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Game walkthroughNintendo DS

Pokémon White Version (Nintendo DS) — Complete Main-Story Walkthrough

Step-by-step walkthrough for Pokémon White Version on the original Nintendo DS hardware (North America / Europe release). This guide covers the main story from Nuvema Town through the Unova League, the climactic N / Ghetsis sequence, and the key postgame destinations unique to White, with practical routing, team-building checkpoints, and clear completion checks.

Pokémon White Version — Nintendo DS Box - Front
Pokémon White Version — Box - Front.
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Edition coveredPokémon White Version (North America / Europe original Nintendo DS release)
Your goalComplete the original Pokémon White main story by earning all eight badges, defeating the Elite Four, capturing or otherwise resolving the forced White-version Zekrom sequence, and defeating N and Ghetsis. Then verify postgame access by receiving the National Pokédex and entering White Forest. Treat the stronger Elite Four rematches, Alder, regional Pokédex completion, version-exclusive collecting, and optional legendary quests as clearly labeled postgame goals rather than mandatory parts of the main-story completion state.
Inside the guide18 chapters · 28,221 words
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Before you begin

This guide is written for the original Pokémon White Version cartridge on Nintendo DS (North America / Europe release).

It walks you through the required story objectives: picking your starter, clearing each major story area and gym, reaching and beating the Pokémon League, and completing the game's core postgame locations unique to White.

Follow the chapters in order.

Each chapter lists short objectives, what to bring, and tactical advice for fights or navigation.

If you want to speedrun, skip optional sections; if you want a thorough playthrough (dex completion, version exclusives), use the optional and postgame chapters.

Save often and use the in-game PCs/centers between difficult segments.

Set yourself up for the run

Starter choice: choose Snivy, Tepig, or Oshawott based on the playstyle you prefer.

Each starter changes early-game matchups; choose one and plan to include complementary catches to cover its weaknesses.

Basic team plan: early on, aim for a balanced team with a Fire- or Water-type attacker, a Flying or Fighting type for Bug and Rock, and a bulky Normal/Water/Ground to handle Neutral hits.

Capture replacements for type coverage rather than relying on one overleveled Pokémon.

Items to collect early: potions/super potions, antidotes/paralysis heals for prolonged dungeon sections, and repels for targeted route grinds.

Buy TMs you want to teach before they become unavailable in shops.

Understand version differences: White includes White Forest (wild Pokémon and version exclusives) instead of Black City; your available wild Pokémon list will differ.

Plan trades or Entralink access if you want Pokémon exclusive to Black.

Save and backup: use the in-game save frequently before major trainer battles, gym leaders, the Elite Four, and all stationary legendary encounters.

The game allows one save file per cartridge—treat saves carefully.

Connectivity features: Entralink and online services existed for BW-era players; they affect some multiplayer-only features.

They are optional and can change what you can access, but are not required to finish the main story.

Familiarize yourself with key mechanics: the C-Gear, the Entralink, and PokéTransfer compatibility are present in Generation V.

You do not need PokéTransfer or Global Link access to finish the main story.

Pokémon White Version — Nintendo DS Screenshot - Gameplay
Pokémon White Version — Screenshot - Gameplay.

First Steps: Nuvema Town, Professor Juniper, and Starter Choice

Choose your starter, complete the two opening rival battles, receive the Pokédex and Town Map, learn the basic controls, then travel through Route 1 to Accumula Town. Catching both early Route 1 species gives you a safer party before the first Gym, although neither one directly replaces a Fire-, Water- or Grass-type answer.

1. Choose your starter and complete the two opening battles

After selecting your character and name, the game begins in your bedroom in Nuvema Town. Bianca and Cheren arrive, and the three starter Pokémon are presented in the gift box: Snivy, Tepig and Oshawott. Choose carefully because the two starters you leave behind cannot be obtained normally in this cartridge without trading.

Bianca takes the starter with a type disadvantage to your choice, and Cheren takes the starter with a type advantage. Bianca battles first, followed by Cheren. These are tutorial battles, and losing does not stop the story. Use Tackle or your other available damaging move, and use Tail Whip or Leer only if you need help finishing the opponent. Your Pokémon may take damage, but the game continues after both fights.

  • Choose Snivy, Tepig or Oshawott.
  • Defeat or complete the battles with Bianca and Cheren.
  • Check your starter’s HP and moves after the battles.
  • Do not restart solely because one of the tutorial battles was close or lost.

2. Receive the Xtransceiver, Pokédex and Town Map

After the battles, Bianca and Cheren leave the room to apologize for the damage. Speak with your mother when the scene directs you to do so. She gives you the Xtransceiver, which is used for story calls and later communication features. The Xtransceiver is not the C-Gear; the C-Gear is obtained much later after the first Gym Badge and the Dreamyard incident in Striaton City.

Go to Professor Juniper’s laboratory with Bianca and Cheren. Bianca must first be collected from her house, where her father objects to her leaving. At the laboratory, Professor Juniper gives all three characters a Pokédex. After this scene, your mother waits outside and gives you the Town Map. This is the point at which the opening preparation is complete.

  • Receive the Xtransceiver from your mother.
  • Visit Bianca’s house when the story requires it.
  • Receive the Pokédex from Professor Juniper.
  • Collect the Town Map from your mother outside the laboratory.

3. Use the basic DS controls and save before leaving

Press X to open the field menu. From there you can view your party, Bag, Pokédex, Trainer Card and save command. Use A to confirm a selection or interact with a person or object, B to cancel or return to the previous screen, and the directional pad to move or navigate menus. The Y Button opens the registered Ready button menu when you have something registered.

Save from the field menu before leaving Nuvema Town and again after reaching Accumula Town. Check your starter’s current HP before entering Route 1. If the starter is injured, use a Potion from the Bag or return to your mother for the game’s available early recovery support rather than entering a trainer battle at critical HP. The Pokémon Center in Accumula Town will provide free full healing once you arrive.

  • Open the menu with X.
  • Save after receiving the Town Map.
  • Check the party’s HP and move list.
  • Keep at least one Potion available for an emergency.

4. Complete Professor Juniper’s capture lesson on Route 1

Leave Nuvema Town through the northern exit. Bianca and Cheren join you briefly on Route 1, where Professor Juniper demonstrates catching a wild Patrat with her Minccino. After the demonstration, she gives you five Poké Balls. Bianca then proposes a catching contest: reach Accumula Town with more Pokémon in your party than the others.

Route 1 contains Patrat and Lillipup in the grass, both at Levels 2–4 and each appearing at a 50 percent rate in the original Pokémon White. Catching both is practical because the contest requires two additional catches beyond your starter if you want to win. The contest is not required for story progression and has no reward, so do not waste all your Poké Balls chasing it if you would rather continue.

Lillipup is usually the stronger long-term early physical attacker, while Patrat is still useful as an extra battler, switch target and Pokédex entry. Neither Pokémon directly covers Snivy’s Fire, Bug, Poison, Flying or Ice weaknesses, Tepig’s Water, Ground or Rock weaknesses, or Oshawott’s Grass and Electric weaknesses. Their immediate value is party depth. The first convenient elemental coverage arrives later through the Dreamyard gift Pokémon in Striaton City: Snivy users receive Panpour, Tepig users receive Pansear and Oshawott users receive Pansage.

  • Allow Juniper’s capture tutorial to finish.
  • Catch at least one Route 1 Pokémon.
  • Catch both Patrat and Lillipup if you want to complete Bianca’s optional contest.
  • Collect the Potion from the girl standing in the grass patch.

5. Reach Accumula Town, heal and defeat N

Continue north on Route 1. The eastern section is a straightforward path from Nuvema Town to Accumula Town, with short grass areas and early trainers. Professor Juniper waits outside the Pokémon Center at the northern end. Speak with her, then enter the Center to restore the party for free. The building also contains the PC and the integrated Poké Mart, giving you your first dependable place to heal, store Pokémon and buy supplies.

Buy a modest number of Poké Balls and Potions before leaving. An Antidote is also useful once trainers begin using status moves, but do not spend all your money on supplies you will replace quickly. In Accumula Town, a man in the northwest building gives you another Poké Ball; collect it before continuing.

Leave the Pokémon Center and watch Ghetsis’s Team Plasma speech in the plaza. When the scene ends, N approaches and challenges you. His only Pokémon is a Level 7 Purrloin. Use your starter or a healthy Route 1 Pokémon and defeat it to unlock the westward path. After the battle, heal again if necessary, save, and leave Accumula Town through the west exit toward Route 2.

  • Reach Accumula Town through Route 1.
  • Speak with Professor Juniper outside the Pokémon Center.
  • Heal the party and check the PC.
  • Buy Poké Balls and basic recovery items.
  • Collect the Poké Ball in the northwest building.
  • Defeat N’s Level 7 Purrloin.
  • Save and leave through the west exit toward Route 2.

Before you move on

  • Snivy, Tepig or Oshawott has been chosen.
  • The Bianca and Cheren opening battles are complete.
  • The Xtransceiver, Pokédex and Town Map have been received.
  • At least one Route 1 Pokémon has been caught, with Patrat and Lillipup available in the original Pokémon White.
  • The Route 1 Potion has been collected or deliberately left behind.
  • Accumula Town has been reached, the Pokémon Center and PC have been checked, and the northwest-building Poké Ball has been collected if desired.
  • N’s Level 7 Purrloin has been defeated.
  • The party is healed, basic Poké Balls and recovery items are available, and the route west toward Route 2 is open.
References for this chapter

Striaton City and the First Gym: Getting the Trio-Badge

After arriving from Route 2, defeat Cheren at the Trainers’ School, collect the elemental monkey intended to cover your starter’s weakness, solve Striaton Gym’s type-panel puzzle, and defeat the one leader assigned to your starter. The badge then unlocks Cut and the Dreamyard story event that grants the C-Gear and opens Route 3.

Enter Striaton City and unlock the Gym

Continue north from Route 2 into Striaton City. Heal at the Pokémon Center before exploring. The city has a Poké Mart for basic supplies, and the Trainers’ School is near the northern side of town.

The Gym entrance is initially blocked. Enter the Trainers’ School and speak with Cheren. He is studying the status-condition information at the back of the room and challenges you to a battle. Defeat him, then return to the Gym. You can also answer the nearby student’s status-condition quiz for a Full Heal and speak with Cheren afterward to receive Oran Berries.

Cheren’s team is still made up of early-route Pokémon, so use your starter’s strongest reliable move and heal at the Pokémon Center afterward. This battle is the trigger that allows the Gym challenge to proceed.

  • Defeat Cheren at the Trainers’ School.
  • Collect the Full Heal if you answer the school quiz correctly.
  • Heal before entering the Dreamyard or Gym.

Visit the Dreamyard and receive the elemental monkey

Leave Striaton City through the eastern exit to enter the accessible part of the Dreamyard. Battle the two Trainers in the open area, then speak with the second girl in the ruins. After checking which starter you chose, she gives you an elemental monkey at level 10.

If you chose Snivy, receive Panpour. If you chose Oshawott, receive Pansear. If you chose Tepig, receive Pansage. Each gift has a type advantage against the elemental Pokémon used by the leader you will face.

The Dreamyard also contains wild Patrat, Purrloin, and Munna. Munna is an optional capture that can provide Psychic-type coverage later, while Patrat or Purrloin can serve as temporary extra party members. Do not feel compelled to fill every party slot; the gifted monkey is the important preparation for this Gym.

Train the monkey through the Dreamyard Trainers and nearby wild Pokémon until it is close to the Gym’s level range. The leader’s strongest Pokémon is level 14, so entering with the monkey around the low teens is a reasonable target without excessive grinding.

  • Receive the correct elemental monkey for your starter.
  • Consider catching Munna if you want an early Psychic-type option.
  • Train the monkey and starter while keeping both healthy.

Solve the Striaton Gym puzzle

Return to the Gym and speak with Clyde at the entrance to receive a Fresh Water. The Gym is designed like a restaurant, with curtains displaying elemental symbols. Each room contains panels representing types. Step on the panel showing the type that is super effective against the type displayed on the curtain.

The required relationships are straightforward: Water defeats Fire, Fire defeats Grass, and Grass defeats Water. Follow the correct panels to reach the back of the Gym. The two Gym Trainers use Pokémon around levels 10 and 11, so fighting them provides useful experience before the leader.

Heal at the Pokémon Center if your party has taken significant damage. Carry Potions and at least one status-healing item, but the leaders’ teams do not normally require a specialized status strategy. Save before speaking with the leader if you want a safe retry point.

  • Take the Fresh Water from Clyde.
  • Choose the super-effective type panel for each curtain.
  • Heal and save before the leader battle.

Defeat the leader assigned to your starter

You battle only one of the three siblings. Snivy sends you against Chili, who uses Fire-type Pokémon. Oshawott sends you against Cilan, who uses Grass-type Pokémon. Tepig sends you against Cress, who uses Water-type Pokémon.

Every leader uses a level 12 Lillipup followed by a level 14 elemental monkey. Chili uses Pansear, Cilan uses Pansage, and Cress uses Panpour. The Lillipup is not part of the elemental matchup, so use whichever healthy Pokémon can defeat it efficiently. If your starter has a dependable damaging move, it can usually handle this opening Pokémon.

Switch to the Dreamyard gift when the elemental monkey appears. Use Panpour against Pansear, Pansear against Pansage, or Pansage against Panpour. The leader’s monkey knows Work Up and may raise both offensive stats, so attack promptly instead of allowing repeated boosts. If your monkey is weakened, heal with a Potion or switch to another Pokémon to absorb a hit while you recover.

If you did not train the gift Pokémon enough, lower the leader’s first Pokémon with your starter, then bring in the monkey at full health. Avoid depending on only Normal-type attacks, because the elemental monkey’s type weakness is the safest way to end the battle.

  • Defeat the leader’s level 12 Lillipup.
  • Use the type-advantaged elemental monkey against the level 14 monkey.
  • Stop repeated Work Up boosts with immediate attacks, healing, or a defensive switch.

Claim the Trio Badge and receive Cut

Defeating Chili, Cilan, or Cress awards the Trio Badge and TM83 Work Up. The badge raises the obedience limit for traded Pokémon to level 20 and allows you to use Cut outside battle after obtaining HM01.

When you leave the Gym, Fennel approaches you and leads you to her laboratory. Speak with her to receive HM01 Cut. Her roommate Amanita is also there and explains the PC storage system. You do not need to teach Cut to your primary battler; use a Pokémon you are willing to keep temporarily if you want to preserve your main movesets.

Save after receiving the badge and HM. The Dreamyard event is required before Route 3 becomes available.

  • Receive the Trio Badge.
  • Collect TM83 Work Up.
  • Visit Fennel’s laboratory and obtain HM01 Cut.
  • Teach Cut to a suitable temporary party member if needed.

Recover the Dream Mist and unlock Route 3

Return to the Dreamyard and use Cut on the small tree blocking the fenced inner section. Bianca appears and joins you at the ruins. Follow the scene until you find Munna being harassed by two Team Plasma Grunts.

Battle the Grunts one after another. One uses a level 10 Patrat and the other uses a level 10 Purrloin. They are not difficult at this stage, but heal first if your team is damaged from the Gym. After both battles, Ghetsis appears, the Grunts leave, and Musharna’s illusion fades. Musharna and Munna depart while leaving Dream Mist behind; Fennel then takes the Dream Mist back to her laboratory.

Return to Fennel’s laboratory. She gives you the C-Gear, and Amanita gives you the Pal Pad. The C-Gear is not needed for ordinary battles, but obtaining it completes the story gate that blocks Route 3. Heal at the Pokémon Center, restock Poké Balls and Potions, and leave through the northern route entrance toward Route 3.

  • Use Cut to enter the inner Dreamyard.
  • Defeat both Team Plasma Grunts.
  • Recover the Dream Mist and return to Fennel’s laboratory.
  • Receive the C-Gear and Pal Pad.
  • Confirm that Route 3 is accessible before leaving Striaton City.

Before you move on

  • The Trio Badge is displayed in the badge case.
  • TM83 Work Up has been received.
  • Fennel has given you HM01 Cut.
  • The two Team Plasma Grunts in the inner Dreamyard have been defeated.
  • Fennel has received the Dream Mist and awarded the C-Gear.
  • Amanita has given you the Pal Pad, and Route 3 is open to the north.
References for this chapter

Accumula, Nacrene City, and Lenora’s Museum Challenge

Travel from Accumula Town through Route 2 and Route 3, rescue the stolen Pokémon at Wellspring Cave, reach Nacrene City, defeat N, solve the museum gym’s book puzzle, and earn Lenora’s Basic Badge. After the badge battle, Team Plasma steals the Dragon Skull. Follow the resulting N battle and story scene only far enough to begin the required search in Pinwheel Forest, which continues in Chapter 4.

Leave Accumula Town and reach Route 3

Heal in Accumula Town, then leave through the northern gate onto Route 2. Follow the route north and west. Cheren challenges you on Route 2 with a level 14 starter that has a type advantage over your starter and a level 12 Purrloin. A team in the mid-teens with two or more usable Pokémon is sufficient.

After Cheren’s battle, continue toward Route 3. The route contains the Pokémon Day Care and a preschool. The woman inside the preschool can restore your party for free, making this a useful recovery point before the Wellspring Cave sequence. The Twins near the western route require at least two usable Pokémon before they let you pass.

Route 3 has wild Pidove, Blitzle, Woobat, Roggenrola, and other early Pokémon. Roggenrola is a sturdy Rock-type option for Normal-type battles, while Blitzle provides Electric coverage for Pidove and Tympole. Do not rely on a single physical attacker, because Intimidate and defensive drops can make Lenora’s battle harder.

  • Heal before leaving Accumula Town.
  • Defeat Cheren on Route 2.
  • Use the preschool recovery point if needed.
  • Keep at least two usable Pokémon before continuing west.

Rescue the stolen Pokémon at Wellspring Cave

Continue west on Route 3 until Bianca and a young girl explain that Team Plasma has stolen the girl’s Pokémon. Follow Cheren toward the northwest branch and enter Wellspring Cave. Surf is not required for this story event.

Inside the cave, defeat the first Team Plasma Grunt in a single battle. Continue through the accessible passage to find Cheren facing two more Grunts. One battle is fought alongside Cheren as a double battle, so keep two Pokémon healthy and bring attacks that can reliably defeat Patrat and other low-level targets.

After the cave battles, return to the area where Bianca and the girl are waiting. The girl gives you three Heal Balls. Continue south and west along Route 3, cross the bridge over the pond, and use the gatehouse to enter Nacrene City. Heal immediately if the cave or route trainers reduced your party’s health or PP.

  • Defeat the Team Plasma Grunts in Wellspring Cave.
  • Bring two usable Pokémon for the partnered double battle.
  • Receive the three Heal Balls from the rescued girl.
  • Cross Route 3 and enter Nacrene City.

Prepare in Nacrene City and use available team options

Cheren meets you near the city entrance and gives you three Chesto Berries. Visit the Pokémon Center, buy Poké Balls and Potions, and carry an Awakening or use a Chesto Berry before fighting Lenora because Watchog knows Hypnosis.

In the house near the Pokémon Center, speak to the resident who gives a type-boosting held item matching your starter: Miracle Seed for Snivy, Charcoal for Tepig, or Mystic Water for Oshawott. These items are optional but improve the matching type’s damage.

For Fighting coverage, capture Timburr where available or use White’s version-exclusive Throh in Pinwheel Forest after the story opens that area. Roggenrola from Wellspring Cave is a useful Rock-type fallback because Rock resists Normal attacks, although Fighting moves are the direct super-effective option. In White, Petilil is available in Pinwheel Forest, and the Nacrene City trade can give you a Cottonee in exchange for a Petilil. That trade is optional and does not advance the story.

  • Collect Cheren’s Chesto Berries.
  • Restock Poké Balls, Potions, and a sleep remedy.
  • Choose a Fighting-type plan for Lenora.
  • Use the optional starter-matching held item if helpful.

Enter the museum and solve the gym’s book puzzle

Go to the Nacrene Museum at the north end of the city. The museum also contains the Gym. Before the gym battle, the story allows you to inspect the museum exhibits, but the Dragon Skull theft does not occur until after Lenora has been defeated.

Enter the library-style gym and accept the Fresh Water from the attendant. The puzzle uses questions and bookshelves. Read the books in the indicated sequence, beginning with the lower-left bookshelf, then follow the clues to the next shelves. Speak to the scientist and answer yes to begin her battle, then read the book she was studying.

Continue through the bookshelf clues, including the book about sweets for Pokémon, and battle the School Kid when prompted. After reading the final book, the bookcase moves and exposes the staircase to Lenora. The gym trainers use Normal-type Pokémon around levels 15 to 17, so fight them for experience if your team is healthy, but return to the Pokémon Center if your main attacker is low on HP or PP.

  • Take the Fresh Water at the gym entrance.
  • Follow the bookshelf questions instead of wandering randomly.
  • Keep a healthy Fighting-type or secondary attacker before approaching Lenora.

Defeat Lenora and control the Retaliate threat

Lenora uses level 18 Herdier followed by level 20 Watchog. Herdier has Intimidate, which lowers the Attack of a physical Pokémon when Herdier enters battle. Watchog knows Crunch, Hypnosis, Leer, and Retaliate.

Use Fighting-type attacks whenever possible. If your Fighting-type is physical and suffers Intimidate, support it with a special attacker, weaken Herdier with a Rock-type, or switch rather than repeatedly attacking into reduced damage. Roggenrola can absorb some Normal attacks, but it should not be left in front of Watchog if Crunch or Hypnosis will put it at risk.

Retaliate is most dangerous immediately after Herdier faints because Watchog can receive the move’s increased power after its teammate has been knocked out. Keep a healthy reserve available for Watchog, heal before the knockout if necessary, and use a Chesto Berry or Awakening if Hypnosis connects.

After winning, Lenora awards the Basic Badge and TM67 Retaliate. The badge raises the obedience limit for traded Pokémon to level 30. Heal at the Pokémon Center before leaving the gym because the next story sequence includes another mandatory battle.

  • Defeat Herdier and Watchog.
  • Preserve a healthy Pokémon for Watchog’s powered-up Retaliate.
  • Collect the Basic Badge and TM67 Retaliate.
  • Heal before leaving the museum.

Resolve the Dragon Skull theft and begin the Pinwheel Forest handoff

Exit the gym through the museum. Team Plasma steals the Dragon Skull from the exhibit. Lenora and Burgh ask you to recover it, establishing the next required objective. Bianca gives you the Dowsing Machine during the follow-up scene.

As you leave Nacrene City through the western exit, N appears and challenges you. In Pokémon White, his team consists of level 13 Pidove, Tympole, and Timburr. Electric attacks are useful against Pidove and Tympole, while Flying or Psychic coverage helps against Timburr. Tympole can use BubbleBeam, and Timburr can use Low Kick, so do not assume the battle is harmless merely because the levels are low.

After defeating N, continue west into the outer section of Pinwheel Forest. This is the chapter handoff, not the completion point. Heal with the Nurse in the forest if needed, then prepare to search the forest paths for the Team Plasma Grunts holding the Dragon Skull. The forest search, the final Grunt, and the return of the skull to the museum belong to Chapter 4.

  • Lenora and Burgh have asked you to recover the stolen Dragon Skull.
  • Defeat N after leaving Nacrene City.
  • Receive the Dowsing Machine from Bianca.
  • Enter Pinwheel Forest and stop at the beginning of the search.

Before you move on

  • Cheren has been defeated on Route 2.
  • The Team Plasma Wellspring Cave event is complete and the rescued girl has given you three Heal Balls.
  • N has been defeated after the Dragon Skull theft.
  • Lenora has been defeated and the Basic Badge is recorded on the Trainer Card.
  • TM67 Retaliate and Bianca’s Dowsing Machine have been obtained.
  • Lenora and Burgh have requested help recovering the Dragon Skull.
  • The player has entered Pinwheel Forest and is ready to begin the Team Plasma search.
References for this chapter

Pinwheel Forest and Castelia City (Burgh Gym)

After Lenora’s victory, pursue Team Plasma through Pinwheel Forest, recover the stolen Dragon Skull, cross Skyarrow Bridge, resolve the Munna incident in Castelia City, and defeat Burgh for the Insect Badge in the original Pokémon White Version for Nintendo DS.

Follow Team Plasma from Nacrene City into Pinwheel Forest

After defeating Lenora, leave the Gym and return to the museum area when the theft scene begins. Team Plasma steals the Dragon Skull from the exhibit and escapes. Follow the characters outside, then accept the request to search Pinwheel Forest with Burgh. Bianca gives you the Dowsing MCHN before you enter, so use it to check for hidden items while moving through the forest.

Heal in Nacrene City before setting out and carry Poké Balls, Potions, and status-healing items. The forest contains ordinary trainers as well as Team Plasma Grunts, and the available wild Pokémon can fill useful gaps. Timburr supplies Fighting-type damage, Tympole gives Water coverage, and Venipede or Sewaddle can develop into useful Bug-type team members. In Pokémon White, Petilil is the regular-grass version-exclusive encounter; Cottonee is the corresponding Black version exclusive.

Pinwheel Forest has an outer section and a deeper interior. Follow the route used by Burgh and battle the trainers blocking the way. A Nurse in the forest can restore your party, making her a useful recovery point before continuing through the interior. Rustling grass can produce Audino for experience and White’s Throh, but neither encounter is required for story progress.

  • Complete the Dragon Skull theft scene at the Nacrene Museum.
  • Receive the Dowsing MCHN from Bianca.
  • Enter Pinwheel Forest with Burgh.
  • Use the forest Nurse when your party needs a full recovery.
  • Consider Timburr, Tympole, Petilil, or another encounter only if it improves team coverage.

Defeat the final Grunt and recover the Dragon Skull

Continue through the forest, defeating Team Plasma Grunts and ordinary trainers as needed. The final Grunt uses Patrat and Sandile, with the Pokémon at levels 14. Defeat him at the far end of the forest to reclaim the stolen Dragon Skull.

The recovery does not end with a separate trip carrying the skull back through the forest. Gorm, one of Team Plasma’s Seven Sages, appears during the aftermath, and Burgh and Lenora arrive. Gorm retreats after the confrontation, and the skull is returned to Lenora in the ensuing scene. You receive a Moon Stone as thanks. The Dragon Skull is not retained as a usable Key Item, so do not waste time searching your Bag for it afterward.

Once the scene is complete, leave by the northern path toward Skyarrow Bridge. Check the forest’s side paths for items if your team can safely handle the remaining trainers, but do not delay the route unless you need a particular encounter or item.

  • Defeat the Team Plasma Grunts on the forest route.
  • Defeat the final Grunt using Patrat and Sandile.
  • Watch the Gorm, Burgh, and Lenora scene.
  • Receive the Moon Stone after the Dragon Skull is returned.
  • Leave Pinwheel Forest through the northern exit.

Cross Skyarrow Bridge and establish a Castelia supply point

Proceed north from Pinwheel Forest to Skyarrow Bridge and cross into Castelia City. Heal at the Pokémon Center as soon as you arrive. The gate attendant near the bridge can give you a Quick Claw, which is optional but useful for a slower Pokémon that needs a chance to move first.

Castelia is worth exploring before the Gym. On the eastern pier, show the scientist an elemental monkey to receive the matching evolution stone: Pansage produces a Leaf Stone, Pansear produces a Fire Stone, and Panpour produces a Water Stone. Evolving a monkey immediately is convenient, but delay the evolution if you still want a level-up move from its unevolved form.

The Battle Company on Mode Street is optional. Its trainers provide experience, and the building includes a reward for completing the relevant battles. Use it if one or two team members are behind, but avoid unnecessary grinding. Buy Super Potions, Poké Balls, and status-healing items from the Poké Mart before starting the Castelia story sequence and Gym challenge.

  • Cross Skyarrow Bridge.
  • Heal at Castelia’s Pokémon Center.
  • Collect the optional Quick Claw from the bridge gate.
  • Choose whether to evolve an elemental monkey now or preserve its level-up moves.
  • Use the Battle Company only if extra experience is useful.
  • Restock healing items and Poké Balls.

Resolve the stolen Munna incident

Go to Castelia Gym on the western Gym Street. Burgh is not ready to accept your challenge, so follow him to the harbor area. There you meet Bianca and Iris and learn that Team Plasma has taken Bianca’s Munna. Follow the fleeing Grunt back toward the building opposite the Gym.

Battle the Grunt outside the building, then enter and confront the Team Plasma group inside. In the original Pokémon White, the scene includes Ghetsis and the sages Gorm and Bronius. There is no boss battle against Ghetsis here. The Munna is returned, Team Plasma leaves a Smoke Ball, and Iris gives you a Yache Berry.

This is the original Black and White sequence. Do not look for the Castelia Sewers or the sequel’s Hugh-related events, which belong to Pokémon Black 2 and White 2. After the scene, heal at the Pokémon Center and return to the Gym.

  • Follow Burgh from the Gym to the harbor.
  • Track the Grunt to the building opposite the Gym.
  • Defeat the outside Team Plasma Grunt.
  • Complete the indoor Team Plasma scene.
  • Collect the Smoke Ball and receive the Yache Berry.
  • Heal before entering the Gym.

Clear the honeycomb puzzle and defeat Burgh

Speak to Clyde at the entrance to receive Fresh Water. Castelia Gym is made of connected hexagonal rooms blocked by honey gates. Walk through open honey walls, step on the room switches, and use the switches that lower the gates. Some switches trigger Harlequin battles instead, so keep an eye on your party’s health and use the entrance or a healing item when necessary. Continue through the opened rooms until you reach Burgh’s platform.

Burgh uses Whirlipede at level 21, Dwebble at level 21, and Leavanny at level 23. Fire- and Flying-type attacks are effective against Whirlipede and Leavanny, although Whirlipede’s Poison typing means Psychic attacks are also useful. Dwebble is Bug/Rock, so use Water- or Rock-type attacks against it. Do not assume that a Fire- or Flying-type answer handles the entire team; Dwebble can use Smack Down, which is especially dangerous to a Flying-type, along with Sand-Attack and Faint Attack.

Tympole can provide Water coverage against Dwebble, while Roggenrola can use Rock attacks. Pidove, Pansear, Tepig’s evolution line, and other Pokémon with reliable Fire or Flying moves help against the Bug/Grass members. Use switching rather than leaving a weakened counter in place, and remember that Struggle Bug lowers the target’s Special Attack when Burgh’s Pokémon use it.

After winning, Burgh awards the Insect Badge and TM76, Struggle Bug. The badge allows Pokémon up to level 40 to obey you. Heal and save in Castelia before heading north toward Route 4 and the next story segment.

  • Receive Fresh Water from Clyde.
  • Open the honey gates and reach Burgh.
  • Defeat Whirlipede, Dwebble, and Leavanny.
  • Use Water or Rock coverage for Dwebble.
  • Receive the Insect Badge and TM76.
  • Heal and save before leaving Castelia.

Before you move on

  • The Dragon Skull theft scene has occurred after Lenora’s defeat.
  • Team Plasma has been pursued through Pinwheel Forest.
  • The final forest Grunt and the resulting Gorm scene are complete.
  • Lenora has received the Dragon Skull and awarded the Moon Stone.
  • You have crossed Skyarrow Bridge and reached Castelia City.
  • The Munna recovery event is complete.
  • The Smoke Ball and Yache Berry have been obtained.
  • Burgh has been defeated.
  • You possess the Insect Badge and TM76, Struggle Bug.
  • Your party is healed and stocked for Route 4.
References for this chapter

Driftveil City and Team Plasma — Driftveil Gym (Clay)

In the original Pokémon White Version for Nintendo DS, Clay will not allow the fifth Gym challenge until you help find Team Plasma in the Cold Storage south of Driftveil City. Search the warehouse with Cheren, defeat the Plasma members in the rear refrigerated container, and return to the Gym for the Ghetsis and Zinzolin scene. Clay then permits the Gym challenge. Defeat his Ground-type team, battle Bianca when leaving for Route 6, and follow the route to the Chargestone Cave entrance. There, Clay’s Krokorok removes the Galvantula web and Clay awards TM78 Bulldoze once.

Enter Driftveil City and receive Clay’s assignment

After crossing Driftveil Drawbridge from Route 5, enter Driftveil City and heal at the Pokémon Center. When you approach Cheren and Clay near the Gym, Clay explains that Team Plasma members escaped while he was lowering the drawbridge. The Gym is locked to you until you help locate them.

Before leaving, visit the Driftveil Market if you need supplies. The market sells useful healing options, including Moomoo Milk and herb-based items. The Pokémon Center is your main recovery point, and the city’s shops let you replace Potions, status cures, Poké Balls, and Repels before the Cold Storage section.

Leave through the southern part of the city and enter the Cold Storage. Bring several healing items because the outdoor trainers and warehouse battles can drain your party before the Gym.

  • Heal at the Driftveil Pokémon Center.
  • Restock healing items and Poké Balls.
  • Keep a Water-, Grass-, Fighting-, or Ice-type attack available for Ground Pokémon.

Clear the Cold Storage warehouse

Cheren appears when you enter the Cold Storage and tells you to search for Team Plasma. Move straight ahead from the freezer entrance to reach the first ice patch. Ice carries you in a straight line until you hit a wall, crate, or other solid object. Slide upward along the left side, then move right to reach the area containing TM55 Scald if you want the optional item.

Continue across the warehouse. Use the ladders and solid storage containers to change your approach to each ice patch; you cannot turn while sliding. The route eventually leads toward the rear of the building. Battle the Workers and Plasma Grunts blocking the paths, then enter the refrigerated container at the back where the main group is hiding.

Defeat the Team Plasma Grunts inside the container. Zinzolin is present as the Seven Sage overseeing the group, and after the story exchange he gives you TM01 Hone Claws before Looker takes the Plasma members into custody. Return to Driftveil City after the scene.

Approach the Gym again. Ghetsis and Zinzolin confront Clay outside, and their argument establishes that the captured Plasma members will be removed from the city. Once this scene ends, Clay is available for the Gym battle.

  • Reach the rear refrigerated container.
  • Defeat the Plasma Grunts inside it.
  • Receive TM01 Hone Claws from Zinzolin.
  • Watch the Ghetsis, Zinzolin, and Clay scene outside the Gym.

Prepare for Clay’s Ground-type team

Clay uses Krokorok at level 29, Palpitoad at level 29, and Excadrill at level 31. Krokorok is Ground/Dark, Palpitoad is Water/Ground, and Excadrill is Ground/Steel. Electric attacks fail against all three because each has the Ground type.

Use Grass attacks primarily against Palpitoad. Water attacks are effective against Krokorok and Excadrill, while Fighting attacks also work well against Krokorok and Excadrill. Fire attacks are effective against Excadrill, although a Fire user should avoid taking unnecessary Ground-type damage. Ice attacks can hit Krokorok and Palpitoad effectively, but they are not the most reliable answer to the whole team.

Krokorok has Moxie, so it gains Attack after knocking out one of your Pokémon. It also carries Swagger, Crunch, Bulldoze, and Torment. Palpitoad can use Aqua Ring and attacks with Water and Ground moves. Excadrill may use Hone Claws before attacking with Slash, Rock Slide, or Bulldoze. Keep a backup counter ready instead of depending on one weakened Pokémon.

A party in the upper twenties is appropriate. Your main answers should be close to Clay’s highest level, but do not over-level one Pokémon while leaving the rest unable to switch safely. Heal fully before entering the Gym Leader battle.

  • Prepare a Grass answer for Palpitoad.
  • Prepare Water, Fighting, or Fire coverage for Excadrill.
  • Avoid Electric attacks against Clay’s entire team.
  • Carry a backup counter in case your first answer is weakened or confused.

Navigate the original Driftveil Gym

The original Black and White Driftveil Gym is a mine-shaft layout. It uses elevators, landing platforms, and narrow girders rather than the conveyor belts seen in Black 2 and White 2. Clyde gives you Fresh Water near the entrance.

Ride the first lift downward and battle Worker Felix. Take the next lift to the second level. From there, go north if you want to battle Worker Sterling, then use the walkway along the rear and west walls to reach Worker Don. Take the next lift down to the third level.

The third level has multiple lifts. One route leads to Clerk Isaac; after battling or bypassing the available trainer, return and use the other lift to reach the upper walkway. Step out to battle Clerk Katie if you choose, then take the final lift down to the deepest part of the mine where Clay is waiting. If your Ground counters have lost too much health or PP, return to the Pokémon Center before speaking to Clay.

  • Use the elevators to descend through the mine shaft.
  • Cross the girders to reach the next lifts.
  • Do not look for the sequel’s conveyor-belt puzzle.

Defeat Clay and receive the Quake Badge

Lead with Grass coverage if Palpitoad is sent out, or use a reliable Water attack against Krokorok and Excadrill. Special attacks avoid losing momentum to Krokorok’s physical Attack-lowering effects, although Krokorok’s actual ability is Moxie rather than Intimidate.

Against Krokorok, cure confusion caused by Swagger or switch if Torment prevents you from using your best move repeatedly. Against Palpitoad, do not waste turns on Electric attacks; Grass is the safest super-effective option. Save your most dependable answer for Excadrill, whose high physical Attack and possible Hone Claws boost can quickly turn the battle.

After defeating Krokorok, Palpitoad, and Excadrill, Clay awards the Quake Badge. The badge raises the obedience limit for traded Pokémon to level 60. Clay does not give TM78 inside the Gym. He tells you to meet him at the end of Route 6.

  • Defeat Clay’s Krokorok, Palpitoad, and Excadrill.
  • Receive the Quake Badge as your fifth badge.
  • Remember that TM78 is not awarded inside the Gym.

Battle Bianca and open Chargestone Cave

Heal at the Pokémon Center, then leave Driftveil through the western exit toward Route 6. Bianca stops you and challenges you. Her team includes Herdier at level 26 and Musharna at level 26. Her elemental monkey is Pansear if you chose Snivy, Panpour if you chose Tepig, or Pansage if you chose Oshawott. Her starter is the evolved form that is weak to your own starter and is level 28.

Use Fighting coverage against Herdier if available, Dark or Bug coverage against Musharna, and the appropriate elemental weakness against Bianca’s monkey. After you win, Bianca gives you HM02 Fly. Fly can be taught to a compatible Pokémon and used outside battle to return to towns you have already visited.

Continue along Route 6 toward Chargestone Cave. The route includes trainers, wild Pokémon, tall grass, and seasonal weather effects. A recovery house near the cave entrance can heal your party, so use it before entering the cave. At the entrance, a Galvantula web blocks the path. Clay appears and has his Krokorok remove the web.

After the web is removed, Clay awards TM78 Bulldoze. This is the single TM78 reward for the original Black and White progression; the web-removal scene is also what opens the route into Chargestone Cave. Restore PP, heal at the nearby house, and enter the cave with Water, Grass, Fighting, and Ground coverage available for the Electric-, Rock-, and Steel-related battles ahead.

  • Defeat Bianca after leaving Driftveil.
  • Receive HM02 Fly.
  • Use the Route 6 recovery house before entering the cave.
  • Reach the Galvantula web at the Chargestone Cave entrance.
  • Let Clay’s Krokorok remove the web.
  • Receive TM78 Bulldoze from Clay once.
  • Enter Chargestone Cave with healed Pokémon and restored PP.

Before you move on

  • Team Plasma has been defeated in the rear Cold Storage container.
  • Zinzolin’s Cold Storage scene has occurred and TM01 Hone Claws has been received.
  • The Ghetsis, Zinzolin, and Clay scene outside the Driftveil Gym has occurred.
  • Clay has been defeated and the Quake Badge is recorded as the fifth badge.
  • Bianca has been defeated at the western Driftveil exit and HM02 Fly has been received.
  • Clay’s Krokorok has removed the Galvantula web at the Route 6 entrance.
  • TM78 Bulldoze has been received once from Clay at the cave entrance.
  • The party is healed, important moves have adequate PP, and supplies are ready for Chargestone Cave.
References for this chapter

Chargestone Cave and Mistralton City

After Clay opens the way, cross Route 6 and clear Chargestone Cave. Use the magnetic stones to reach the lower floors, take advantage of the Doctor’s healing service, defeat the Team Plasma groups, and win the required battle against N. Then enter Mistralton City, heal, restock, and prepare to begin Route 7 and the Celestial Tower objective in the next chapter.

Cross Route 6 and prepare at the cave entrance

Leave Driftveil City through the western gate and follow Route 6 north. Clay is waiting at the southern entrance to Chargestone Cave. In the original Pokémon White, the entrance is blocked by a Galvantula web until Clay removes it with his Krokorok. He also gives you TM78, Bulldoze, after opening the route.

Before entering, use the healing house on Route 6. The woman inside restores your party, making this the last convenient recovery point before the cave. Buy or carry Super Potions, status-healing items, and at least one Escape Rope if you want a quick exit after the story battle. Route 6 and Chargestone Cave contain opponents around the mid-to-high twenties, so avoid entering with a weakened lead Pokémon.

Chargestone Cave offers Joltik, Klink, Ferroseed, Boldore, Tynamo, and Drilbur from shaking dust clouds. These are optional captures. Joltik can provide useful Electric coverage for later Flying-type battles, Ferroseed offers strong defensive utility, and Drilbur is a valuable Ground attacker if you find one, but do not rebuild your party merely because these Pokémon are available.

  • Heal in the Route 6 house or Driftveil City.
  • Carry recovery items and restore important move PP.
  • Use the original-game entrance opened by Clay, not the blocked or altered sequel layout.

Use the magnetic stones to cross Chargestone Cave

At the entrance, the Shadow Triad moves you toward N, then leaves. Continue north until Bianca and Professor Juniper stop you. Professor Juniper gives you the Lucky Egg, which increases the experience earned by the Pokémon holding it.

The cave’s main obstacle is its floating stone fragments. Walk into a fragment from the side that points it toward a larger magnetic rock. The fragment will slide into the larger rock and clear a passage. If a route seems blocked, circle around the room and approach the fragment from another side; there are no switches or fan mechanisms in this original release.

Continue through the first floor and descend when the path leads downward. The cave contains trainers using Electric, Steel, Rock, Bug, Grass, and Fighting Pokémon. A mixed party is safer than a single Ground-type answer: Ground attacks handle Electric Pokémon, Fire or Fighting attacks punish Ferroseed and Klink, and Water or Grass attacks help against Rock Pokémon. Watch for Smack Down, Iron Defense, and status moves that can make a supposedly easy matchup last longer.

  • Collect the Lucky Egg from Professor Juniper.
  • Push each floating stone toward a larger magnetic rock.
  • Switch rather than leaving one Ground-type exposed to Water-, Grass-, or Fighting-type attacks.

Heal before the final Team Plasma section and defeat N

On B1F, find Doctor Wayne. Speak to him when you are ready to battle; after you win, he restores your party. Use this healing service immediately before the later Team Plasma battles if your HP or PP is low. The Doctor can be used again for recovery after the battle, so remember his position rather than backtracking to Route 6.

Continue through B1F and B2F, following the cleared magnetic routes. Team Plasma Grunts use Pokémon such as Sandile, Scraggy, Trubbish, Watchog, and Liepard. Fighting attacks are useful against many of them, but Scraggy and Sandile can punish careless Psychic- or Electric-type choices. Cure confusion, paralysis, or poison before the next encounter instead of saving every item for N.

Near the northern end of the cave, N challenges you with Boldore, Ferroseed, Joltik, and Klink, all at level 28. Use Water, Grass, or Fighting attacks against Boldore; Fire or Fighting attacks against Ferroseed; Ground attacks against Joltik; and Fire, Fighting, or Ground attacks against Klink. Do not rely exclusively on Ground moves because Ferroseed resists them and can retaliate with Steel or Grass attacks. After the battle, continue north through the exit.

  • Use Doctor Wayne’s healing service before the final Plasma and N encounters.
  • Defeat N’s four level 28 Pokémon.
  • Restore PP or use items before leaving if your team is damaged.

Arrive in Mistralton City and stop for preparation

The northern exit leads directly into Mistralton City. Enter the Pokémon Center immediately and heal. The city has a Poké Mart that sells stronger healing items, status cures, Repels, and Revives, so restock before pursuing the next objective.

The house to the right of the Pokémon Center contains the Move Deleter and Move Reminder. The Move Deleter is free, while the Move Reminder requires Heart Scales. This is optional, but it can repair a moveset if an HM or an earlier level-up move is interfering with your planned coverage.

Mistralton City connects east to Route 7. Do not proceed into Celestial Tower as part of this chapter. Your next objective is to travel along Route 7, meet Skyla at Celestial Tower, complete the bell event, and then return for the Gym challenge. Before leaving the city, make sure at least one Pokémon has a dependable Electric, Rock, or Ice attack for the upcoming Flying-type battles.

  • Heal at the Mistralton City Pokémon Center.
  • Restock Hyper Potions, status cures, and Repels if needed.
  • Repair moves only if necessary; the Move Deleter and Move Reminder are optional.
  • Leave the city prepared to begin Route 7 and Celestial Tower in Chapter 7.

Before you move on

  • Clay has removed the Galvantula web and given you TM78, Bulldoze.
  • Professor Juniper has given you the Lucky Egg inside Chargestone Cave.
  • The Team Plasma encounters in Chargestone Cave are complete.
  • N’s level 28 Boldore, Ferroseed, Joltik, and Klink have been defeated.
  • You have exited Chargestone Cave and reached Mistralton City.
  • You have healed at the Mistralton City Pokémon Center and are ready to begin Route 7 and Celestial Tower in the next chapter.
References for this chapter

Celestial Tower, Route 7 and Skyla’s Gym

From Mistralton City, travel north through Route 7 to Celestial Tower, help Skyla complete the bell event, then return to the original cannon-based Mistralton Gym. Prepare an Electric-, Rock-, or Ice-capable attacker, defeat Skyla’s Flying-type team, collect the Jet Badge and TM62, heal, and identify Twist Mountain as the next required route.

Leave Mistralton City and reach Route 7

After arriving in Mistralton City from Chargestone Cave, walk north past the Pokémon Center. Cedric Juniper, Professor Juniper’s father, upgrades your Pokédex with additional form information and introduces Skyla. Skyla explains that she is going to Celestial Tower to investigate an injured Pokémon, so the Gym cannot be challenged until you meet her there.

Exit through the northern gate to enter Route 7. The route contains tall grass, elevated wooden walkways, and several trainers. The walkways provide a way across some grass, but stopping or misjudging a section can drop you into the grass. Continue north toward Celestial Tower rather than trying to reach Twist Mountain immediately.

A house on Route 7 restores your party when you speak to the woman inside. Use it as a field recovery point before and after exploring the tower. A separate house contains a Hiker who offers an optional trade: give him a Boldore and he gives you an Emolga holding a Lum Berry. This trade is not required, so keep the Boldore if you prefer to evolve or use it yourself.

  • Speak with Cedric Juniper if his Pokédex upgrade scene has not occurred.
  • Locate the Route 7 healing house before entering Celestial Tower.
  • Do not confuse the healing house with the separate Boldore-for-Emolga trade house.

Use Route 7 to improve the party

Route 7 can provide useful replacements if an early Pokémon has fallen behind. Deerling, Tranquill, Watchog, Zebstrika, and Foongus are among the available regular-grass encounters, while Cubchoo appears during winter. Emolga is found in shaking grass. Audino in shaking grass is also useful for gaining experience, although it is not required for story progress.

Skyla specializes in Flying-type Pokémon, so prioritize an Electric- or Rock-type attacker. Zebstrika, Emolga, Galvantula from Chargestone Cave, and a dependable Rock-type can all contribute. Ice-type coverage is a backup option, but avoid relying on a frail or badly underleveled Pokémon as your only answer.

A Battle Girl on Route 7 gives TM57 Charge Beam, and TM81 X-Scissor can be collected in the eastern part of the route. These TMs are optional. Teach them only when their accuracy, power, and available move slots suit the Pokémon you are actually using.

  • Search shaking grass rather than ordinary grass for Emolga and Audino.
  • Have at least one reliable Electric-, Rock-, or Ice-capable attacker ready for Skyla.
  • Collect TM57 or TM81 only if a current team member can use the move effectively.

Climb Celestial Tower

Follow Route 7 north to Celestial Tower. The first floor is safe from wild encounters and trainer battles, allowing you to orient yourself before climbing. From the second floor upward, move around the gravestones and take each staircase to continue. There is no key-item or switch puzzle blocking the ascent.

Litwick is available in the tower and can provide Fire- and Ghost-type coverage. Elgyem is another available encounter and offers Psychic-type special damage. Either can replace a weak team member, but avoid adding several new Pokémon at once if doing so leaves the rest of your party underleveled.

The tower contains trainers using Ghost-, Psychic-, and related Pokémon. Dark-, Ghost-, and Bug-type attacks are useful, while strong neutral attacks and careful switching are reliable alternatives. Carry status-healing items, especially if you are approaching the tower with a team already worn down by Route 7.

  • Climb from the second floor to the roof without leaving the tower’s required path.
  • Consider Litwick or Elgyem only if your team needs their coverage.
  • Restore important moves before the upper floors if PP is running low.

Use Nurse Sachiko and complete the bell event

Nurse Sachiko is on the third floor. Defeat her in battle first; after that, speaking to her again restores your party. Her service can be used repeatedly, so it is a dependable way to recover HP and PP while finishing the tower. The Spell Tag is on the same floor, while the second and fourth floors contain optional items including TM61 Will-O-Wisp, a Revive, and TM65 Shadow Claw.

Continue to the roof and speak with Skyla beside the large bell. Approach the bell and choose the command to ring it. This interaction completes the required story event and sends Skyla back to Mistralton City. Merely reaching the roof is not enough; the bell must be rung before the Gym becomes available.

Return south through Route 7. Use Fly if it is available, or walk back to Mistralton City. Heal at the Pokémon Center and arrange your party before entering the Gym.

  • Defeat Nurse Sachiko before relying on her healing service.
  • Ring the bell after speaking with Skyla on the roof.
  • Return to Mistralton City only after the bell event is complete.

Clear the Mistralton Gym cannon route

Mistralton Gym is inside the aircraft hangar at the rear of the runway. Speak with Clyde at the entrance to receive the Gym’s Fresh Water, then enter the first cannon. The Gym’s cannons either advance you toward Skyla or fire you back toward a trainer, so battle the trainers encountered along the route rather than trying to avoid every detour.

From the entrance, use the first cannon, move left, and enter the next cannon. Follow the stairs downward, then use the cannon that fires you east toward Worker Cliff. Climb the stairs and go south to battle Worker Brady. The next cannon sends you to the western side, where Pilot Ted waits.

Continue through the cannons and trainer platforms. Use the southern cannon to approach Skyla’s side, then take the cannon that sends you east. Backtrack as directed by the platforms to battle Pilot Chase, then travel west and climb the stairs toward Worker Arnold. From Arnold’s position, use the remaining cannons in sequence: south, east, north, and west. The final launch places you on Skyla’s platform.

The Gym trainers use Flying-type Pokémon such as Tranquill, Ducklett, Woobat, Sigilyph, Unfezant, and Swoobat. Electric and Rock attacks are effective, but Rock users should be careful around Water-type attacks from Ducklett and Swanna. Keep an Ice-capable attacker as a secondary option rather than sending one Pokémon into every matchup without checking its defenses.

  • Take the Fresh Water from Clyde.
  • Use the cannon route and defeat the Gym trainers blocking the platforms.
  • Keep an Electric-, Rock-, or Ice-capable Pokémon healthy for Skyla.

Defeat Skyla and finish the chapter

Skyla uses Swoobat, Unfezant, and Swanna in the original Pokémon White release. Electric attacks are especially effective against Swanna, while Rock attacks threaten all three Pokémon. Swoobat can pressure a slow or vulnerable Pokémon with Psychic- and Flying-type attacks, and Swanna’s Water moves make it risky to depend exclusively on a Rock-type. Switch to a safer matchup when necessary and use healing items during a safe turn rather than waiting until the active Pokémon is nearly fainted.

After defeating Skyla, receive the Jet Badge and TM62 Acrobatics. The Jet Badge raises the obedience limit to Pokémon up to level 70 and confirms the sixth Gym victory. Heal at the Mistralton Pokémon Center, restore PP, and replace fainted team members before leaving town.

Your next required destination is Twist Mountain. Leave Mistralton City through Route 7 and head northeast toward the mountain entrance. Optional Route 7 exploration can be completed before departure, but the chapter’s progression is complete once Skyla has been defeated and the Jet Badge and TM62 are in your possession.

  • Defeat Skyla’s Swoobat, Unfezant, and Swanna.
  • Receive the Jet Badge and TM62 Acrobatics.
  • Heal the party and restore PP after the Gym battle.
  • Leave through Route 7 toward Twist Mountain.

Before you move on

  • Cedric Juniper’s Mistralton City Pokédex scene has been completed.
  • You reached the roof of Celestial Tower and spoke with Skyla.
  • The Celestial Tower bell was rung.
  • Nurse Sachiko’s recovery service and the Route 7 healing house were identified or used.
  • The Mistralton Gym cannon route was completed.
  • Skyla was defeated using a prepared Electric-, Rock-, or Ice-capable strategy.
  • The Jet Badge and TM62 Acrobatics were received.
  • The party was healed after the Gym, and Route 7 toward Twist Mountain is the next identified destination.
References for this chapter

Twist Mountain, Icirrus City, Brycen and Dragonspiral Tower

Travel from Mistralton City through Route 7 and Twist Mountain, defeat Cheren and receive HM03 Surf from Alder, then reach Icirrus City. Defeat Brycen for the Freeze Badge, climb Dragonspiral Tower to witness N awaken Reshiram in Pokémon White, search Relic Castle, and receive the Dark Stone from Lenora at the Nacrene Museum. End after reaching Route 8, ready for the Opelucid City chapter.

Leave Mistralton City and receive HM03 Surf

After defeating Skyla and ringing the Celestial Tower bell, leave Mistralton City through the northern exit onto Route 7. Follow the route north, using the house near Celestial Tower as a recovery point if you need healing before continuing. Take the eastern branch when the route allows it, then proceed north toward Twist Mountain.

Cheren challenges you near the Twist Mountain entrance. His team includes Unfezant, Liepard, and the evolved form of the starter that has the type advantage over yours. Rock, Ice, or Electric attacks are useful against Unfezant; Fighting or Bug attacks pressure Liepard. Against his starter, use the Pokémon or moves that exploit its type weakness rather than trying to win with your own starter alone.

After the battle, Alder arrives and gives you HM03 Surf. Keep a compatible Pokémon in your party. Surf is needed for optional water routes and item paths later, even though it does not have to be taught to a main battling Pokémon.

  • Leave Mistralton City through Route 7.
  • Defeat Cheren near the Twist Mountain entrance.
  • Speak with Alder.
  • Receive HM03, Surf.
  • Keep a Surf-compatible Pokémon available.

Cross Twist Mountain into Icirrus City

Enter Twist Mountain after the Cheren battle. Follow the mine passages and exterior sections toward the northern exit. The mountain’s seasonal appearance changes its optional paths, but the main story route remains available in every season. Workers and Trainers occupy the passages, so heal and restore PP before entering if your team is already worn down.

A Doctor in the mountain restores your party after you defeat him. Use this as a free recovery point before the later Team Plasma encounters. Optional items include TM91 Flash Cannon, TM90 Substitute, and a Metal Coat; collect them if they fit your team, but none is required for story progress.

Near the northern side, find Cheren dealing with a Team Plasma Grunt. Continue past this scene and leave through the northern exit. Cedric Juniper meets you outside and explains the importance of Dragonspiral Tower. Heal at the Icirrus City Pokémon Center before entering the Gym.

  • Reach Twist Mountain from Route 7.
  • Follow the main route toward the northern exit.
  • Use the Doctor’s healing service if necessary.
  • Reach Icirrus City.
  • Heal before challenging Brycen.

Prepare for Brycen’s Ice-type team

Brycen uses Vanillish, Cryogonal, and Beartic. Fire, Fighting, Rock, and Steel attacks are effective against all three. Darumaka or Darmanitan, Boldore, Gurdurr, Mienfoo, and Litwick or Lampent are practical options available around this stage, although any well-trained Pokémon with suitable coverage can work.

Bring at least two answers instead of relying on one Fire- or Rock-type. Cryogonal can use Reflect, making physical attacks less reliable for several turns, so a special Fire attack or another special move is valuable. Ground attacks do not work against Cryogonal because its Levitate ability grants immunity to them.

Beartic can use Swagger and Brine. Swagger may confuse your Pokémon while raising its Attack, and Brine becomes more powerful after the target falls below half HP. Keep healing items ready and switch a weakened Fire- or Rock-type rather than allowing Beartic to finish it with Brine.

  • Prepare at least two effective answers.
  • Include special damage if possible.
  • Do not rely on Ground attacks against Cryogonal.
  • Restore HP and PP.
  • Carry items for confusion and other status problems.

Solve the Icirrus Gym puzzle

Speak with Clyde at the entrance to receive a Fresh Water. The Gym consists of slippery ice lanes, walls, ramps, and switch-controlled paths. Once a Pokémon trainer slides onto an ice lane, the character continues moving until a wall, ramp, or other obstacle changes the route.

Use the first spinner to reach the western section and defeat the Black Belt there. Activate the nearby switch, then follow the redirected lanes toward the central area. Defeat the Battle Girl and use the ramps to cross the gaps. Continue through the eastern section, activate the next switch, and use the spinner to return toward the central route.

The final switch opens the northwestern approach. Slide across the last ramp sequence, defeat the remaining Gym Trainers, and follow the lanes to Brycen’s platform. If you leave to heal, the puzzle remains solved, so there is no need to complete it again.

  • Accept Clyde’s Fresh Water.
  • Activate the Gym’s switches.
  • Use the ramps to cross the gaps.
  • Defeat the Gym Trainers on the route to Brycen.
  • Reach Brycen with your counters healthy.

Defeat Brycen and earn the Freeze Badge

Brycen’s team in Pokémon White is Vanillish at level 37, Cryogonal at level 37, and Beartic at level 39. Use a reliable super-effective attack against Vanillish and do not give it unnecessary turns to use Acid Armor.

Against Cryogonal, use special Fire damage or another strong attack. If Reflect is active, special attacks avoid its physical-damage reduction. Remember that Ground moves fail against Cryogonal because of Levitate. Against Beartic, watch your HP closely: Brine is especially dangerous below half health, while Swagger can create a chance for confusion to disrupt your turn.

After winning, Brycen gives you the Freeze Badge and TM79, Frost Breath. The Freeze Badge raises the obedience limit to level 80. Exit through the Gym’s return path, heal at the Pokémon Center, and follow the Shadow Triad’s direction toward Dragonspiral Tower.

  • Defeat Vanillish, Cryogonal, and Beartic.
  • Receive the Freeze Badge.
  • Receive TM79, Frost Breath.
  • Confirm that Pokémon up to level 80 obey you.
  • Heal before continuing the story.

Climb Dragonspiral Tower

After you leave the Gym, Cheren and Bianca speak with you. Brycen confronts the Shadow Triad, who direct you to Dragonspiral Tower north of Icirrus City. Follow them and enter the tower after Team Plasma breaks through the entrance and creates the required ramp.

Speak with Cedric Juniper and Bianca, then climb through the tower’s broken columns, narrow ledges, ramps, and circular paths. Strength is not required for the main route. Cheren and Brycen hold off Team Plasma on one floor, allowing you to continue alone. Fighting attacks are useful against several Plasma Pokémon, but retain an answer to Dark-type Pokémon such as Scraggy and Liepard.

On the sixth floor, Sage Giallo is supported by several Team Plasma Grunts. Defeat the required consecutive battles, heal with items when necessary, and continue to the top floor. Search for optional items only after confirming that they will not force you to backtrack through the ramp sections.

  • Follow the Shadow Triad to Dragonspiral Tower.
  • Speak with Cedric Juniper and Bianca.
  • Defeat the Team Plasma Grunts on the tower route.
  • Defeat the Grunts accompanying Giallo.
  • Reach the top floor.

Watch N awaken Reshiram in Pokémon White

At the top of Dragonspiral Tower, N awakens Reshiram in Pokémon White. This is a story scene, not the player’s capture opportunity. N leaves with the legendary Pokémon, and the game redirects you toward the other dragon and the Relic Castle investigation.

Return to the tower entrance and speak with Alder and the others. Fly to Nimbasa City, travel west through Route 4, and enter the Desert Resort. Do not try to proceed directly toward Route 8 yet; the Relic Castle scene must be completed first.

  • Witness N awaken Reshiram.
  • Return to the tower entrance.
  • Speak with Alder.
  • Travel through Route 4 to the Desert Resort.
  • Enter Relic Castle.

Descend through Relic Castle

Enter Relic Castle from the Desert Resort. After the Dragonspiral Tower events, the previously blocked lower route is accessible. Follow the stairs and quicksand passages downward while battling Team Plasma Grunts. Walk carefully across quicksand: stepping onto the wrong section can drop you to a lower floor before you are ready.

Continue through the lower floors until you reach B5F. Optional items such as Max Potions, a Max Revive, a PP Up, and TM30 Shadow Ball can be collected if desired, but the required objective is reaching the story scene at the bottom. Use the quicksand and stairs to descend rather than trying to force a path through blocked sand.

At B5F, Cheren catches up with you. Alder and Ghetsis are present, but Ghetsis confirms that the expected dragon stone is not in the castle. The scene returns you toward the entrance, where Professor Juniper contacts you through the Xtransceiver and directs you to the Nacrene City museum.

  • Use the newly opened lower route.
  • Reach the lower floors of Relic Castle.
  • Defeat the Team Plasma Grunts in the descent.
  • Witness the Alder and Ghetsis scene at B5F.
  • Receive Professor Juniper’s museum instruction.

Receive the Dark Stone in Nacrene City

Fly to Nacrene City and enter the museum. Professor Juniper, Cedric Juniper, Bianca, Alder, and Lenora are involved in the scene. Allow the dialogue to finish rather than leaving the museum early.

In Pokémon White, Lenora gives you the Dark Stone. This Key Item is required later to awaken Zekrom during the final story sequence. Fossil revival and other museum services are optional and do not affect the next story objective.

Heal at the Pokémon Center, then prepare to return to Icirrus City. The next route leads east through the Moor of Icirrus and onward to Route 8.

  • Fly to Nacrene City after the Relic Castle scene.
  • Enter the Nacrene museum.
  • Receive the Dark Stone from Lenora.
  • Confirm the Dark Stone is in the Key Items pocket.
  • Return to Icirrus City.

End the chapter on Route 8

From Icirrus City, leave through the eastern route toward the Moor of Icirrus. Continue through the Moor’s connecting path and enter Route 8. The Moor contains marshy terrain, seasonal water changes, optional Trainers, and item paths. Surf and Strength are useful for optional exploration, but they are not needed to reach the next major city.

Heal and adjust your party before going deeper into Route 8. Route 8 and the Moor offer opportunities to replace a weakened team member or add coverage before the Dragon-type battles ahead. Keep Surf available because it remains useful for later routes and optional item collection.

Stop after entering Route 8. The next chapter continues through Route 8, Tubeline Bridge, Opelucid City, and the version-specific Dragon Gym. Do not continue into the Opelucid story if this chapter is being used as a separate progression checkpoint.

  • Return to Icirrus City after receiving the Dark Stone.
  • Travel through the eastern route and Moor of Icirrus.
  • Enter Route 8.
  • Keep a Surf user available.
  • Stop at Route 8 for the next chapter.

Before you move on

  • The Freeze Badge is displayed among the Unova badges.
  • TM79, Frost Breath, is in the Bag.
  • Brycen’s Vanillish, Cryogonal, and Beartic have been defeated.
  • Cheren has been defeated near the Twist Mountain entrance.
  • HM03, Surf, has been received from Alder.
  • The Shadow Triad scene outside the Gym has occurred.
  • Cedric Juniper has been spoken to at Dragonspiral Tower.
  • The required Team Plasma battles in Dragonspiral Tower have been completed.
  • N has awakened and left with Reshiram in Pokémon White.
  • The lower Relic Castle route has been cleared.
  • The Alder and Ghetsis scene at B5F has occurred.
  • Professor Juniper has directed the player to the Nacrene museum.
  • Lenora has given the player the Dark Stone.
  • The player has returned to Icirrus City and entered Route 8.
References for this chapter

Opelucid City, Cultural Contrast and the Dragon Gym

After completing the Relic Castle sequence and receiving Pokémon White’s Dark Stone from Lenora at the Nacrene Museum, travel from Icirrus City through Route 8, Tubeline Bridge, and Route 9 to Opelucid City. Complete the legendary-dragon story scenes, defeat Iris for the eighth badge, receive TM82, and collect the Master Ball from Professor Juniper before entering Route 10.

Begin after the Dark Stone sequence and reach Tubeline Bridge

This chapter begins after the Relic Castle search has ended and Lenora has given you the Dark Stone at the Nacrene Museum. The game directs you toward Opelucid City, so return to Icirrus City if necessary, heal at the Pokémon Center, and leave through the northeastern route to enter Route 8. Do not treat Relic Castle as unfinished: in White, the required stone has already been obtained from the Nacrene Museum.

Travel east across Route 8 toward the Tubeline Bridge entrance. Route 8 has wild Pokémon, trainers, and seasonal water or ice terrain, so carry healing items and cure status conditions before approaching the bridge. Optional detours, including the Moor of Icirrus, are not required for the eighth badge.

Bianca challenges you near the Tubeline Bridge approach. Her team varies with the starter you chose, so do not rely on a fixed matchup assumption. Defeat her, then continue across Tubeline Bridge. The Team Plasma scene on the bridge is story progression; watch it and keep moving when the game restores control.

  • Confirm that Lenora has given you the Dark Stone at the Nacrene Museum.
  • Heal in Icirrus City before taking Route 8.
  • Defeat Bianca near the Tubeline Bridge approach.
  • Cross Tubeline Bridge after the Team Plasma scene.

Cross Route 9 and use the final shopping stop

Tubeline Bridge does not lead directly into Opelucid City. After crossing it, exit through the eastern gate onto Route 9. An Infielder near the gate gives you TM56, Fling. Route 9 contains additional trainers, so use the Pokémon Center in Opelucid if you need a complete recovery rather than spending all of your healing items before the Gym.

Shopping Mall Nine is on the northern part of Route 9. It is the largest shopping stop available before the Pokémon League and is useful for replacing Poké Balls, healing items, status cures, and other supplies. It also sells TM15, Hyper Beam, and TM68, Giga Impact; these are optional and generally not necessary for the Opelucid Gym.

Enter Opelucid City from Route 9 and heal immediately. The city’s Pokémon Center and Poké Mart should be your main preparation points. The city also contains optional held-item gifts and daily activities, but none of them is required to unlock the Gym.

  • Leave Tubeline Bridge onto Route 9.
  • Collect TM56, Fling, from the Infielder near the gate.
  • Visit Shopping Mall Nine if supplies or optional TMs are needed.
  • Enter Opelucid City and heal.

Complete Opelucid’s required story scenes

When you first enter Opelucid City, Alder directs you toward the crowd gathered near the Trainer Tips sign. Ghetsis gives another Team Plasma speech, then Alder introduces Drayden and Iris. Follow them to Drayden’s house when prompted.

In Pokémon White, Opelucid is an old, natural, history-focused settlement. Pokémon Black presents a futuristic, mechanical version of the city. The appearance changes, but the required story route and Gym objective do not. In White, Iris is the Opelucid Gym Leader and Drayden is the city’s elder.

Inside Drayden’s house, Iris and Drayden explain the history of the original dragon and its division into Reshiram and Zekrom. After the conversation, Iris returns to the Gym. The Battle House is optional; in White it offers daily Triple Battles. The Draco Meteor tutor is also postgame content and does not affect badge progression.

  • Watch Ghetsis’s speech near the Trainer Tips sign.
  • Follow Alder, Drayden, and Iris to Drayden’s house.
  • Finish the legendary-dragon conversation.
  • Go to the Opelucid Gym after Iris returns there.

Prepare for Iris and navigate the dragon-statue Gym

Speak with Clyde inside the Gym to receive a Fresh Water. The Gym contains three dragon statues. Each statue changes its head or neck when you step on the correct switches, and you must make several passes through the rooms rather than taking a single straight route.

Start by battling Ace Trainer Webster and climbing onto the eastern statue. Use its ramp, battle Ace Trainer Olwen, and drop onto the statue’s right-hand switch. Cross the dragon’s face, defeat Ace Trainer Jose, and activate the switch on the left hand to raise the route upward.

Continue southwest to the center statue. Drop onto its switch, then circle around the lower section and defeat Veteran Hugo to reach the next switch. Follow the opened walkway down toward Ace Trainer Tom, then proceed southwest to the third statue. Circle around it clockwise to undo the dead-end, climb its neck, and battle Ace Trainer Dara. Use the final switch, climb the dragon structure, and follow the upper walkway past Veteran Kim to reach Iris.

If you become low on HP or PP, leave through the entrance, heal at the Pokémon Center, and return. The Gym has no healing station, but leaving does not reset your progress in any harmful way.

  • Accept the Fresh Water from Clyde.
  • Use the switches on all three dragon statues.
  • Circle around the statues when a switch creates a dead-end.
  • Reach Iris at the upper end of the Gym.

Defeat Iris and open Route 10

Iris uses Fraxure at level 41, Druddigon at level 41, and Haxorus at level 43. In Generation V, Dragon Pokémon are weak to Ice- and Dragon-type attacks. Fairy Pokémon and Fairy-type moves do not exist in the original Pokémon White release, so do not use later-generation Fairy advice.

Lead with a dependable Ice attacker if you have one. A Dragon attacker can also work, but avoid exposing a frail Dragon unnecessarily. Steel Pokémon resist Dragon-type attacks and can provide a safer switch, although Steel attacks are not super effective against Dragon. Keep a second answer available in case your main attacker is weakened.

Fraxure and Haxorus can use Dragon Dance, raising their Attack and Speed. Attack immediately when possible instead of giving either Pokémon free setup turns. Haxorus and the other team members also carry Dragon Tail, which can force switches after damage, so do not depend on one slow setup plan.

After winning, Iris awards the Legend Badge and TM82, Dragon Tail. The badge makes all Pokémon obey you regardless of level. Leave the Gym and Professor Juniper will be waiting. She leads you to Opelucid’s northern gate, where Route 10 begins, and gives you the Master Ball. Heal and restock before entering Route 10; the next chapter covers the final route, badge gates, Victory Road, and Pokémon League preparation.

  • Defeat Iris’s level 41 Fraxure, level 41 Druddigon, and level 43 Haxorus.
  • Receive the Legend Badge.
  • Obtain TM82, Dragon Tail.
  • Meet Professor Juniper after leaving the Gym.
  • Follow Juniper to the northern gate and receive the Master Ball.
  • Confirm that Route 10 is open before continuing.

Before you move on

  • The Dark Stone was obtained from Lenora at the Nacrene Museum.
  • Bianca was defeated near Tubeline Bridge.
  • The player crossed Route 9 and reached Opelucid City.
  • Ghetsis’s Opelucid speech and the Drayden-Iris legendary-dragon conversation were completed.
  • Iris was defeated in the original Pokémon White Opelucid Gym.
  • The Legend Badge is recorded on the Trainer Card.
  • TM82, Dragon Tail, is in the Bag.
  • Professor Juniper was met after the Gym and the Master Ball was received.
  • The northern Opelucid gate provides access to Route 10.
  • The team is healed and supplied for the final approach.
References for this chapter

Route 10, Victory Road and Final Preparations

After defeating Iris in Opelucid City, cross Route 10, defeat Cheren, pass the eight Badge Check Gates in order, and climb the original Pokémon White Victory Road. Confirm Surf and Strength before the climb, use the doctor inside Victory Road when necessary, then heal and resupply at the Pokémon League before challenging the Elite Four and the story battles that follow.

Leave Opelucid City and defeat Cheren on Route 10

Heal in Opelucid City and restore the PP of the moves you depend on before leaving through the northern exit to Route 10. The route contains trainers and wild Pokémon around the high 30s and low 40s, so it is a useful place to bring weaker party members closer to the rest of the team. Do not spend all of your healing supplies here; the area ahead is longer and contains stronger trainers.

Follow Route 10 north and cross the bridge. Near the far side, Cheren and Bianca stop you, and Cheren challenges you to confirm that you are prepared for the Pokémon League. In Pokémon White, his team consists of level 43 Unfezant, a level 43 elemental monkey chosen according to your starter, level 43 Liepard, and his level 45 starter evolution: Serperior, Samurott, or Emboar.

Use Electric, Rock, or Ice coverage against Unfezant when available. Liepard is weak to Fighting and Bug attacks, but avoid leaving a frail Psychic-type exposed to its Dark attacks. The elemental monkey and final starter evolution vary with your choice, so check the opponent’s type before selecting a counter rather than relying on one fixed lead.

After Cheren is defeated, he restores your party. Bianca then gives you a Max Revive reward. Keep it for a major battle instead of using it on an ordinary Route 10 trainer. Continue north after the conversation and prepare to enter the Badge Check Gates.

  • Heal and restore important PP in Opelucid City.
  • Defeat Cheren near the far side of Route 10’s bridge.
  • Use suitable Electric, Rock, Ice, Fighting, or Bug coverage.
  • Accept Bianca’s Max Revive reward and reserve it for a major battle.
  • Continue north toward the Badge Check Gates.

Pass the eight Badge Check Gates

The Badge Check Gates are in the northeastern part of Route 10. Each room checks one Gym Badge and opens only when that badge is registered. The required sequence in the original Pokémon White release is Trio, Basic, Insect, Bolt, Quake, Jet, Freeze, Legend.

The Trio Badge room represents Striaton’s three elemental specialists. The Basic room represents Nacrene’s Normal-type Gym. The Insect room represents Castelia, followed by the electric-themed Bolt room, the Ground-themed Quake room, the Flying-themed Jet room, the Ice-themed Freeze room, and finally the dragon-themed Legend room.

The Freeze Badge room is the only gate with a genuine movement puzzle. Walk onto the ice and use the icy pillars to slide across the room until you reach the exit. Once the Freeze room is cleared, the final Legend Badge gate opens. There is no alternate route around the checks, so if a guard refuses passage, return to the relevant Gym or confirm that the badge is registered in the Trainer Card.

After the Legend gate, continue north into the original Black and White Victory Road. Do not follow Black 2 or White 2 directions; those games use a substantially different Victory Road layout.

  • Confirm that all eight badges are registered.
  • Pass the Trio, Basic, Insect, Bolt, Quake, Jet, Freeze, and Legend gates in that order.
  • Solve the ice-floor puzzle in the Freeze Badge room.
  • Enter the original Pokémon White Victory Road.

Confirm Surf and Strength before the climb

Open the Bag and confirm that HM03 Surf and HM04 Strength are available. Surf is received from Alder near the entrance to Twist Mountain after the required Cheren encounter there. If you missed that event, return to the Twist Mountain entrance and speak with Alder after meeting the prerequisite conditions.

HM04 Strength is obtained from an NPC in the building northwest of the Nimbasa City Pokémon Center. If you skipped it earlier, Fly to Nimbasa City, enter that building, and speak with the appropriate NPC. Teach the move to a compatible party member before starting Victory Road, or place a suitable user in the active party.

Surf allows access to water crossings and optional item routes, including a Max Revive and Rare Candy. Strength moves boulders and opens a shortcut in the mountain. Neither move should be treated as a replacement for ordinary navigation: the route still requires following cave entrances, stairs, bridges, outdoor ledges, and one-way slopes.

Relic Castle and Twist Mountain are not additional sections of the current route. Relic Castle was part of the earlier story sequence, while Twist Mountain is relevant here mainly as the place to retrieve Surf if it was missed. Do not detour through either area unless you are correcting one of those preparation omissions.

  • Confirm that HM03 Surf is in the Bag and usable by a party member.
  • Confirm that HM04 Strength is in the Bag and usable by a party member.
  • Return to Alder at Twist Mountain if Surf was missed.
  • Return to northwest Nimbasa City if Strength was missed.
  • Place the field-move users in the active party if you intend to collect optional items.

Navigate the original Pokémon White Victory Road

Victory Road is a mountain network rather than a single straight cave. Move between outdoor ledges and cave rooms by using stairs, bridges, and entrances. The outdoor slopes are one-way drops: once you slide down, continue through the lower section until you find the next staircase or cave entrance instead of trying to climb directly back up the same slope.

At the beginning, follow the available cave entrances and stairs upward. Surf across the northern ponds when you want the optional Max Revive or Rare Candy. Later, Strength can move a boulder to create a shortcut between sections. If you only want to reach the League, skip optional item detours that leave the party damaged or low on PP.

The route contains trainers in approximately the mid-40s, including several Ace Trainers and Veterans. Battle enough of them to keep the team competitive, but use Repels if repeated encounters are consuming too much PP. There is no Pokémon Center inside the mountain, so carry Hyper Potions, Full Heals, Revives, and at least one method of restoring PP.

A doctor inside Victory Road heals the party after his battle and can be revisited for further healing. Locate him during the climb and use him as your recovery point rather than returning to the entrance after every difficult trainer. When you reach the upper exit, continue north to the Pokémon League. The League becomes a Fly destination once reached.

  • Use the original Black and White Victory Road layout.
  • Follow cave entrances, stairs, bridges, slopes, and outdoor ledges upward.
  • Use Surf for optional water routes and Strength for boulders and shortcuts.
  • Locate the healing doctor inside Victory Road.
  • Carry recovery items because there is no Pokémon Center inside the mountain.
  • Reach the Pokémon League and heal immediately.

Build a party for the Elite Four

The first Elite Four challenge uses Pokémon in the upper 40s and low 50s. A practical target is approximately level 50 or higher across the active party, with several members in the low-to-mid 50s giving a more comfortable margin. Identical levels are unnecessary, but avoid depending on one overleveled Pokémon while the rest of the team cannot survive a neutral hit.

Prepare answers for Shauntal’s Ghost focus, Grimsley’s Dark focus, Caitlin’s Psychic focus, and Marshal’s Fighting focus. Dark, Ghost, and Bug attacks are useful against Ghost and Psychic opponents. Fighting and Bug attacks help against Dark opponents, while Flying and Psychic attacks are useful against Marshal. Spread these roles across multiple Pokémon so a critical hit, status condition, or knockout does not remove your only answer.

Use both physical and special damage. Replace weak early-game moves with reliable attacks that fit each Pokémon’s offensive stats, and avoid building the entire party around one damage type. Water, Ground, Electric, Ice, Rock, and Fire coverage can all be useful, but prioritize moves your actual team can use accurately and repeatedly.

Include at least one Pokémon with useful resistances, recovery, a status move, or another way to create a safe turn for healing. The Elite Four rooms allow switching, so rotate members intelligently rather than sacrificing one Pokémon to every matchup.

  • Aim for approximately level 50 or higher across the active party.
  • Prepare answers for Ghost, Dark, Psychic, and Fighting opponents.
  • Carry both physical and special damage options.
  • Replace weak attacks and restore essential PP.
  • Avoid relying on one Pokémon to carry every room.

Resupply at the League and prepare for Zekrom

Use the Pokémon League Pokémon Center to heal completely and restore PP, then visit the Poké Mart. Buy a reserve of Hyper Potions, Full Restores, Revives, and status-healing items. Full Restores are especially valuable because they restore HP and remove major status conditions at the same time. Stock enough supplies for the full Elite Four sequence instead of assuming you can shop between battles.

The four Elite Four members can be challenged in any order. Choose an order that lets your strongest counters handle the most dangerous matchups, and heal between rooms whenever necessary. Ether and Elixir items can restore important PP, but treat them as limited reserves. Use ordinary healing items between battles whenever possible and save PP-restoring items for moves that cannot be replaced.

Buy Ultra Balls or other suitable Poké Balls before entering the first Elite Four room. After the Elite Four, the story continues to N’s Castle and the mandatory White-version Zekrom encounter. Prepare a Pokémon with a reliable status move and another Pokémon or attack capable of lowering Zekrom’s HP without knocking it out.

Save before entering the Elite Four so a failed run can be retried without rebuilding your supplies. Save again before the final story sequence when the game allows it. Zekrom must be captured during the story; it is not an ordinary battle that should be ended by knocking it out. Status conditions and controlled damage improve the odds, but no ordinary Gen V Poké Ball guarantees an immediate capture.

  • Heal at the Pokémon League Pokémon Center.
  • Restore essential move PP.
  • Buy Hyper Potions, Full Restores, Revives, and status-healing items.
  • Plan an order for the four Elite Four rooms.
  • Carry suitable Poké Balls for Zekrom.
  • Prepare a status move and controlled-damage option.
  • Save before entering the Elite Four.

Before you move on

  • Iris has been defeated and the Legend Badge is registered.
  • Cheren has been defeated on Route 10.
  • Bianca has awarded the Max Revive reward.
  • The Trio, Basic, Insect, Bolt, Quake, Jet, Freeze, and Legend Badge Check Gates have been passed.
  • HM03 Surf has been obtained from Alder and is usable by a party member.
  • HM04 Strength has been obtained in Nimbasa City and is usable by a party member.
  • The original Pokémon White Victory Road has been cleared.
  • The Pokémon League Pokémon Center and Poké Mart have been used for final preparation.
  • The active party is approximately level 50 or higher with physical and special coverage.
  • The party has answers for Ghost, Dark, Psychic, and Fighting opponents.
  • Essential attacks have full PP and healing items are stocked.
  • Capture supplies, a status move, and a controlled-damage option are ready for Zekrom.
  • The game has been saved before the Elite Four challenge.
References for this chapter

Elite Four: Shauntal, Grimsley, Caitlin and Marshal — Tactics and Order

In the original Nintendo DS Pokémon White Version, the four Unova Elite Four members can be challenged in any order. Their first-run teams range from level 48 to level 50. You must manage HP, status, PP, and item use manually between rooms, then continue into N’s Castle rather than fighting Alder in a normal Champion battle.

Prepare at the Pokémon League entrance

Heal at the Pokémon Center beside the Pokémon League entrance, then use the PC to arrange a party of six. A practical target is a team in the high 40s or around level 50, with several Pokémon able to contribute rather than one heavily over-leveled sweeper. The Elite Four’s Pokémon are level 48, 48, 48, and 50 for each member.

Buy strong healing items, Full Heals, Revives, and status-healing supplies. Carry PP-restoring items if available, because the game does not automatically restore your party after each Elite Four battle. Check that your main attacks have enough PP for four separate fights, and save before entering the first room.

Bring at least one dependable Dark- or Ghost-type attack for Shauntal and Caitlin, Fighting- or Bug-type coverage for Grimsley, and Psychic- or Flying-type coverage for Marshal. Generation V has no Fairy type, so Fairy moves and Fairy resistances are not part of this battle plan.

  • Heal and save before entering the League.
  • Carry healing, status recovery, and revival items.
  • Confirm that your answers to Ghost, Dark, Psychic, and Fighting types have usable PP.

Choose an order from the central plaza

From the central League plaza, the lower-left room leads to Shauntal, the upper-left room to Grimsley, the upper-right room to Caitlin, and the lower-right room to Marshal. You may enter the rooms in any order. After each victory, return to the plaza, where that member’s floor symbol is illuminated.

A balanced route is Shauntal, Grimsley, Caitlin, then Marshal, but match the order to your party. A strong Dark-type can make Caitlin manageable, while a reliable Psychic- or Flying-type may make Marshal a good early target. There is no automatic healing between rooms, so use the plaza as a checkpoint: return, heal manually with items, review your next matchup, and save if desired.

  • Choose the next room according to your party’s strongest matchup.
  • Do not assume a victory restores HP, PP, or status.
  • Use priority moves to finish weakened Pokémon, but do not rely on them to bypass Sturdy at full health.

Defeat Shauntal’s Ghost team

Shauntal uses Cofagrigus, Jellicent, Golurk, and Chandelure. Dark- and Ghost-type attacks are generally effective, but her Pokémon cover several weaknesses. Cofagrigus can use Will-O-Wisp, Psychic, and Grass Knot, while its Mummy ability changes the ability of a Pokémon that makes contact with it. Prefer special or non-contact attacks when possible, especially if your attacker depends on its ability.

Jellicent carries Energy Ball, Brine, Surf, and Shadow Ball, so do not send a Water-type into it without checking your matchup. Golurk has Earthquake, Brick Break, and Shadow Punch; Water, Grass, Ice, or strong neutral attacks are useful, but remember that its Ground typing makes Electric attacks ineffective. Chandelure is the level 50 closer and combines Fire and Ghost attacks with Psychic coverage. A Water-, Ground-, Rock-, or strong neutral attack is safer than leaving a vulnerable physical attacker exposed to burn.

  • Avoid unnecessary contact moves against Cofagrigus.
  • Prepare a safe answer to Jellicent’s Grass and Water coverage.
  • Treat Chandelure as a high-priority target and cure burns on physical attackers.

Break through Grimsley’s Dark team

Grimsley uses Scrafty, Liepard, Krookodile, and Bisharp. Fighting-type attacks are valuable against the entire lineup, while Bug-type attacks also help against Dark Pokémon. Scrafty has Brick Break and Poison Jab in addition to Crunch, and its Moxie ability raises its Attack after it scores a knockout, so do not give it an easy first defeat.

Liepard is frail but can disrupt a turn with Fake Out or Attract and can use Aerial Ace against some Fighting- or Bug-type answers. Krookodile has Intimidate, Earthquake, Crunch, Dragon Claw, and Foul Play; use Water, Fighting, Grass, or Ice coverage and be cautious when switching a physical attacker into Intimidate. Bisharp is weak to Fighting, Fire, and Ground attacks, but its Defiant ability raises its Attack when its stats are lowered. Avoid using Intimidate against Bisharp unless you are prepared for the boost.

  • Account for Fake Out before planning a one-hit knockout on Liepard.
  • Use special damage or a careful switch after Krookodile activates Intimidate.
  • Do not lower Bisharp’s stats casually because of Defiant.

Handle Caitlin’s Psychic team

Caitlin uses Reuniclus, Musharna, Sigilyph, and Gothitelle. Dark- and Ghost-type attacks are useful, but her coverage punishes blind switching. Reuniclus carries Focus Blast and Thunder in addition to Psychic and Energy Ball. Musharna can use Shadow Ball, Charge Beam, and Reflect, so a Dark-type answer should still be able to withstand more than one hit.

Sigilyph has Psychic, Shadow Ball, Ice Beam, and Air Slash. Do not assume every Flying-type can safely switch into it. Gothitelle is level 50 and can use Psychic, Shadow Ball, Thunderbolt, and Calm Mind. Attack it promptly, or use a physical Dark-type move before Calm Mind makes it harder to defeat. If you use a setup strategy of your own, do so only after removing threats that can inflict major super-effective damage.

  • Keep a Dark- or Ghost-type attack ready for Reuniclus and Gothitelle.
  • Respect Focus Blast, Ice Beam, and Thunderbolt when switching.
  • Defeat Gothitelle before repeated Calm Mind boosts become a problem.

Defeat Marshal and open the central passage

Marshal uses Throh, Sawk, Conkeldurr, and Mienshao. Psychic- and Flying-type moves are the main answers, but all four Pokémon have coverage that can punish careless switches. Throh carries Stone Edge and Payback, Sawk has Stone Edge and Retaliate, and Conkeldurr also carries Stone Edge. Mienshao is fast and has Jump Kick, U-turn, Rock Slide, and Retaliate.

Sawk’s Sturdy can leave it at 1 HP after a full-health hit. Finish it with a priority move if you have one, or use another attack rather than assuming the first strike will end the battle. Intimidate can help against the physical attackers, but keep a backup plan for Rock-type attacks and remember that switching costs a turn.

After all four victories, return to the center of the plaza and use the now-active central route to reach the Champion’s room. The normal championship battle does not occur at this point: N appears after you enter the room and reveals that he has defeated Alder. N’s Castle rises beside the League and becomes the next story area.

  • Use Psychic or Flying coverage while respecting Stone Edge and Rock Slide.
  • Finish Sawk after Sturdy activates.
  • Light all four plaza symbols and enter the Champion’s room to trigger N’s Castle.

Recover and reorganize inside N’s Castle

Continue through the castle after it attaches to the Pokémon League. On the second floor, speak with Anthea to heal the entire party for free. A PC is available on the third floor, allowing you to rearrange the team before the legendary encounter and the battles with N and Ghetsis.

A Team Plasma Grunt can transport you back to the Pokémon League Pokémon Center if you need more items or want to change your preparation. Another Grunt can return you to the castle. This is the important recovery route if you lose to N or Ghetsis: heal and resupply at the League, then use the Grunt to re-enter the castle instead of repeating the Elite Four immediately.

  • Speak with Anthea before the final castle battles.
  • Use the third-floor PC to change party members if needed.
  • Use the Team Plasma transport NPCs to resupply or retry the castle sequence.

Before you move on

  • Shauntal, Grimsley, Caitlin, and Marshal have each been defeated.
  • All four symbols in the central League plaza are illuminated.
  • The central route to the Champion’s room has been opened.
  • N’s Castle has appeared at the Pokémon League.
  • Your party has been healed by Anthea or at the League Pokémon Center and can be rearranged through the castle PC before the legendary, N, and Ghetsis battles.
References for this chapter

N’s Castle, Legendary Encounter and the Final Story Battles

After defeating the Elite Four in the original Pokémon White Version, return to the central Pokémon League area and enter the Champion’s room. N’s Castle rises around the League, leading to a required Zekrom encounter, followed immediately by battles against N and Ghetsis. Prepare fully before entering the throne-room sequence because there is no menu or Pokémon Center opportunity between the two final trainer battles, although the game automatically restores your party between them.

Enter N’s Castle and prepare before climbing

After defeating all four members of the Elite Four, return to the central Pokémon League area and use the statue route to reach the Champion’s room. Alder has already lost to N. When you enter, N’s Castle rises around the Pokémon League, and the Gym Leaders hold back Team Plasma’s sages while you proceed inside.

Climb through the castle and use its facilities before approaching the throne room. On the second floor, speak to Anthea to fully heal your party. On the third floor, use the PC to rearrange your team, deposit weakened Pokémon and check your moves. A Team Plasma Grunt on this floor can transport you to the Pokémon League Pokémon Center. Use that route if you need to buy more Poké Balls, healing items or status remedies; a Grunt in the League Pokémon Center can transport you back to the castle.

The castle contains several items, including Max Potions, a Max Revive, an Ultra Ball, a Rare Candy and a Full Restore. Collect anything you want before finishing the story. After Ghetsis is defeated, N’s Castle disappears and cannot be revisited in the original Pokémon Black and White games.

  • Heal with Anthea before continuing.
  • Use the PC to arrange a balanced party and confirm that important moves have sufficient PP.
  • Buy Ultra Balls, other Poké Balls, Full Restores, Revives and status-healing items before returning to the castle.
  • Collect desired castle items before entering the throne room.

Reach the throne room and save before the legendary encounter

Continue upward through the castle. You may inspect N’s room and collect its item before proceeding, but make sure your party and supplies are ready first. Ghetsis stops you outside the throne room and sends you inside to face N.

In Pokémon White, N first calls Reshiram, the legendary opposite to your version’s mascot. The Dark Stone obtained earlier reacts to Reshiram’s presence and awakens Zekrom, which appears for you to challenge. This is the required White-version legendary sequence; do not substitute the Light Stone or Black-version sequence.

Save immediately before interacting with Zekrom. The encounter is level 50. Saving here gives you a clean retry point if you accidentally knock it out, use unsuitable capture supplies or decide that you want to try for a different nature.

  • Save immediately before starting the Zekrom encounter.
  • Confirm that your lead Pokémon can deal controlled damage.
  • Have a status move such as sleep or paralysis available if possible.
  • Do not use Fairy-type advice or mechanics; Fairy was not part of Generation V.

Capture Zekrom safely

Lower Zekrom’s HP carefully. False Swipe is the safest option if one of your Pokémon knows it. Otherwise, use a weak attack and watch the damage closely. Avoid poison and burn when possible because residual damage can defeat Zekrom between turns. Sleep or paralysis improves your chances of catching it without causing ongoing damage.

You can throw a Quick Ball on the first turn. If that fails, continue weakening Zekrom and use Ultra Balls while it is at low HP and affected by a status condition. Repeated attempts may be necessary.

The story normally requires Zekrom to be captured before N will battle you. If you defeat it or run away, it respawns in the castle so you can try again. If all six party slots and every available PC Box are full, the game permits the story to continue without an immediate capture; in that special case, Zekrom becomes available at the top of Dragonspiral Tower after Ghetsis is defeated. This is an unusual fallback, not the normal route.

If your party has six Pokémon, the game asks whether you want to send one to the PC for Zekrom. If you add Zekrom to the party, it is moved to the first party slot and will be sent out first in the battle against N. If there is no party space, you can place it in the PC instead.

  • Reduce Zekrom to low HP without knocking it out.
  • Use sleep or paralysis if available.
  • Throw Ultra Balls repeatedly after weakening it.
  • Confirm that Zekrom has joined the party or that you intentionally used the full-party and full-storage exception.
  • Heal and check your party before accepting N’s battle.

Defeat N after the capture

After the Zekrom encounter, the game restores your party before N’s battle. If Zekrom joined your party, it occupies the lead position. N’s Pokémon White team is Reshiram at level 52, followed by Carracosta, Vanilluxe, Archeops, Zoroark and Klinklang at level 50.

Use Dragon-, Ground- or Rock-type attacks against Reshiram. Carracosta is especially vulnerable to Grass and Electric attacks, while Archeops can be handled with Electric, Rock or Ice coverage. Fire or Fighting attacks are useful against Vanilluxe and Klinklang. Fighting attacks are also effective against Zoroark, but remember that Zoroark’s Illusion ability makes it initially appear as another Pokémon from N’s team. Do not choose your response based only on its displayed species.

Zekrom can help against Reshiram, but do not depend on a single sweep. N’s team has varied coverage, including Stone Edge, Blizzard, Flash Cannon and Focus Blast. Use the battle to identify which Pokémon and moves are most reliable for Ghetsis, but do not worry about preserving HP, PP or status resources for the next fight: the game restores the party again before Ghetsis.

  • Prepare a dependable response to Reshiram.
  • Keep Grass or Electric coverage available for Carracosta.
  • Use Fire or Fighting coverage against Vanilluxe and Klinklang.
  • Treat the Pokémon shown by Zoroark cautiously until Illusion is broken.
  • Remember that HP, PP and status conditions are restored before Ghetsis.

Defeat Ghetsis and complete the climax

N’s defeat triggers Ghetsis’s reveal. Ghetsis battles immediately after N: there is no normal Pokémon Center visit, menu access, item use, party reorganization or other preparation opportunity between the two fights. However, the game automatically restores your party between battles, so Pokémon that fainted against N return available, HP is restored, PP is restored and status conditions are cleared. Items consumed during N’s battle remain consumed, but you do not need to conserve healing items or battle resources for Ghetsis because the automatic restoration handles the party itself.

Ghetsis uses Cofagrigus, Bouffalant, Seismitoad, Bisharp and Eelektross at level 52, followed by Hydreigon at level 54.

Use Dark- or Ghost-type attacks against Cofagrigus, but be aware of its Mummy ability and status moves. Bouffalant is weak to Fighting. Seismitoad has a four-times weakness to Grass, making a strong Grass attack one of the safest answers, although its coverage can punish an unsafe switch. Bisharp is vulnerable to Fighting and Fire attacks.

Eelektross has no ordinary type weakness because it has Levitate. Use a strong neutral attack or a move that can bypass or remove its ability if you have one. Hydreigon is weak to Ice, Fighting, Bug and Dragon attacks. Avoid sending a Psychic- or Ghost-type Pokémon into Hydreigon unless it can survive Hydreigon’s coverage and answer it immediately.

If you lose to N or Ghetsis, you return to the Pokémon League Pokémon Center with the usual money loss. The League entrance will not function as a normal route back to the castle. Enter the Pokémon League Pokémon Center and speak to the Team Plasma Grunt there; he will transport you back to N’s Castle, allowing you to heal, use the PC and retry without fighting the Elite Four again. If you want another attempt at catching Zekrom itself, reload the save made before the encounter. Once Zekrom has been caught and you lose later, the game preserves that capture rather than reopening the legendary battle.

  • Defeat Ghetsis’s level 54 Hydreigon.
  • Watch for Cofagrigus’s Mummy and Eelektross’s Levitate.
  • Use Grass coverage against Seismitoad when safe.
  • Use Fighting, Ice, Bug or Dragon coverage against Hydreigon.
  • Remember that N and Ghetsis are back to back, but the game restores the party between them.
  • If defeated, use the Team Plasma Grunt in the Pokémon League Pokémon Center to return to the castle.
  • Continue through the ending sequence after Ghetsis falls.

Before you move on

  • Zekrom has been captured, or the full-party and full-storage exception has allowed the story to continue.
  • N’s level 52 Reshiram and five level 50 Pokémon have been defeated.
  • Ghetsis’s five level 52 Pokémon and level 54 Hydreigon have been defeated.
  • The ending sequence and credits have played.
  • Control has returned after the story, confirming access to the Pokémon White postgame.
  • The player can proceed toward postgame areas such as White Forest.
References for this chapter

Immediate Post-credits: Restoring the League and Post-Story Access

After defeating Ghetsis in the original Pokémon White, finish the ending and resume in Nuvema Town. Meet Looker to receive the Super Rod, leave the house to trigger Cedric Juniper’s National Pokédex upgrade, then travel through the newly accessible eastern routes and enter White Forest. White Forest access is the required postgame milestone for this chapter. The stronger Elite Four rematches and the later battle with Alder are optional achievements.

Finish the ending and trigger the Nuvema Town events

After defeating Ghetsis, allow the ending sequence and credits to finish. When the game resumes, you are in the player’s bedroom in Nuvema Town. Go downstairs and speak with the disguised visitor inside the house. The visitor reveals himself as Looker and asks for help locating the remaining Team Plasma sages. Accept the request; Looker gives you the Super Rod during this conversation. You do not need to find any sage before receiving it.

The Pokédex upgrade is a separate event. After speaking with Looker, leave the house. Cheren and Bianca meet you outside, and Cedric Juniper then upgrades the Pokédex to National mode. This upgrade does not require completing the Unova Pokédex or capturing every species. It also does not require completing Looker’s Seven Sages investigation.

Before leaving Nuvema Town, use the Pokémon Center, inspect the PC and replace weakened team members if necessary. The eastern routes contain stronger wild Pokémon and trainers than the areas used during the main story. Restock healing items, status recovery and Poké Balls, then save before beginning the trip.

  • Finish the credits and regain control in Nuvema Town.
  • Speak with Looker inside the player’s house.
  • Accept Looker’s request concerning the remaining Team Plasma sages.
  • Receive the Super Rod from Looker.
  • Leave the house and receive the National Pokédex upgrade from Cedric Juniper.

Travel through eastern Unova

Fly to Opelucid City and leave through the eastern gate to reach Route 11. Follow Route 11 to Village Bridge, then continue through Route 12 to Lacunosa Town. From Lacunosa, take Route 13 south toward Undella Town. These routes become available for postgame exploration after the main story and provide the direct approach to White Forest.

Undella Town is a useful preparation stop. Heal at its Pokémon Center, organize the party and purchase supplies before continuing. Route 13 includes stronger encounters and optional trainers, so carry enough healing items to avoid returning to town after every battle. You may explore the route fully, but no optional legendary, sage encounter or side area is required for White Forest access.

From Undella Town, follow Route 14 north. Route 14 leads to White Forest in Pokémon White. White Forest is also connected to Route 15 on its western side, so you can enter from Route 14 or approach it from Route 15 after reaching the Marvelous Bridge area. You do not need to clear the Seven Sages quest, catch an optional legendary or complete every eastern route before entering the forest.

  • Reach Route 11 through Opelucid City’s eastern gate.
  • Pass through Village Bridge and Route 12.
  • Reach Lacunosa Town and continue to Route 13.
  • Reach Undella Town and heal.
  • Use Route 14 or Route 15 to approach White Forest.

Enter White Forest and confirm the required postgame milestone

In Pokémon White, the version-specific eastern location is White Forest rather than Black City. Enter the forest through its Route 14 or Route 15 connection. Visit the Pokémon Center, inspect the current residents and save the game. Entering White Forest completes the required post-credits access objective for this chapter.

White Forest contains wild Pokémon, residents and forest resources, unlike Black City’s trainer- and shop-focused structure. Its available encounters depend on the residents present and the state of the forest. Do not assume that every possible species will appear in one save file. The forest’s population and available Pokémon can vary, and some residents may leave if the area is neglected over time.

Local Entralink interaction with a compatible Pokémon Black or Pokémon White game can add residents from the other version’s Black City to White Forest. This can expand the forest’s population and alter available encounters. If you are playing without a compatible second game, treat missing species as optional trade or collection objectives rather than progression failures.

  • Enter White Forest from Route 14 or Route 15.
  • Visit the White Forest Pokémon Center.
  • Inspect the forest’s current residents and encounter areas.
  • Save after confirming access.
  • Treat unavailable White Forest species as optional collection or trade goals.

Optional: Unlock and prepare for the stronger Elite Four

The first League visit does not end with a normal Champion battle. After the Elite Four, N defeats Alder and the story moves to N’s Castle, the Zekrom sequence and Ghetsis. Alder cannot be fought during that first League run. The rematch League and Alder are optional and are not needed to enter White Forest.

To unlock the later League challenge, first receive the National Pokédex, then travel to the roof of Celestial Tower and speak with Alder. He tells you that he will be waiting at the Pokémon League. After this conversation, the stronger Elite Four rematches and the uninterrupted battle with Alder become available.

The rematch teams contain six Pokémon each and use levels from 71 through 73. Alder’s team ranges from level 75 to level 77. A party that only managed the original story battles may be underprepared. Use a Pokémon Center and the PC to assemble a balanced six-Pokémon party, replace unnecessary field moves where possible, restore PP and stock Hyper Potions, Full Restores, Revives and status-healing items. Train on the eastern routes and against repeatable trainers before returning to Victory Road.

  • Recognize the rematch League as optional for White Forest access.
  • Receive the National Pokédex before attempting to unlock the rematch League.
  • Visit Alder on the roof of Celestial Tower if pursuing the optional League challenge.
  • Build and heal a complete six-Pokémon party.
  • Stock healing, revival and status-recovery items.
  • Train for opponents in the level-71-to-77 range.

Optional: Defeat the rematch Elite Four and Alder

Return to the Pokémon League through Victory Road after preparing. Heal at the League Pokémon Center before entering the battle area. Shauntal, Grimsley, Caitlin and Marshal can be challenged in any order. Prepare answers for Ghost, Dark, Psychic and Fighting teams while accounting for their expanded rosters and broader move coverage.

After defeating all four rematch members, use the central elevator to reach Alder’s room. His team is mixed rather than focused on one type, with Bug, Normal, Dragon, Ice, Steel and Fire threats. Use varied coverage and avoid relying on one attacker that can be stopped by his defensive abilities or super-effective attacks.

If you lose to an Elite Four member or Alder, the League remains available. Heal, change moves or party members, restock supplies and return through Victory Road. Defeating Alder completes the optional full championship sequence and creates the later Hall of Fame record, but neither the rematch battles nor Alder is required for the White Forest milestone.

  • Defeat all four stronger Elite Four rematch teams, if pursuing the optional challenge.
  • Use the central elevator after the four victories.
  • Defeat Alder in the Champion’s room, if pursuing the optional championship.
  • Confirm the later Hall of Fame record.
  • Keep this objective separate from required White Forest access.

Before you move on

  • Required postgame access is complete when the credits have finished and control has returned to Nuvema Town.
  • Looker has been met inside the player’s house.
  • The Super Rod has been received from Looker.
  • Cedric Juniper has upgraded the Pokédex to National mode after the player exits the house.
  • The eastern postgame route network, including Route 11, Village Bridge, Route 12, Route 13 and Undella Town, is accessible.
  • White Forest has been entered from Route 14 or Route 15.
  • The White Forest Pokémon Center has been visited.
  • The required chapter milestone is complete: the post-credits events have been triggered, the National Pokédex has been received and White Forest has been entered.
  • Optional achievement: Alder has been visited on the roof of Celestial Tower to unlock the stronger League sequence.
  • Optional achievement: the stronger Elite Four rematches have been defeated.
  • Optional achievement: Alder has been defeated and the later Hall of Fame record has been created.
References for this chapter

White Forest and Version-Exclusive Postgame Content

After defeating Ghetsis and viewing the ending, travel through the eastern Unova routes to reach White Forest from Route 15. In the original Pokémon White, this area provides Level 5 wild Pokémon, daily item drops, a Pokémon Center, and residents who determine which encounters are available. White Forest is not a fixed encounter table: its population and the residents currently present control the grass, water, and item content.

Reach White Forest from Route 15

After the ending, return to the eastern side of Unova and travel to Route 15. Follow Route 15 to its eastern exit and enter White Forest. The forest has its own Pokémon Center, so use it as your healing point before and after capture attempts. The Mayor’s house is also present regardless of the forest’s population.

White Forest is the Pokémon White counterpart to Black City. White Forest contains wild Pokémon and resident characters; Black City instead focuses on trainer battles and shops. Do not expect Black City’s market or trainer lineup to appear in White Forest. Those features belong to Pokémon Black.

  • Enter White Forest through Route 15.
  • Heal at the White Forest Pokémon Center.
  • Save before beginning a capture session.

Read the forest’s population and encounter layout

The forest’s appearance reflects its population. At high occupancy, it has larger trees, more tall grass, and potentially usable water surfaces. With fewer residents, grass becomes sparse and water may disappear. The Pokémon Center and Mayor’s house remain available even when the area is nearly empty.

Only 10 residents can be present at one time, although the original White Forest resident pool can contain up to 25 characters. Each resident controls particular wild Pokémon and may also control a daily item drop. Walk through every current grass patch and inspect every available water surface before deciding that a species is absent.

White Forest Pokémon are always encountered at Level 5 and cannot be avoided with Repel. Use a weak attack, False Swipe if available, or a carefully chosen status move. Avoid strong area attacks or high-powered moves that could knock out a fragile Level 5 target.

  • Look for every current grass patch.
  • Check water only when the forest currently contains water surfaces and you have the necessary field access.
  • Talk to each resident and note their names before hunting.

Use the current residents to target species

The resident table is the practical way to plan captures. For example, Backpacker Emi can provide Happiny in grass and Corphish in water. Pokémon Ranger Eliza provides Trapinch in grass and Lotad in water. Hiker Gene provides Aron in grass and Surskit in water. Scientist Marie provides Magnemite in grass and Lotad in water. Backpacker Carlos provides Starly in grass and Corphish in water.

Other useful grass encounters include Slakoth from Battle Girl Karenna, Bagon from Socialite Grace, Nidoran male from Veteran Ken, Nidoran female from Scientist Jacques, Oddish from Lady Lynette, Pidgey from Schoolkid Leo, Hoppip from Clerk Britney, Magby from Ace Trainer Vincent, and Lotad from Pokémon Ranger Ralph. Water encounters are likewise resident-specific and include Wooper, Surskit, Lotad, and Corphish.

The forest’s Pokémon are especially valuable for National Pokédex work because many are unavailable in the ordinary Pokémon Black encounter tables. Catch duplicates when useful: one can be evolved for additional Pokédex entries, while another can be retained for trading or breeding.

  • Write down the residents currently present.
  • Prioritize species that are unavailable elsewhere in your version.
  • Keep spare party space and enough Poké Balls for repeated Level 5 encounters.

Preserve residents and collect daily rewards

Resident points change over time. Each passing day reduces a resident’s points by 5, entering White Forest adds 3 points, and talking to a resident adds 10 points. If a resident reaches zero, that character leaves. Visit the forest regularly and speak to every resident to keep the encounters you want.

The first visit is also affected by how long the save file took to reach White Forest. Reaching it within four days of creating the save file preserves the initial residents; arriving after more than 16 days can result in an empty forest. If your forest is already sparse, it is not permanently ruined, but restoring particular residents requires Entralink recruitment from Pokémon Black.

Check the ground on every visit. Each present resident can produce a daily item drop, although the number of items may vary and some days can produce none. Possible rewards include evolution stones, shards, Heart Scales, specialty Poké Balls, Stardust, and other useful items.

The Mayor can give one Berry per day when shown a qualifying Pokémon that is available in the forest and was caught that same day. If you are pursuing these Berries, catch the Pokémon first, then show it to the Mayor before the daily opportunity is lost.

  • Enter the forest and talk to residents during regular visits.
  • Collect ground items before leaving.
  • Show the Mayor a qualifying Pokémon caught that day when pursuing the Berry reward.
  • Avoid repeatedly changing the DS clock to manipulate the forest.

Recruit residents through local Entralink

To change the resident selection, connect a Pokémon White game locally to a Pokémon Black game using the C-Gear’s Entralink option. While playing White, enter the other player’s Black City through Entralink and speak to the appropriate residents or trainers there. Those characters can then migrate to your White Forest and alter its available wild Pokémon and items.

The reverse also works: a Pokémon Black player can visit White Forest and use its wild Pokémon and residents to influence Black City. Two White versions cannot provide the Black City residents needed to expand a White Forest, and two Black versions cannot perform the reverse recruitment. The original feature uses local wireless communication, not the discontinued Global Link or Dream World services.

Because only 10 residents can be present at once, decide what you want to preserve before recruiting replacements. After the population changes, return to White Forest, inspect the grass and water again, and update your encounter notes.

  • Use a Pokémon Black and Pokémon White game with local wireless access if possible.
  • Recruit residents from Black City while playing White.
  • Recheck grass, water, and daily item locations after the population changes.

Before you move on

  • White Forest has been entered from Route 15 and its Pokémon Center is available as a healing point.
  • The current residents have been recorded, and every available grass and water area has been checked.
  • At least one useful Level 5 White Forest species has been caught, or the missing species have been identified for later Entralink recruitment or trading.
  • Daily item drops have been checked, and the Mayor has been visited when a same-day qualifying capture is available.
  • The forest’s residents are being maintained through regular visits, or a local Pokémon Black connection has been arranged to recruit replacements.
  • White Forest has been kept distinct from Pokémon White 2’s White Treehollow and from Pokémon Black’s Black City.
References for this chapter

Filling the Unova Pokédex: Postgame Capture Strategy and Trades

The original Pokémon Black and White Unova Pokédex contains 156 entries. Obtaining 152 entries is required for the regional completion mark. Victini, Keldeo, Meloetta, and Genesect are the four exempt entries. Zorua and Zoroark are not exempt: they are required entries #076 and #077, even though their original Black and White acquisition methods were linked to limited promotional distributions. A player without the relevant event Pokémon must obtain them through a legitimate compatible trade. The National Pokédex is a separate postgame upgrade and does not require completing the Unova Pokédex.

Set the correct regional completion target

Open the Unova Pokédex and track obtained entries, not merely seen entries. Your target is 152 obtained entries from the 156-entry list. Zorua is entry #076 and Zoroark is entry #077, so both belong on the required list.

Victini, Keldeo, Meloetta, and Genesect are the four entries excluded from the regional completion requirement. They may remain unobtained without preventing the Unova completion mark. This regional target is separate from the National Pokédex, which is awarded after the main story during the postgame sequence.

  • Work toward 152 obtained Unova entries.
  • Keep Zorua #076 and Zoroark #077 on the required list.
  • Treat Victini, Keldeo, Meloetta, and Genesect as exempt.
  • Do not use National Pokédex status as proof of regional completion.

Finish White’s native encounters and the Nacrene City trade

Before arranging outside trades, catch and evolve every Unova species naturally available in Pokémon White. White’s version-exclusive Unova families are Petilil and Lilligant, Solosis, Duosion and Reuniclus, Rufflet and Braviary, Thundurus, and Zekrom. Zekrom is obtained during White’s mandatory late-story sequence; Thundurus is the version-specific roaming legendary.

The opposing Grass family is available through an in-game trade. In Nacrene City, give the requested Petilil to receive a Cottonee. Evolve the received Cottonee with a Sun Stone if Whimsicott is still missing. Keep or evolve a White-caught Petilil separately if you also need Lilligant. This allows White to register both Grass families without a direct player-to-player trade.

Use the Pokédex location information to identify species that have been seen but not obtained. For evolutionary families, catch multiple members where convenient, evolve lower stages at their required levels, and use breeding when you need another basic-stage Pokémon after evolving your only copy. Record gift Pokémon, fossils, in-game trades, fixed legendary encounters, and White Forest catches separately so you do not mistake an accessible species for one already registered.

  • Catch White’s native Unova-exclusive species.
  • Catch Thundurus and obtain Zekrom in the story.
  • Complete the Nacrene City Petilil-for-Cottonee trade.
  • Register every stage of each evolutionary family.
  • Use breeding or additional catches to replace Pokémon needed for evolution.

Trade for Black-exclusive Unova species

White cannot obtain all 152 required entries without outside help. Arrange trades for Black’s version-exclusive Unova families: Cottonee and Whimsicott if you do not use the Nacrene trade, Gothita, Gothorita and Gothitelle, Vullaby and Mandibuzz, Tornadus, and Reshiram. Black also provides the counterpart legendary entries that White does not receive natively.

In practice, the essential Black-side legendary trades are Tornadus and Reshiram. Tornadus is Black’s roaming legendary; once Tornadus and White’s Thundurus are both registered in the same game, visit the Abundant Shrine to encounter Landorus. Reshiram is Black’s cover legendary, while White obtains Zekrom. Kyurem is not version-exclusive and can be encountered in White after the main story, so do not trade for it unless you want an additional copy.

Pokémon Black 2 and White 2 are compatible Generation V trade sources. They can provide ordinary tradeable copies of species such as Zorua and can also supply many missing version-exclusive families, but check the individual Pokémon before arranging the exchange. Breed spare copies of useful White species before permanent trades, and keep a written list of missing species by name or Unova Pokédex number.

  • Trade for Gothita’s evolutionary family.
  • Trade for Vullaby and Mandibuzz.
  • Trade for Tornadus and Reshiram.
  • Register Landorus after both roaming genie Pokémon are available.
  • Use Black 2 or White 2 as compatible Generation V trade sources where appropriate.
  • Keep spare Pokémon before permanent exchanges.

Obtain Zorua and Zoroark through Relocator or trade

In original Black and White, the special Zorua and Zoroark encounters are activated by promotional Pokémon transferred from a compatible Generation IV game through Relocator. Relocator can transfer the event Celebi associated with the Zorua encounter and an eligible shiny Raikou, Entei, or Suicune associated with the Zoroark encounter.

Unlock Relocator by speaking with the scientist in the Castelia City building and completing the required Easy Chat keyword questions. After activation, access Relocator from the main menu. Transfer the eligible event Celebi, then visit the Game Freak building in Castelia City to trigger the Zorua event. Transfer an eligible shiny legendary beast, then visit the trailer in Lostlorn Forest to trigger the Zoroark encounter.

Do not use ordinary Poké Transfer for these event triggers. The event Celebi and shiny legendary beasts must reach Black or White through Relocator for the corresponding encounters to activate. If you do not possess the relevant promotional Pokémon, compatible Generation IV hardware, and a legitimate event source, obtain Zorua and Zoroark through a legitimate trade instead. A Zorua received from Pokémon Black 2 or White 2 can be traded into the original games and evolved into Zoroark.

  • Register Zorua as required entry #076.
  • Register Zoroark as required entry #077.
  • Use Relocator rather than ordinary Poké Transfer for the special event Pokémon.
  • Use event Celebi for the Zorua encounter.
  • Use an eligible shiny Raikou, Entei, or Suicune for the Zoroark encounter.
  • Trade for Zorua or Zoroark if the original event source is unavailable.

Use Poké Transfer for older-generation Pokémon

After defeating N and Ghetsis, complete the immediate postgame events in Nuvema Town. Cedric Juniper then upgrades the Pokédex to National Mode. This upgrade does not depend on obtaining the 152 required Unova entries.

Poké Transfer is accessed at the Poké Transfer Lab on Route 15. It requires a compatible Generation IV Pokémon game, a second Nintendo DS-family system, and games of compatible language. Select up to six Pokémon on the Generation IV system, start DS Download Play, and complete the touchscreen transfer minigame in White.

Transferred Pokémon move permanently into Generation V. They cannot be returned to a Generation IV game, and Pokémon holding items or knowing HM moves cannot be sent until those restrictions are cleared. Poké Transfer is useful for older-generation Pokémon and eligible event Pokémon, but it does not replace trades for Black-exclusive Unova species. For the Zorua and Zoroark event triggers, use Relocator instead.

  • Defeat Ghetsis and complete the immediate postgame sequence.
  • Receive National Mode from Cedric Juniper.
  • Use the Route 15 Poké Transfer Lab for Generation IV transfers.
  • Prepare a second compatible Nintendo DS-family system.
  • Remove held items and forbidden HM moves before transfer.
  • Remember that transferred Pokémon cannot return to Generation IV.
  • Keep National Pokédex goals separate from the 152-entry Unova target.

Before you move on

  • The Unova Pokédex shows 152 required entries obtained.
  • Zorua #076 and Zoroark #077 are registered through Relocator or legitimate compatible trades.
  • Victini, Keldeo, Meloetta, and Genesect are treated as the four exempt entries.
  • White’s native Unova encounters and the Nacrene City in-game trade are complete.
  • The Black-exclusive Gothita and Vullaby families have been obtained.
  • Tornadus and Reshiram have been obtained through legitimate compatible trades or another verified legal source.
  • Landorus has been registered after Tornadus and Thundurus were both made available.
  • Ghetsis has been defeated and Cedric Juniper has upgraded the Pokédex to National Mode.
  • Any Generation IV transfers were completed at the Route 15 Poké Transfer Lab with the understanding that transferred Pokémon cannot return to Generation IV.
References for this chapter

Optional Challenges: Battle Facilities, Rare Spawns and Side Quests

After defeating Ghetsis, Pokémon White opens several optional activities rather than another required story route. Use Nimbasa City’s Battle Subway and Battle Institute to test teams, revisit daily battle and money-making activities, and pursue Unova’s optional Legendary Pokémon. White Forest, the Seven Sages investigation, Kyurem, the Swords of Justice, Thundurus, and Landorus are useful completionist goals, but none is required to satisfy the main-story and White Forest completion state.

Use the Battle Subway in Nimbasa City

Enter Gear Station in southeastern Nimbasa City to reach the Battle Subway. The normal Single, Double, and Multi Trains are optional repeatable challenges. Each run consists of seven consecutive battles before you receive Battle Points, or BP, and return to a station where you can continue or leave. The participating Pokémon are temporarily set to level 50, and ordinary facility restrictions prevent duplicate species and duplicate held items.

Normal Single, Double, and Multi Trains use different team sizes: three Pokémon for Single, four for Double, and two per player for Multi. Multi can be played with a local partner or with the in-game partner. Build a team around speed control, reliable damage, protection, and status recovery instead of relying on one overleveled story Pokémon.

The Super Single, Super Double, and Super Multi Trains are optional advanced goals. In original Pokémon White, obtain the National Pokédex and win 21 consecutive battles on the corresponding normal train. A 21-win streak on normal Single unlocks Super Single; normal Double unlocks Super Double; normal Multi unlocks Super Multi. Subway Boss Ingo appears on battle 21 of the matching normal line and on battle 49 of a Super line. You do not need to complete any Subway line to finish the main story or to enter White Forest.

  • Heal and arrange held items before boarding.
  • Use different Pokémon and different held items in the same challenge team.
  • Spend BP only after deciding whether you want held items, training items, or Battle Subway TMs.
  • Treat every normal and Super streak as optional.

Test teams at the Battle Institute

After clearing the Elite Four and the final story battles, visit the Battle Institute beside the Pokémon Center in Nimbasa City. Choose a Single Battle Test with three Pokémon or a Double Battle Test with four. The test runs for five consecutive battles and applies restrictions similar to the Battle Subway.

Your party is restored between tests, but Bag items cannot be used during the battles. The Institute grades the performance afterward rather than awarding Battle Subway BP. Use it to check whether a newly changed team, moveset, or held-item plan works at level 50. Completing a Battle Institute test is optional and has no bearing on White Forest access, the Pokédex, or the story ending.

  • Use the Institute to test a team before spending time on a Subway streak.
  • Do not mistake its five-battle test for a required postgame objective.
  • Do not search for Pokémon World Tournament content; that facility belongs to Black 2 and White 2.

Repeat Nimbasa and Castelia activities

Big Stadium and Small Court in Nimbasa City provide repeatable Trainer battles. The available groups change with the day, so return when you want additional experience and prize money. These battles are especially useful for raising Pokémon obtained after the credits.

The Royal Unova departs from Castelia City on its schedule. Board it when available, defeat the Trainers aboard, and collect its completion reward. These activities are optional sources of money, experience, and items; they do not unlock a required route or replace the Battle Subway’s BP system.

  • Revisit the sports venues when training a new team.
  • Check Castelia City for the Royal Unova when it is available.
  • Do not count these activities as mandatory completion steps.

Activate and hunt White’s roaming Thundurus

After earning the Legend Badge, enter the Route 10 gate north of Opelucid City and speak to the woman at the desk. She reports the unusual storm on Route 7. Travel to Route 7 and enter the house near the route’s middle section while the storm is active. Listen to the story inside, then leave the house to trigger Thundurus’s appearance and departure.

Thundurus is the native roaming genie in Pokémon White and appears at level 40. It then moves between Unova routes. Gate bulletin boards identify the current storm route, while the available routes also vary by time of day. When you find Thundurus, it normally flees after the first encounter, so use a trapping effect or repeated encounters if your team supports them. Repels, healing items, status moves, and Ultra Balls are useful, but the roaming encounter is optional.

If you want Landorus later, catch White’s Thundurus and arrange a trade for Tornadus from Pokémon Black. Landorus also requires the Tornadus and Thundurus combination with the required Trainer ID condition; a random borrowed Tornadus may not activate the shrine event.

  • Trigger the Route 7 storm after receiving the Legend Badge.
  • Confirm that White’s native genie is Thundurus.
  • Use the gate boards to locate stormy routes.
  • Do not treat Thundurus as required for the story or White Forest.

Complete the optional Swords of Justice encounters

With Surf and Strength available, enter Mistralton Cave from Route 6 and navigate to the Guidance Chamber. Speak to the old man, move the boulders, and approach Cobalion at level 42. Save before interacting with it. Lower its HP carefully and use sleep or paralysis if possible. Avoid Dark-type attacks when practical because Cobalion’s Justified ability raises its Attack when hit by one.

Encountering Cobalion unlocks the other two optional encounters. Virizion appears at level 42 in Rumination Field on the eastern side of Pinwheel Forest. Terrakion appears at level 42 in Victory Road’s Trial Chamber, which becomes accessible after Cobalion has been encountered. These encounters can be postponed, and failing to catch one does not block the main story.

  • Bring Surf and Strength to Mistralton Cave.
  • Save before each Legendary encounter.
  • Use status conditions and controlled damage rather than recoil or self-destructive attacks.
  • Remember that Cobalion must be encountered before the Terrakion and Virizion areas open.

Pursue Kyurem, Landorus, and other optional postgame content

Giant Chasm becomes an optional postgame destination containing Kyurem. Bring a prepared capture team, status moves, healing items, and suitable Poké Balls. The encounter is separate from the required Zekrom sequence at N’s Castle and is not needed for the requested completion check.

To reach Landorus, travel through Route 14 to Abundant Shrine using Surf and Waterfall. Have both Thundurus and the qualifying Tornadus in the party before interacting with the shrine. Landorus appears at level 70. This is a version-completion objective, not a requirement for entering White Forest.

Looker’s Seven Sages investigation begins in Castelia City after the ending and sends you to optional locations around Unova. It provides additional exploration and encounters but is not required for the Pokédex or Battle Subway. Visit White Forest separately and inspect its population and daily item spots. Entralink interaction with another cartridge can invite residents who have left the other game’s city, expanding the wild Pokémon and item possibilities.

Pinwheel Forest’s Challenge Rock can be struck once per day by a Fighting-type Pokémon to receive a Star Piece. Other eastern routes can provide recurring valuables, including items on Route 13, Route 18, and Undella Bay. These are useful money sources, but they are optional.

  • Visit Giant Chasm if Kyurem is part of your goals.
  • Use Abundant Shrine only after arranging the required genie pair for Landorus.
  • Check White Forest’s residents and daily item locations.
  • Use Challenge Rock and recurring eastern-route items for optional income.
  • Do not add Cresselia, Pokémon World Tournament, Join Avenue, Black Tower, or White Treehollow to an original Black and White checklist.

Spend BP on original Black and White rewards

The Battle Subway Exchange Service Corner offers original Black and White TMs and training items. Useful TM choices include Smack Down for 36 BP, Sludge Wave for 48 BP, Ally Switch for 48 BP, Incinerate for 48 BP, Quash for 48 BP, Explosion for 48 BP, and Psych Up for 48 BP. The right attendant also sells vitamins for BP.

For a normal playthrough, prioritize supplies or a TM that fills a specific team weakness instead of buying every prize. For battle-facility teams, held items and repeatable training resources may be more valuable than broad collection. These purchases are optional and do not affect the story completion state.

  • Confirm the move’s compatibility with your intended Pokémon before buying.
  • Reserve BP for a defined team or collection target.
  • Do not use sequel-only prize lists when planning original White.

Before you move on

  • The required guide completion state does not require a Battle Subway streak.
  • The required guide completion state does not require a Battle Institute test.
  • You may optionally complete a normal Battle Subway line and exchange BP at Gear Station.
  • You may optionally complete a Battle Institute test in Nimbasa City.
  • You may optionally revisit Nimbasa’s stadiums and the Royal Unova for experience, money, or items.
  • You may optionally activate or postpone White’s Thundurus encounter.
  • You may optionally catch or postpone Cobalion, Terrakion, Virizion, Kyurem, and Landorus.
  • You may optionally begin Looker’s Seven Sages investigation.
  • For the broader postgame target, verify that you have visited White Forest and explored at least one eastern-Unova postgame area.
  • Do not mark optional facilities or Legendary captures as required when checking the main-story and White Forest goals.
References for this chapter

Recovery from Failure: What to do if You Soft-lock or Lose Critical Encounters

Pokémon White Version does not permanently lock you out of the ending if you lose to the Elite Four, N, or Ghetsis. An Elite Four defeat sends you back to the Pokémon League Pokémon Center and requires a fresh run through all four members. Once N’s Castle has appeared, however, a Team Plasma grunt in that Pokémon Center provides the route back to the castle after a failed attempt against N or Ghetsis. The final Zekrom encounter can also be retried, with one unusual full-storage exception that moves the legendary to Dragonspiral Tower after the ending battles.

If you lose to an Elite Four member

A defeat against Shauntal, Grimsley, Caitlin, or Marshal ends that attempt and returns you to the Pokémon League Pokémon Center. Your party is restored there, but the challenge resets. You must defeat all four members again before N’s Castle becomes available.

Use the League Pokémon Center to heal, restore PP, change your party at the PC, rearrange held items, and buy supplies. Full Restores, Revives, status-healing items, and extra Poké Balls are more useful than relying on a large stock of weaker battle items. If one Elite Four room exposed a major weakness, replace or retrain that team member before starting again.

  • Heal and restore PP at the Pokémon League Pokémon Center.
  • Use the PC to replace poor matchups or reorganize held items.
  • Restock Full Restores, Revives, status cures, and Poké Balls.
  • Plan for all four Elite Four rooms rather than preparing for only the next opponent.

Prepare inside N’s Castle before facing N

After the Elite Four has been cleared, enter the Champion’s room and follow the route into N’s Castle. The castle contains recovery facilities, so you do not have to leave immediately after entering. Speak with Anthea in the castle’s healing room to restore the party. A PC is also available in the castle for changing your team and checking stored Pokémon.

A Team Plasma grunt inside the castle can send you back to the Pokémon League Pokémon Center if you need more money, supplies, or a different team. The League Pokémon Center has another grunt who can transport you back to N’s Castle. Use this route instead of trying to walk through the League entrance after the castle sequence has begun.

  • Heal with Anthea before entering the final battle route.
  • Use the castle PC to arrange the complete party.
  • Return to the League Pokémon Center if you need shops, money, or additional preparation.
  • Save before approaching the room where Zekrom appears.

Recover from a failed Zekrom encounter

In Pokémon White, the required story legendary is level 50 Zekrom. Save immediately before interacting with it. If Zekrom is defeated or you run from the encounter, it normally respawns immediately in the same area of N’s Castle, allowing another attempt without repeating the Elite Four.

Lower its HP carefully and use sleep or paralysis if available. Avoid poison or burn when Zekrom is already at low health because residual damage can make it faint before the next Poké Ball is thrown. Ultra Balls are practical, and the Master Ball is optional rather than required. If you run out of suitable Poké Balls, use the castle’s supply options or reset to the pre-encounter save instead of spending limited resources you want to keep.

The unusual exception occurs when both your party and every PC Box are full. In that situation, the game allows the story to proceed without adding Zekrom immediately. The legendary becomes available at the peak of Dragonspiral Tower after the final story battles. This is a storage fallback, not the normal result of a failed capture.

  • Save immediately before interacting with Zekrom.
  • Carry enough Poké Balls for repeated attempts.
  • Use HP reduction and sleep or paralysis rather than poison or burn.
  • Leave party or PC space available if you want to add Zekrom immediately.
  • If Zekrom faints or you run, interact with the encounter again in N’s Castle.

If N defeats your team

After Zekrom is caught, N battles you with Reshiram. If N defeats you, you return to the Pokémon League Pokémon Center. You do not need to clear the Elite Four again because the castle sequence has already been activated.

Heal at the League Center, use the PC, and speak with the Team Plasma grunt inside the Center to return to N’s Castle. Anthea can heal the party there, and the castle PC lets you change the team before trying again. Zekrom may be placed in the first party slot after capture, so move it or change your lead if that opening matchup is unfavorable.

  • Heal at the Pokémon League Pokémon Center after the loss.
  • Speak with the Team Plasma grunt inside the Center to return to the castle.
  • Use the castle PC and Anthea’s healing service before retrying N.
  • Prepare answers for Reshiram and N’s remaining team.

If N is defeated and Ghetsis begins

Defeating N does not give you a normal menu, Pokémon Center visit, or free movement period before Ghetsis. Ghetsis appears immediately and challenges you. However, the game automatically restores your party between the two battles, so damage, fainted Pokémon, and depleted HP from the N battle do not carry into the Ghetsis battle. Treat this as an automatic recovery only; you cannot use it to change your party, alter held items, or visit a shop before Ghetsis.

Because the recovery happens automatically, plan the N battle with the next fight in mind. Preserve important moves and held items, and avoid assuming that a Pokémon weakened during N’s battle will remain weakened. The automatic restoration gives you a fresh party for Ghetsis, but his broad coverage still requires a balanced team.

  • Remember that Ghetsis follows N without a normal break.
  • Use the automatic restoration after N as the only recovery between those fights.
  • Do not expect a menu, PC, item shop, or party change before Ghetsis.
  • Keep suitable answers ready for Hydreigon and the rest of Ghetsis’s varied team.

If Ghetsis defeats your team

A loss to Ghetsis returns you to the Pokémon League Pokémon Center. The normal League entrance is blocked because the castle sequence has already taken place, so the apparent dead end is not a soft-lock.

Enter the Pokémon League Pokémon Center and speak with the Team Plasma grunt inside. He transports you back to N’s Castle, where you can heal with Anthea, use the PC, and prepare another attempt. You do not have to defeat the Elite Four again. Rebuild around Ghetsis’s coverage, especially Hydreigon, and ensure that your intended counters can survive more than one attack.

  • Go to the Pokémon League Pokémon Center after losing to Ghetsis.
  • Speak with the Team Plasma grunt inside rather than trying the blocked League entrance.
  • Heal and reorganize at N’s Castle before retrying the final sequence.
  • Restore PP and carry enough Full Restores for the final battles.

Preserve rare items and retry safely

Keep the save made immediately before Zekrom until the legendary is safely captured and the final sequence is complete. If you want to preserve the Master Ball, rare healing items, or limited specialty Balls, reset to that save rather than spending them during repeated attempts.

After changing your party at the castle PC or returning from a failed final battle, save once your preparation is satisfactory. If possible, keep the pre-Zekrom save untouched until both N and Ghetsis are defeated. A normal defeat does not erase story progress, and there is no need to restart the cartridge.

  • Maintain a pre-Zekrom save until the capture is secure.
  • Reset instead of consuming rare items when repeating the encounter.
  • Save after successful party changes and before retrying the final battles.
  • Use the League-to-castle warp rather than repeating the Elite Four after a final-battle loss.

Before you move on

  • All eight Unova Gym Badges have been earned.
  • The Elite Four has been cleared and N’s Castle has been reached.
  • Zekrom has been captured in N’s Castle, or the full-storage exception has been used and the later Dragonspiral Tower encounter has been resolved.
  • N has been defeated.
  • Ghetsis has been defeated.
  • The ending and credits have played, returning the game to its normal postgame state.
  • You know that the Pokémon League Pokémon Center Team Plasma grunt is the route back to N’s Castle after a failed N or Ghetsis attempt.
References for this chapter

Concrete Completion Checklist and Next Steps (Competitive / Completionist)

Use three separate completion scopes for the original Nintendo DS release of Pokémon White Version. Main-story completion ends after all eight badges, the first Elite Four sequence, the forced Zekrom encounter, N, and Ghetsis. White postgame access is complete after Looker gives the Super Rod, Cedric Juniper upgrades the Pokédex to National Mode, and White Forest has been entered. Stronger Elite Four rematches, Alder, the 152-Pokémon Unova completion mark, version-exclusive trades, transfers, event species, side quests, and Battle Subway progress are optional goals.

1. Main story complete: badges, League, Zekrom, N, and Ghetsis

Mark the main story complete when the Trainer Card shows all eight Unova Gym Badges: Trio, Basic, Insect, Bolt, Quake, Jet, Freeze, and Legend. The badge requirement is not complete until both the Bolt Badge from Nimbasa City and the Legend Badge from Opelucid City are recorded.

Travel to the Pokémon League and defeat Shauntal, Grimsley, Caitlin, and Marshal. Their rooms can be entered in any order. After all four victories, enter the Champion’s room. In the first Black and White League sequence, N has already defeated Alder, so there is no normal Champion battle before the story climax.

Follow the invasion of the Pokémon League into N’s Castle. Before the battle with N, the Dark Stone reacts and awakens Zekrom in Pokémon White. Zekrom appears at level 50 and must normally be caught to continue. Save before entering the final sequence, carry suitable Poké Balls, and weaken or inflict status on Zekrom without knocking it out. If the party and every PC Box are completely full, the encounter can be deferred until after the final battles, but ordinary players should catch it when it appears.

After Zekrom joins the party or is sent to the PC, battle N and then Ghetsis. Defeating the first Elite Four sequence alone is not enough, and defeating N without defeating Ghetsis is also incomplete. Allow the ending sequence to finish until control returns to the player’s home in Nuvema Town.

  • All eight Gym Badges are shown on the Trainer Card.
  • Shauntal, Grimsley, Caitlin, and Marshal have been defeated in the first League sequence.
  • Zekrom has been caught during the N’s Castle climax, or the exceptional full-party/full-Box condition has been used.
  • N has been defeated.
  • Ghetsis has been defeated.
  • The ending sequence has finished and normal control has returned in Nuvema Town.

2. White postgame access complete: Looker, National Pokédex, and White Forest

After returning to Nuvema Town, go downstairs in the player’s house. Looker appears disguised as the player’s mother, asks for help locating the six remaining Team Plasma sages, and gives the Super Rod. Accepting this encounter and receiving the Super Rod is the first required postgame checkpoint.

Leave the house and speak through the scene with Cheren and Bianca. Cedric Juniper then upgrades the Pokédex to National Mode. Confirm that the Pokédex has changed before treating the postgame-access scope as complete. The National Pokédex is not required for the original story ending, but it is part of this broader postgame verification.

Use the eastern postgame routes to reach Route 15 through Marvelous Bridge, then enter White Forest. Walk into the forest far enough for the location to register and inspect its accessible grass and resident areas. In Pokémon White, White Forest contains wild Pokémon rather than Black City’s trainer-focused content.

Do not assume every White Forest species is present. The forest’s available encounters depend on its residents, and only a limited number can be active at once. Entralink interaction with a compatible Pokémon Black game can invite residents from Black City. Without that connection, record the species available in the current forest and treat missing encounters as a separate collection task.

This scope is complete only after all three checkpoints have occurred: Looker has given the Super Rod, Cedric has granted the National Pokédex, and White Forest has been entered.

  • Looker has been met at the player’s house in Nuvema Town.
  • The Super Rod has been received from Looker.
  • Cedric Juniper has upgraded the Pokédex to National Mode.
  • Route 15 has been reached through the postgame route network.
  • White Forest has been entered and inspected.
  • White Forest entry is recorded as complete even if its full encounter list has not been collected.

3. Optional completionist goals: Unova Pokédex, trades, transfers, events, and side quests

The original Black and White Unova Pokédex contains 156 listed entries, numbered from Victini at 000 through Genesect at 155. The standard regional completion requirement is to have owned 152 Pokémon; Victini, Keldeo, Meloetta, and Genesect are exempt from the in-game completion mark. Track “152-entry Unova completion” separately from the broader goal of obtaining all 156 listed species.

Work through White-accessible Pokémon first. Use the Pokédex habitat function to revisit routes, then evolve Pokémon requiring levels, friendship, stones, held items, or special trade conditions. Keep the two unchosen starter lines, version exclusives, trade evolutions, and event-related Pokémon on separate lists so optional gaps are not mistaken for story requirements.

A second compatible Generation V game and another Nintendo DS-family system can provide local trades for version exclusives, starter lines, and trade evolutions. The original Nintendo Wi-Fi Connection service ended on May 20, 2014, so the former Global Trade Station, online matchmaking, and old official Wi-Fi distributions should not be treated as dependable completion methods.

After the National Pokédex is obtained, use Poké Transfer at the Route 15 laboratory to move compatible Pokémon one way from Diamond, Pearl, Platinum, HeartGold, or SoulSilver. This requires a compatible Generation IV source game and two systems. It transfers Pokémon you already possess; it does not replace the need to obtain missing version-exclusive or event species.

Optional side quests include finding the six remaining Team Plasma sages, exploring the postgame routes, checking daily swarms, investigating rare encounters, and expanding White Forest. Victini, Keldeo, Meloetta, Genesect, and other event-linked targets should remain labeled optional unless a currently verified legitimate acquisition route is available.

  • The 152-Pokémon Unova completion requirement is tracked separately from the story.
  • Victini, Keldeo, Meloetta, and Genesect are marked exempt from the standard regional completion mark.
  • Version exclusives, unchosen starters, and trade evolutions have a local-trade plan or an unresolved label.
  • Any Poké Transfer plan includes a compatible Generation IV source game and two systems.
  • The discontinued Nintendo Wi-Fi Connection is not treated as required.
  • The six-sage investigation and other route-based side quests are labeled optional.

4. Optional League rematches, Alder, Battle Subway, and competitive preparation

After the National Pokédex has been obtained, return to the Pokémon League for the stronger Elite Four rematches. These teams are separate from the first four battles that trigger N’s Castle. They are not required for the main ending, National Pokédex access, or White Forest entry.

Alder cannot be challenged during the first League sequence because N defeats him before the player reaches the Champion’s room. After the postgame conditions are met, defeat the stronger Elite Four teams to unlock the optional battle with Champion Alder. Alder’s battle is a postgame achievement, not part of the original story-completion state.

The Battle Subway in Nimbasa City is available in the original Black and White and can be used for repeatable battles, streak goals, and practice. It is not the sequel-only White Treehollow or Black Tower, and no Battle Subway streak is required for any completion scope in this chapter.

For competitive preparation, choose a role, nature, ability, effort-value spread, and legal moveset before breeding or training. Check breeding, hidden-ability, move, and training details against original Black and White mechanics rather than assuming later-generation rules are identical. Treat serious EV/IV projects as a separate technical undertaking after the story and postgame-access checkpoints are finished.

  • The stronger Elite Four rematches are marked optional.
  • Alder is challenged only after the postgame League requirements are met.
  • Battle Subway streaks and prizes are tracked as optional goals.
  • Competitive builds are checked against original Generation V mechanics.
  • No sequel-only facility is being used as a requirement for Pokémon White completion.

Before you move on

  • Main story scope complete: all eight badges are recorded; the first Elite Four sequence is cleared; Zekrom has been caught during the story climax or deferred only under the exceptional full-party/full-Box condition; N and Ghetsis are defeated; and normal post-ending control has returned.
  • White postgame access scope complete: Looker has given the Super Rod in Nuvema Town; Cedric Juniper has granted the National Pokédex; Route 15 has been reached; and White Forest has been entered.
  • Optional completionist scope tracked: the 152-Pokémon regional completion mark, stronger Elite Four rematches, Alder, version-exclusive trades, trade evolutions, Poké Transfer targets, event species, Team Plasma sage arrests, White Forest expansion, daily swarms, and Battle Subway progress are separately labeled completed, planned, or unresolved.
  • A next project has been selected: complete the 152-entry Unova requirement, expand White Forest, arrange local trades, transfer compatible Generation IV Pokémon, finish the sage investigation, challenge the stronger League and Alder, pursue Battle Subway streaks, or build an original Generation V competitive team.
References for this chapter
THE NEXT SAVE POINT

Finishing up

Required main-story completion: all eight Gym Badges, the first Elite Four sequence, the forced White-version Zekrom encounter, N, and Ghetsis, followed by the ending and return to normal control.

Required White postgame access: receive the Super Rod from Looker, receive the National Pokédex from Cedric Juniper, reach the eastern postgame routes, and enter White Forest. White Forest population, resident recruitment, and catching every possible forest species are optional collection goals.

Optional completionist goals: defeat the stronger Elite Four rematches and Alder, complete the 152-entry Unova Pokédex requirement, obtain version-exclusive and trade-evolution Pokémon, pursue event species, complete legendary side quests, and develop Battle Subway or competitive teams.

Choose your next game
A CLOSER LOOK

Screenshots & video

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

CHECK THE DETAILS

Sources & references

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

About the game & collecting notes
Platform
Nintendo DS

Step-by-step walkthrough for Pokémon White Version on the original Nintendo DS hardware (North America / Europe release). This guide covers the main story from Nuvema Town through the Unova League, the climactic N / Ghetsis sequence, and the key postgame destinations unique to White, with practical routing, team-building checkpoints, and clear completion checks.

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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