the intended sequence can occur.

If Hyper Beam is used, the opposing Miraidon must recharge afterward. Use that opening to attack or recover if the game permits an item command. If your Miraidon’s HP becomes low, use a healing item rather than taking unnecessary risks. The encounter is designed to preserve the story progression, but maintaining a safe HP total makes the sequence easier to follow.

  • Use the ride Miraidon as the only active Pokémon.
  • Attack with Power Gem or another available damaging move while the battle progresses.
  • Use the recharge turn after Hyper Beam to attack or recover if needed.
  • Use Endure or a healing item when appropriate.
  • Do not attempt to catch the Guardian of Paradise Miraidon.

Follow the Dragon Terastallization and Tera Blast sequence

After enough of the scripted battle has played out, the game signals that your Tera Orb is ready. Terastallize the ride Miraidon when the prompt becomes available. In Pokémon Violet, this Miraidon changes into Dragon Tera Type for the story battle, and Tera Blast becomes a Dragon-type attack.

Choose Tera Blast after Terastallization. The Dragon-type Tera Blast is super effective against the Guardian of Paradise Miraidon’s Dragon typing and is the intended way to finish the encounter. Continue using Tera Blast until the opposing Miraidon faints. If you used several turns on healing or non-damaging commands, it may take more than one attack after Terastallization; follow the battle prompts and keep using the available attack.

The ordinary party remains unavailable during this sequence. Do not try to switch to another Pokémon, flee, or use a Poké Ball. The point of this confrontation is to resolve the conflict between the two Miraidon through the story-enabled battle form and Terastallization.

  • Wait until the game announces that Terastallization is available.
  • Terastallize the ride Miraidon into its Dragon Tera Type.
  • Select Tera Blast after the transformation.
  • Continue attacking until the level 72 Guardian of Paradise Miraidon faints.
  • Do not switch to an ordinary party member or attempt a capture.

Remain in Zero Lab for the shutdown and departure scenes

When the Guardian of Paradise Miraidon is defeated, the Paradise Protection Protocol loses control. AI Turo regains control long enough to explain that the time machine and the AI are linked. The AI then chooses to use the time machine one final time, leaving the present while ensuring that the machine cannot continue operating.

Do not reset, fast-travel, or attempt to leave immediately after the Guardian faints. The battle is not the complete story transition by itself. Stay in Zero Lab and allow the dialogue, farewell scene, and shutdown sequence to play. The time machine is permanently deactivated during these events.

After the laboratory sequence, the player, Arven, Nemona, and Penny leave Area Zero and continue through the concluding return scenes. The game then proceeds toward the credits. Keep watching until the ending sequence has finished and control eventually returns in the post-game state. Save after control returns so the completed story is recorded before you begin optional post-game activities.

  • The Guardian of Paradise Miraidon has fainted.
  • AI Turo has regained control after the protocol is stopped.
  • AI Turo has departed through the time machine.
  • The time machine has shut down permanently.
  • The group has left Area Zero through the concluding scenes.
  • The game has proceeded through the credits and returned control for post-game play.
  • Save after control returns.

Before you move on

  • AI Turo’s battle from the preceding chapter is complete.
  • The Poké Ball Lock System has activated and ordinary party Pokémon are unavailable.
  • The separate ride Miraidon slot was selected.
  • The ride Miraidon entered Battle Mode.
  • The level 72 Guardian of Paradise Miraidon was defeated.
  • The player’s level 68 Miraidon Terastallized into Dragon Tera Type.
  • Dragon Tera Blast was used to finish the scripted confrontation.
  • AI Turo regained control and departed through the time machine.
  • The time machine shut down permanently.
  • The concluding Area Zero departure scenes played.
  • The credits sequence completed and the game returned to the post-game state.
  • The game was saved after control returned.
References for this chapter

Ending Sequence: Return to the Academy and Credits

After the Guardian of Paradise has been defeated, remain with the ending sequence until AI Turo’s farewell, the time machine shutdown, the final Area Zero scenes and the credits are complete. Pokémon Violet then returns you to your Uva Academy dorm room, which confirms that the base-game story has entered its post-game state. Save immediately, collect the Master Ball from Director Clavell, and begin the optional Gym rematch and Academy Ace Tournament sequence. You can also return to Area Zero later to catch the second, tradeable Miraidon.

Finish the AI Turo farewell and time-machine shutdown

This chapter begins after the Guardian of Paradise battle has already been completed. Do not look for another battle or attempt to repeat that encounter. The required fight and the Paradise Protection Protocol sequence were resolved in the previous chapter.

Remain in the Zero Lab and watch the scenes that follow the battle. AI Turo explains the consequences of the time machine and the reason he cannot simply continue living in the present. The AI initiates the shutdown process through the time machine rather than asking you to operate a console or return to one of the four Research Stations.

Continue through every dialogue prompt and cutscene involving AI Turo, Arven, Nemona, Penny and Miraidon. There is no additional switch, item or battle objective during this portion. If the game offers a dialogue response, choose either available response and continue; it does not create a separate ending path.

The group eventually leaves the deepest part of Area Zero. Keep watching until the game begins its ending presentation. Stopping immediately after the Guardian of Paradise battle is not enough to establish the complete ending state.

  • The Guardian of Paradise battle from the previous chapter is already complete.
  • AI Turo’s farewell scene has played.
  • The time machine shutdown has been shown.
  • The final group scenes in Area Zero have finished.
  • The ending presentation has begun.

Watch the credits and return to Uva Academy

Allow the credits to run to completion. The base-game ending is not finished at the moment the time machine stops. The credits follow the final Area Zero scenes, and the game only resumes in its ordinary post-game state afterward.

When control returns, you will be in your dorm room at Uva Academy, the academy used by Pokémon Violet. This return is the practical confirmation that The Way Home has been completed and that the game has moved beyond the main story. The three route endings and the Area Zero finale are now registered on the save file.

Do not close the software during the transition after the credits. If you want to preserve the completed ending before doing anything else, open the menu as soon as normal control is restored and save in the dorm room.

The regular map, fast travel and Paldea activities are available again. The story does not require you to replay The Way Home when you leave the academy, and you can postpone all optional post-game tasks until your party and inventory are ready.

  • The credits have finished completely.
  • You have regained control in the Uva Academy dorm room.
  • Normal map and travel functions are available.
  • The completed story state has been saved.

Collect the Master Ball and start the Gym inspection event

After saving, follow the academy announcement or travel to Director Clavell’s office. Speak with Clavell to complete the immediate post-game school event and receive the Master Ball.

During the same sequence, Nemona proposes an academy battle tournament. Geeta agrees to help organize it, but explains that she needs the Gym Leaders inspected first. You therefore take over her inspection duties by revisiting the eight Paldea Gyms.

Travel to the Gym buildings in any order and speak with each Gym Leader. Each leader offers a stronger rematch than the original Victory Road battle. Heal between battles, carry recovery items and make sure your team has reliable coverage against the leader’s type specialty. These rematches are not required to validate the credits, but they are required to unlock the Academy Ace Tournament.

After the eighth Gym Leader has been defeated, return to the academy when Geeta contacts you. Follow the resulting academy scenes, including the discussion in your dorm room. There are no correct or incorrect answers during the Gym discussion, so choose the responses that reflect your experience.

  • Director Clavell’s post-game event has been completed.
  • The Master Ball has been received.
  • All eight Gym Leaders have been defeated in their post-game rematches.
  • Geeta’s inspection follow-up at the academy has occurred.
  • The Academy Ace Tournament is available at the academy entrance.

Treat the Academy Ace Tournament as optional post-game content

The Academy Ace Tournament is the principal battle activity introduced after the ending. It is not another required chapter of The Way Home, and you do not need to win it to prove that the base-game story has been completed.

When the tournament is ready, speak with the attendant at the academy entrance to enter. The first tournament run uses a fixed sequence of opponents, while later runs can use a broader selection of academy challengers. Heal and reorganize your party before entering because the tournament consists of consecutive battles.

Winning the tournament provides post-game rewards and gives you a repeatable way to earn experience and money. You can also continue exploring Paldea, rematching Team Star leaders, completing the Pokédex, hunting Tera Raids and pursuing other optional goals without affecting the completed ending state.

If you are following only the assigned base-game completion goal, the required stopping point for this chapter is the finished credits, the return to the Uva dormitory and a saved post-game file. The tournament and second Miraidon are useful follow-up objectives, not prerequisites for the ending.

  • The academy tournament event has been introduced.
  • The tournament can be entered from the academy entrance.
  • You understand that tournament victory is optional for the base-game ending.
  • The post-game save remains available for further exploration.

Return to Area Zero for the second Miraidon

The Miraidon that accompanied you during the story remains your partner and riding Pokémon. A separate Miraidon becomes available after The Way Home has been completed and the game has entered its post-game state. This second Pokémon is a distinct encounter and can be caught and traded; it does not replace the story-bound partner Miraidon.

When you are ready, use the Zero Gate to return to Area Zero. Travel to Research Station No. 4, exit the station and descend toward the lowest part of the crater. Continue around the outside of the Zero Lab rather than searching the research stations or the whole crater for a random spawn.

The second Miraidon is standing on the raised area near the back of the Zero Lab. It is a fixed level 72 encounter with Electric Tera Type in Pokémon Violet. Save before approaching it if you want the option to retry the capture without losing your preferred battle setup.

Bring a team that can reduce its health safely and consider status effects that do not risk knocking it out. Suitable Poké Balls and healing items are useful because Miraidon’s Electric Terrain and powerful attacks can make the encounter more difficult than an ordinary wild Pokémon battle. Catching this Miraidon is optional and is not needed to complete the story or unlock the Academy Ace Tournament.

  • The three core story paths and The Way Home are complete.
  • The credits have finished and the post-game state is active.
  • You have returned to Area Zero through the Zero Gate.
  • You have descended to the lowest section near the Zero Lab.
  • The level 72 second Miraidon has been found or deliberately postponed.

Before you move on

  • The AI Turo farewell has played after the Guardian of Paradise battle.
  • The time machine shutdown and final Area Zero scenes have finished.
  • The credits have completed.
  • You have regained control in the Uva Academy dorm room and saved.
  • Director Clavell’s Master Ball event is available or complete.
  • The eight Gym Leader rematches and Academy Ace Tournament can be pursued as post-game activities.
  • The second Miraidon can be reached later near the back of the Zero Lab at the bottom of Area Zero.
References for this chapter

Post-Game: Returning to Area Zero and the Second Cover Legendary

After completing Victory Road, Path of Legends, Starfall Street and The Way Home, finish the ending and watch the credits. In the post-game state of Pokémon Violet, a second level 72 Miraidon waits at the bottom of Area Zero near the Zero Lab. This is a separate, ordinary Pokémon encounter: it can be caught, placed in the party or Boxes, and traded. The Miraidon used as your ride partner remains yours and is not replaced.

Confirm the post-game requirements

Complete all three core story paths: Victory Road, Path of Legends and Starfall Street. Then complete The Way Home, travel through Area Zero with Arven, Nemona and Penny, enter the Zero Lab, defeat the AI Professor's Miraidon sequence and finish the Paradise Protection Protocol events.

Continue through the ending until the credits have finished and control returns to the normal post-game world. The second Miraidon is not the ride partner used during the story and should not be confused with the scripted level 72 Miraidon fought inside the Zero Lab. It is a separate encounter that becomes available for capture after the base-game story is complete.

The paid The Hidden Treasure of Area Zero expansion is not required. This encounter belongs to the original Pokémon Violet base game on Nintendo Switch.

  • Victory Road is complete.
  • Path of Legends is complete.
  • Starfall Street is complete.
  • The Way Home and the final AI Professor sequence are complete.
  • The credits have finished and normal post-game control has returned.

Prepare your catching team

Save before travelling to the encounter and bring a full team, healing items, status cures and plenty of Poké Balls. Ultra Balls are a reliable general option. Dusk Balls can also be useful in Area Zero, particularly when their cave or nighttime bonus applies.

Use False Swipe or another controlled-damage move if possible. Sleep and paralysis can improve the capture chance, but use status moves only when they will not create an unnecessary risk to the rest of the battle. Leave an open party slot or confirm that your Boxes have room before starting the encounter.

The second Miraidon is level 72, Electric/Dragon-type, has a Modest nature and has Electric as its Tera Type. Its listed moves are Hyper Beam, Charge, Electro Drift and Power Gem. Ground-type Pokémon are useful against its Electric attacks, but do not rely on one Pokémon alone: Miraidon's Dragon, Normal and Rock coverage can still threaten an otherwise suitable lead. Avoid strong super-effective attacks unless you have calculated that they will not knock it out.

  • Save before entering the encounter area.
  • Bring controlled damage such as False Swipe or safe neutral attacks.
  • Carry healing items, status cures and many Poké Balls.
  • Prepare for Electric, Dragon, Normal and Rock attacks.
  • Leave party or Box space for the capture.

Travel from Zero Gate to the deepest area

Open the Paldea map and fly to Zero Gate. Enter the building and use the central transport system to select Research Station No. 4. This station is the most convenient starting point because it is close to the lowest section of Area Zero and the Zero Lab approach.

Heal at the station before leaving if necessary. Exit the station and descend through the cavern, following the downward route toward the deepest floor. Do not remain in the upper fields or climb back toward Research Station No. 3. Continue down through the crystal-lined cavern until you reach the area near the Zero Lab.

The second Miraidon stands on a raised section near the laboratory approach at the bottom of Area Zero. It is a visible fixed encounter rather than a random wild spawn. If you do not see it immediately, circle the nearby ramps and plateau instead of searching the upper crater.

  • Fly to Zero Gate.
  • Select Research Station No. 4 from the transport system.
  • Heal before leaving the station if needed.
  • Descend through the cavern to the lowest Area Zero section.
  • Search the raised area near the Zero Lab entrance.

Save, weaken and catch Miraidon

Save while standing immediately before interacting with Miraidon. Start the battle and lower its HP carefully. False Swipe is ideal; otherwise use weak neutral attacks and monitor the damage after each turn. Do not open with a powerful Ground- or Dragon-type attack, since a critical hit or unexpectedly high damage can end the encounter.

Apply sleep or paralysis when safe, then throw Poké Balls while keeping your team healthy. Hyper Beam can force a recovery turn after use, while Charge can increase the danger of later Electric attacks. Heal between attempts when necessary rather than allowing your lead Pokémon to be knocked out.

Once caught, this Miraidon is a normal party or Box Pokémon. It can be traded, including to a Pokémon Scarlet player seeking the Violet-exclusive legendary. The original Miraidon remains the ride Pokémon and continues to provide overworld travel. Catching this second Miraidon does not remove, replace or disable the original.

  • The game is saved before the interaction.
  • Miraidon is weakened without being defeated.
  • A safe status condition is applied when practical.
  • The captured Miraidon appears in the party or Boxes.
  • The original ride Miraidon remains available.

Recover if the encounter is defeated

If you accidentally defeat the second Miraidon, close the game rather than continuing to play and overwrite useful progress. When more than one hour has passed on the Nintendo Switch's internal clock since the defeat, reboot the game and return to the encounter location. The fixed encounter can then be battled again.

Simply playing for an hour is not the condition. The game must be closed and rebooted after the required internal-clock interval has passed. If you have a save from before the encounter, reloading that save is the simplest recovery method and avoids waiting for the respawn condition.

This recovery applies to a defeated encounter. It does not create an additional Miraidon after you have already caught the one on that save file. If the capture succeeded, keep the save and use the caught Pokémon from your party or Boxes.

  • Reload a pre-battle save when one is available.
  • If Miraidon was defeated, close the game.
  • Wait until more than one hour has passed on the Nintendo Switch internal clock.
  • Reboot the game and return to the bottom of Area Zero.
  • Do not expect another copy after the encounter has been caught.

Use the research stations after the capture

The research stations remain useful after The Way Home. Their transport panels provide movement between unlocked stations and Zero Gate, making it easier to return to the deepest cavern or reach other elevation levels in Area Zero. Their healing machines restore your party without requiring a trip back to Paldea.

After catching Miraidon, use the crater as a post-game exploration area. Ride across its upper fields, caves and lower sections to collect items, search for Paradox Pokémon, investigate fixed encounters and locate Tera Pokémon for Pokédex or raid preparation. Station No. 4 is the practical checkpoint for the second Miraidon location, while the other stations give access to different habitats and routes.

The second Miraidon is optional for the base-game ending. Catching it does not open another story chapter, trigger DLC or add a second final mission. It is an extra version-legendary opportunity and a tradeable Pokémon that can be obtained after the main story.

  • The second Miraidon is caught or intentionally postponed.
  • Research-station transport panels provide access to unlocked stations and Zero Gate.
  • The station healing machines can restore your party.
  • Area Zero can be explored freely after the story.
  • No paid DLC is required for this encounter.

Before you move on

  • The second level 72 Miraidon has been caught and appears in the party or Boxes, or the encounter has deliberately been postponed.
  • The original Miraidon remains available as the ride Pokémon.
  • The encounter area can be reached from Research Station No. 4.
  • The research-station transport system provides access to unlocked stations and Zero Gate.
  • The research-station healing machines restore the party.
  • Post-game Area Zero exploration is available without purchasing or entering the paid expansion.
References for this chapter

Post-Game Activities: Academy Ace Tournament, Gym Rematches and DLC Prep

After you finish The Way Home and watch the credits, Pokémon Violet opens its main base-game post-game sequence at Uva Academy. Complete Geeta’s inspection of all eight Paldea Gym Leaders, then clear the Academy Ace Tournament. These activities are optional for reaching the base-game ending, but they provide stronger rematch battles, prize money, useful items, and preparation for advanced Tera Raids. The Hidden Treasure of Area Zero is separate paid DLC. The Teal Mask and The Indigo Disk have their own unlock conditions and are not required for the base-game ending.

Confirm that the post-game sequence is active

Finish The Way Home, watch the ending credits, and regain control in the post-game state. Travel to Uva Academy in Mesagoza and enter the academy. Follow the new conversations involving Nemona, Director Clavell, and Geeta. Nemona proposes a school tournament to celebrate your Champion rank, while Geeta explains that she must first inspect the Paldea Gym Leaders.

This conversation starts the Gym inspection objective. You do not need to search for a separate item or complete a new route marker elsewhere in Paldea. Before leaving the academy, heal your party, place a balanced team in the lead slots, and stock Revives, Full Restores, and battle items. The rematches use stronger fixed teams rather than scaling to your current level, so a team around the upper-60s or higher is a practical starting point.

If Geeta does not begin the inspection request, make sure you have completed The Way Home and viewed the credits. The Academy Ace Tournament is not available immediately after the first credits scene unless the post-game academy conversations have been triggered.

  • The Way Home is complete.
  • The credits have finished.
  • You are back in the post-game state.
  • Geeta has asked you to inspect the eight Gym Leaders.

Complete all eight Gym Leader rematches

Visit the eight Paldea Gyms and speak to each leader to start the rematch. The locations and leaders are Cortondo with Katy, Artazon with Brassius, Levincia with Iono, Cascarrafa with Kofu, Medali with Larry, Montenevera with Ryme, Alfornada with Tulip, and Glaseado with Grusha.

The order is flexible. The rematch teams are fixed and do not adjust to your party, so you can choose a route that suits your current team. Keep at least one answer to each leader’s specialty, but do not build around only one super-effective attacker. Their stronger parties include coverage moves, and each leader Terastallizes a final Pokémon. Bring a safe switch, a Pokémon with dependable recovery or strong neutral damage, and a plan for the Tera type rather than relying only on the opponent’s original type.

The Gym challenge puzzles are not the main objective of this inspection. At each location, proceed into the Gym and speak with the leader to begin the battle. After winning, the game records that leader’s inspection automatically. There is no separate badge or item to collect. Heal between towns and save before each battle if you are testing a new team.

If the academy does not advance after several rematches, return to the map and verify every Gym. The most common cause is one missed leader, especially when the player remembers the original Gym order rather than checking all eight locations.

  • Defeat Katy at Cortondo Gym.
  • Defeat Brassius at Artazon Gym.
  • Defeat Iono at Levincia Gym.
  • Defeat Kofu at Cascarrafa Gym.
  • Defeat Larry at Medali Gym.
  • Defeat Ryme at Montenevera Gym.
  • Defeat Tulip at Alfornada Gym.
  • Defeat Grusha at Glaseado Gym.

Return to Uva Academy and register for the first tournament

After all eight Gym Leaders have been defeated in their rematches, return to Uva Academy and continue the conversations connected to Geeta’s inspection and Nemona’s tournament. The tournament is unlocked through these academy scenes; it does not appear merely because the credits have rolled.

When the staff member in the academy Entrance Hall offers the Academy Ace Tournament, heal and check your party before entering. The tournament consists of four consecutive Single Battles. The game restores your party between rounds, but you should still prepare one complete team before registering because you cannot freely rebuild your roster between opponents.

The first run uses a fixed opponent order: Arven, Jacq, Dendra, and Geeta. This fixed sequence applies to the initial completion, so prepare for several different team styles rather than one type. Keep a reliable lead, preserve your strongest answers for the later rounds, and avoid using limited-use moves or Terastallization too early unless the matchup demands it.

  • All eight Gym rematches are complete.
  • The academy conversations after Geeta’s inspection have finished.
  • The tournament staff member offers the Academy Ace Tournament.
  • Your six-Pokémon team is healed and ready for four consecutive battles.

Win the Academy Ace Tournament and repeat it for rewards

Defeat Arven, Jacq, Dendra, and Geeta to complete the first Academy Ace Tournament. The game then records your tournament victory and provides the associated reward and closing academy dialogue. This is the main completion point for the base-game tournament activity.

After the first clear, return to the academy Entrance Hall and speak to the tournament staff member to enter again. Later runs use a broader pool of academy students, teachers, and major characters. Repeated tournaments are optional, but they are useful for earning money and prize items while training a team through consecutive battles. The party-healing feature between rounds makes the tournament more convenient than a long route through wild encounters.

The standard Paldea Gym inspection rematches are one-time post-game battles in the base game. They are not an endlessly repeatable source of experience. For repeatable battles, use the Academy Ace Tournament instead. Additional rematch systems involving characters from the expansion are DLC content and should not be confused with the eight base-game Gym inspections.

  • Defeat Arven in round one.
  • Defeat Jacq in round two.
  • Defeat Dendra in round three.
  • Defeat Geeta in the final round.
  • Receive the tournament completion dialogue and reward.
  • Confirm that the academy staff member allows repeat entries.

Use the post-game activities to prepare for raids and optional goals

The Gym rematches and Academy Ace Tournament are not required to complete The Way Home or to access the post-game second cover Legendary encounter. They are also not required for ordinary Pokédex completion, most wild Pokémon encounters, or general Tera Raid play.

Completing the Academy Ace Tournament is part of the progression needed before Jacq’s high-level raid investigation can lead to six-star Tera Raid Battles. Additional raid clears are required before that tier becomes available, so winning the tournament alone does not immediately unlock six-star raids. Seven-star Tera Raid Battles are special event raids that appear only when scheduled; they are not a permanent tier unlocked solely by tournament completion.

Use tournament prize money to purchase healing items, Poké Balls, vitamins, and other supplies. Then improve a small group of raid Pokémon with dependable damage, recovery or defensive tools, suitable held items, and Tera Types that match their intended opponents. The second Koraidon or Miraidon, Pokédex work, ordinary raids, shiny hunting, and many optional NPC conversations can be handled before or after this chapter.

  • The first Academy Ace Tournament is complete.
  • The six-star raid progression requirements can now be pursued through the additional required raid clears.
  • You understand that seven-star raids depend on scheduled events.
  • Your raid team has a damage plan and a survivability plan.

Unlock The Hidden Treasure of Area Zero DLC

The Hidden Treasure of Area Zero is paid expansion content separate from Pokémon Violet’s base game. Purchase the Pokémon Violet version of the expansion. The Scarlet version is not compatible with a Violet save. The expansion includes Part 1, The Teal Mask, and Part 2, The Indigo Disk.

Part 1: The Teal Mask can be started after the Treasure Hunt begins in the main story. You do not need to finish The Way Home, watch the credits, complete the Gym rematches, or win the Academy Ace Tournament first. Once the correct DLC is installed and the Treasure Hunt has been unlocked, follow the notification and travel instructions that send you to Kitakami.

Part 2: The Indigo Disk has a stricter prerequisite. You must complete the base-game main story, view the credits, and complete the events of The Teal Mask. The Academy Ace Tournament is not listed as a prerequisite for starting The Indigo Disk. You may clear the tournament first for training, but it is not a substitute for finishing The Teal Mask.

If a DLC notification does not appear, confirm that the purchased expansion matches Pokémon Violet, that the game and DLC are updated, and that the save has reached the required story checkpoint. The DLC adds Kitakami, Blueberry Academy, new storylines, and additional Pokémon; it does not replace the Paldea Gym rematches or the base-game Academy Ace Tournament.

  • For The Teal Mask: the correct Pokémon Violet DLC is installed.
  • For The Teal Mask: the Treasure Hunt has begun.
  • For The Indigo Disk: the base-game main story is complete.
  • For The Indigo Disk: the credits have been viewed.
  • For The Indigo Disk: the events of The Teal Mask are complete.

Before you move on

  • All eight Paldea Gym Leaders have been defeated in their post-game rematches.
  • The first Academy Ace Tournament has been completed through all four battles.
  • The academy staff member offers repeat tournament entries.
  • The base-game post-game state is active after the credits.
  • Optional activities such as the second cover Legendary encounter, Pokédex completion, ordinary raids, and tournament farming are available independently of DLC ownership.
  • If DLC is owned, The Teal Mask is available after the Treasure Hunt begins.
  • If DLC is owned, The Indigo Disk is available only after the base-game story and credits are complete and The Teal Mask events are finished.
References for this chapter

Optional Completion Guide: Pokédex, Tera Raids and Competitive Readiness

After completing The Way Home, finishing the Area Zero finale and viewing the credits in Pokémon Violet, use the post-game to complete the 400-entry Paldea Pokédex, obtain Jacq’s completion rewards, farm Tera Shards and raid materials, clear the Gym rematches and Academy Ace Tournament, and prepare specialized teams for raids or competitive battles. These activities are optional after the base-game ending. The Kitakami and Blueberry Pokédexes belong to The Hidden Treasure of Area Zero and are not part of the original base-game completion target.

1. Confirm the post-game target

Load the save created after the credits and save again before beginning optional activities. The base-game story is complete when The Way Home and the Area Zero finale are finished, the credits have played, and the game returns you to the ordinary post-game state.

Open the Pokédex and select the Paldea Pokédex rather than a DLC Pokédex. Paldea has 400 entries. The Kitakami Pokédex and Blueberry Pokédex are separate expansion objectives and do not count toward the base-game Paldea total.

Visit Jacq in the Biology Lab at Naranja Academy whenever you reach his milestones. Registering 30 Pokémon species earns three copies of TM057 False Swipe. Registering 100 earns Ultra Balls, and registering 200 earns Quick Balls. These earlier rewards use registered entries, so a Pokémon you have seen and recorded can help with those milestones.

The final reward is different: Jacq awards the Shiny Charm only after all 400 Paldea Pokémon have been caught. Seeing, battling or otherwise registering an entry is not enough for this final reward. Check the Pokédex’s caught total before returning to Jacq, and make sure the counter reaches 400.

False Swipe is useful for controlled captures because it leaves a target with at least 1 HP, but it is not mandatory. A Pokémon with reliable status moves, careful low-power attacks or a suitable capture strategy can fill the same role.

  • Load and save the post-game file after the credits.
  • Open the Paldea Pokédex and check both registered and caught totals.
  • Visit Jacq after registering 30, 100 and 200 species.
  • Catch all 400 Paldea entries before claiming the Shiny Charm.
  • Keep the DLC Pokédexes separate from the base-game completion target.

2. Complete the Paldea Pokédex efficiently

Start with entries marked as seen but not caught. Select the missing Pokémon in the Pokédex, review its habitat information and place a map marker near the listed area. This is faster than searching the region without a target.

When an evolutionary family is missing, compare the time required to find the species in the wild with the time required to evolve one you already own. Exp. Candy from Tera Raids can speed up level-based evolutions. Keep evolutionary stones, friendship requirements, held-item evolutions and trade evolutions in a separate checklist so they do not become hidden late-stage omissions.

Use picnics and eggs when they solve a specific problem, such as producing a baby Pokémon or obtaining an evolution that is difficult to find in the overworld. Breeding is not required for ordinary Paldea completion. For wild captures, use sleep or paralysis when practical, and avoid strong attacks that can knock out the target.

Pokémon Violet does not normally provide every species needed for a complete Paldea Pokédex. Scarlet-exclusive species require trading or multiplayer assistance. Union Circle and Tera Raid participation can help you encounter many opposite-version Pokémon, but they do not remove every trade requirement. The opposite-version cover Legendary, Koraidon, must be traded into Violet for its Pokédex entry.

A touch trade is enough to register a species for ordinary Pokédex tracking, but it does not satisfy the caught requirement for Jacq’s Shiny Charm. Keep the distinction clear: registered entries help measure progress, while all 400 entries must be caught to claim the final reward.

After catching the last missing Paldea Pokémon, return to Jacq at the Biology Lab and collect the Shiny Charm. Claim it before beginning a dedicated shiny hunt, because it improves the odds of finding shiny Pokémon.

  • Use habitat information to plan each capture trip.
  • Evolve existing Pokémon when that is faster than finding every stage in the wild.
  • Trade for Scarlet-exclusive Pokémon and Koraidon when necessary.
  • Use touch trades only for registration, not as a substitute for catching all 400.
  • Return to Jacq after the caught total reaches 400.
  • Collect the Shiny Charm before starting a serious shiny-hunting project.

3. Establish a repeatable Tera Raid routine

Tera Raid crystals appear throughout Paldea and are marked on the map. Begin with raids your current team can clear consistently, then move to higher-star raids as your Pokémon gain levels, stronger moves and better-held items. Raid rewards can include Tera Shards, Exp. Candy, vitamins, ability-related items and other materials.

Choose a counter by checking the raid boss’s Tera Type first. Your main attacking move should target the Tera Type’s weakness. At the same time, select a Pokémon that can survive the boss’s likely attacks, including attacks based on its original species and ability. A raid boss’s original typing still matters for the moves it uses, but its Tera Type determines its primary defensive weaknesses after Terastallization.

Durability is usually more valuable than a fragile Pokémon with one powerful attack. Use the healing cheer when several allies are weakened, the defensive cheer before a dangerous damage cycle, and the offensive cheer once the team can remain on the field. Repeated fainting drains the timer and can cost the raid even when the team has enough damage.

Tera Shards come from raids and other Tera-related encounters. After completing the Medali Gym challenge, take 50 shards of the desired type to the Treasure Eatery in Medali to change one Pokémon’s Tera Type. Before spending shards, check whether the new type improves the Pokémon’s main attacks, removes a serious defensive weakness or supports a particular raid matchup.

Six-star raids are not available immediately after the credits. Complete the post-game setup, clear the first Academy Ace Tournament, and follow Jacq’s investigation instructions. You must then complete enough high-level Tera Raids for Jacq to contact you again and unlock the black-crystal six-star raids. The exact practical requirement is commonly described as a series of roughly ten to fifteen qualifying high-star raids; follow the calls and map changes rather than assuming the tournament alone is sufficient.

Seven-star raids are special event distributions. They are optional, may be available only during designated event periods, and are not required for the Paldea Pokédex or base-game story completion.

  • Clear ordinary raids before attempting the hardest available crystals.
  • Read the boss’s Tera Type before choosing your attacker.
  • Use raid cheers to reduce unnecessary fainting.
  • Save 50 shards before changing a Pokémon’s Tera Type.
  • Complete the Academy Ace Tournament and Jacq’s follow-up raid investigation before expecting six-star raids.
  • Treat seven-star event raids as optional challenges.

4. Finish Gym rematches and the Academy Ace Tournament

Return to all eight Paldea Gyms after the main story. Speak with each Gym Leader and complete the rematch on Geeta’s behalf. These battles use stronger teams than the original Gym challenges and are part of the setup for the Academy Ace Tournament.

After all eight rematches, return to the academy and follow the instructions from Geeta and Nemona. Enter the Academy Ace Tournament from the academy’s Entrance Hall when it becomes available. The first tournament has a fixed opening sequence, while later runs use a broader selection of possible opponents. Every tournament run contains four consecutive Single Battles.

Your party is healed between tournament matches, but you cannot freely change Pokémon or moves after the tournament run begins. Configure the six Pokémon you want to use beforehand. Check held items, move PP, abilities, Tera Types and the order in which you want to deploy each member.

Build broad coverage rather than relying on one attacking type. The tournament includes varied teams, so a balanced party with reliable answers to common weaknesses is safer than a group of Pokémon that all depend on the same move category.

The tournament can be repeated after the first victory. Later runs provide money, experience and chances at useful training items, including vitamins, Bottle Caps, PP items, Rare Candies and Nuggets. Neither the Gym rematches nor repeated tournament victories are required for the base-game ending, but they are useful preparation for raid teams and other post-game goals.

  • Rematch all eight Gym Leaders.
  • Configure the full party before entering the tournament.
  • Win the first Academy Ace Tournament.
  • Do not expect to change party members or moves between tournament rounds.
  • Repeat the tournament when you need money, experience or training items.
  • Remember that these activities are optional after The Way Home.

5. Prepare separate raid and competitive teams

Give each battle Pokémon a clear role. A raid attacker generally needs one reliable damaging move, a way to raise its offensive power or reduce the boss’s defenses, and enough bulk to survive repeated attacks. A support Pokémon may instead focus on healing, screens, stat reduction, disruption or defensive abilities. A strong story-mode Pokémon is not automatically a strong raid Pokémon.

Use vitamins, feathers and other training items to shape Effort Values. Use the Judge function to inspect Individual Values after it becomes available. These systems improve consistency, but perfect IVs and an exact EV spread are not required for Pokédex completion, Gym rematches or the Academy Ace Tournament.

Mints change a Pokémon’s effective Nature for battle purposes, while Hyper Training improves the practical performance of Pokémon with imperfect Individual Values. Held items should match the role: damage-boosting items suit attackers, while defensive or recovery items can improve survival. Judge the complete combination of ability, nature, moves, held item and Tera Type instead of optimizing one stat in isolation.

Breeding is optional. Use a picnic and collect eggs when you specifically want an inherited nature, ability, egg move or tailored offspring. For ordinary post-game play, a caught Pokémon improved with items and training is often sufficient. Create separate builds when necessary: a raid build may prioritize bulk and sustained damage, while a player-versus-player build may require speed control, protection, precise EV investment and a different Tera Type.

Choose a Tera Type that strengthens the Pokémon’s main attacks, removes a major weakness or creates a specific defensive interaction. Farm the required shards through raids, and test the build in lower-risk battles before spending rare resources on several copies.

  • Give each battle Pokémon a defined attacking or support role.
  • Review its ability, nature, moves, held item and Tera Type together.
  • Use EV and IV systems as improvements rather than mandatory requirements.
  • Create separate raid and player-versus-player builds when their goals conflict.
  • Breed only when you need a specific inherited trait or tailored offspring.
  • Test a new build before investing large amounts of shards or rare items.

Before you move on

  • The post-game save was created after The Way Home, the Area Zero finale and the credits.
  • The Paldea Pokédex shows all 400 entries as caught, not merely registered.
  • Jacq has awarded the Shiny Charm after the caught total reached 400.
  • All eight Gym Leader rematches have been completed if using the optional post-game checklist.
  • At least one Academy Ace Tournament run has been completed if using the optional post-game checklist.
  • A dependable raid Pokémon has been prepared with an appropriate moveset, held item and Tera Type.
  • You have a practical method for obtaining more Tera Shards and raid rewards.
  • Six-star raids have been unlocked only if you completed the required post-game tournament, investigation and qualifying raid steps.
  • Further goals, including shiny hunting, repeated tournaments, seven-star event raids, perfect competitive optimization and the Kitakami or Blueberry Pokédexes, remain optional completionist or DLC objectives.
References for this chapter
THE NEXT SAVE POINT

Finishing up

Complete all three main story routes: Victory Road, including the Pokémon League and final Nemona battle; Path of Legends, including all five Titans and the final Arven battle; and Starfall Street, including all five Team Star bases and the concluding Cassiopeia/Penny events.

After those three routes are complete, follow Arven’s call to Zero Gate and finish The Way Home in Area Zero: disable all four Research Station locks, clear the required Paradox encounters, defeat AI Turo, defeat the level 72 Guardian of Paradise Miraidon with your ride Miraidon, and watch the shutdown and departure scenes.

Watch the ending credits and regain control in the Uva Academy dorm room.

Confirm the immediate post-game state by saving after the credits. Gym Leader rematches, the Academy Ace Tournament, post-game Area Zero exploration and the second cover-Legendary encounter are optional post-game activities; the Academy Ace Tournament requires the separate Gym-rematch sequence before it becomes available.

Choose your next game
CHECK THE DETAILS

Sources & references

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

About the game & collecting notes
Platform
Nintendo Switch

A step-by-step campaign walkthrough for the original Nintendo Switch edition of Pokémon Violet that guides you from the Cabo Poco and Uva Academy opening through the three parallel story routes—Victory Road, Path of Legends and Starfall Street—into The Way Home, the Area Zero finale, the credits and the base-game post-game state. It excludes the paid Hidden Treasure of Area Zero expansion.

Darryl Polo
ABOUT THE AUTHOR

Darryl Polo

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

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