On your way, you'll be facing Tentacools and Tentacruels, whose moves are likely to poison your Pokémon, requiring lots of antidotes and/or potions to be manageable. Most likely, it's the first time you'll be sailing/surfing on your Pokémon, as Cianwood City Gym would be your next gym after Ecruteak. In fact, the game doesn't even tell you that you'll get a rare Pokémon by entering the mountain. But the game doesn't tell you that until you actually get to the character who gives it to you. Mortar is to get a rare Pokémon, but if you have all six party spots full by the time you reach the end, you have to leave, ditch the extra Pokémon, then go through it again. What's especially annoying is the whole point of going into Mt. It's basically an enormous maze, it's pitch-black inside, it has countless Strength puzzles, and, to top it all off, it has the highest possible Pokémon encounter rate, so when you inevitably get lost you'll spend five times as long getting out as you would otherwise. Mortar is the largest cave in the entire series. But it's a required dungeon, as the key to enter the Cinnabar Gym is hidden inside. Even worse, the level is a FREAKIN' MAZE. And Muk.good luck killing it if you don't have a high-leveled Psychic-type that knows Psybeam and/or Psychic. Raticate's high speed will deny your escape and, despite their low defenses, they WILL Zerg Rush you, whereas Weezing will constantly Selfdestruct, likely taking away a large chunk of your party's health. A huge jump in wild Pokémon levels, a storm of Goddamned Bats, and Raticate and Weezing or Muk await to make your life hell. However, Articuno is located in a part of the caves only accessible by Surfing on water where the current is extremely fast, so you can't Surf normally until you use Strength to drop boulders through holes into the water, which will change its flow and slow the current. If you want to catch the legendary Articuno, you have to travel through the underground caves. It's made worse by how, out of all the teleporters in the entire area, there's only a single one that is actually necessary as every single other one takes you to an area that's either already reachable or behind a keycard door and said keycard can be found without ever using a teleporter - they're basically there to ensure a first-time player spends about three hours miserably groping around this pointless labyrinthine nightmare rather than going straight for the keycard and then trial-and-erroring every teleporter behind a locked door until they find the one that takes them to a new area. Silph Co., an enormous, 11-floor skyscraper with a maze-like layout, confusing teleporters, half the dungeon hidden behind locked doors, and no hint as to the location of the Card Key and the teleporter leading to Giovanni.It's just a minor thing, but it's a maelstrom of Goddamned Bats. You need Flash to get through it, and it's full of Com Mons like Geodude and Zubat.
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