Pokémon Mystery Dungeon: Explorers of Time and Explorers of Darkness/Chapter 13: Dusknoir's Secret

After doing some optional missions, head to town.

When you go to town, the citizens will gather around a portal that Dusknoir had opened. Then you'll notice Grovyle tied up next to it. Dusknoir will say a few words, then throw Grovyle in the portal. Then after a little praise given by everybody, Dusknoir will turn on you, grab you and your partner, and head into the portal.

After you come to, you'll notice that you and your partner are tied to poles. Then another light will shine to the left of the screen, and you'll notice Grovyle is tied up, too. You'll find out from him that he was really on your side (Technically), and you messed up his plans to save the world. You'll notice that nothing around you is either in color or moving, and Grovyle will tell you that this is the future, and if you don't do something, the world will be doomed to a timeless world. Dusknoir and his Sableye buddies will come into the room, and Dusknoir will give the Sableye the order to slash at you. After sharpening their claws, they'll do so. Unfortunately for them, they don't realize that they're dually cutting at the ropes, so Grovyle, your partner, and you will break free and run off.

After a bit of running, you'll get into the first of the dungeons that you can't return to, Spatial Cave.


 * Spatial Cave
 * Difficulty: 5
 * Boss: None
 * Floors: 8
 * Notes: Cannot recruit Pokémon; cannot return since located in future.

This dungeon isn't too hard, the only possible threat can be either Onix or Skarmory. Just keep going until you get to the end. Should you fail, you can always use the Kangaskhan Statue outside to save or stock up. Just keep going and reach the end.

After that, you'll head into Grovyle again, you'll talk, and he'll head off in front of you. After walking a bit more, you'll head into the next dungeon, Darkness Hill.


 * Dark Hill
 * Difficulty: 6.5
 * Boss: None
 * Floors: 15
 * Notes: Cannot recruit Pokémon; cannot return since located in future.

This dungeon is filled with Ghost Types and Gliscors, but other than that there should be no problem. Just reach the end.

After that dungeon, you'll hit the next one, Imprison Rockground.


 * Imprison Rockground
 * Difficulty: 7
 * Boss: Spiritomb
 * Floors: 16 + 8 + Interior

This dungeon has a boss, but it shouldn't prove too much a problem. Just go through it, remembering to use the Save Point in the middle.

A scene will occur involving Grovyle. Grovyle will be looking around an empty room, and somebody will start talking to him. Next thing he knows, he is captured by an unknown force.

There is a wide assortment of Pokémon here, but it shouldn't be a problem. After an accumulated 14 floors, you'll hit the boss.

You'll see Grovyle on the floor, being held down by energy waves, and then you'll find that a Spiritomb is the one to blame.


 * Spiritomb
 * HP: 600+
 * Dark/ Ghost
 * Average Damage: 20+

This boss has no weaknesses due to its two types, but it also is immune to three types: Normal, Fighting, and Psychic. Also, it has Pressure, meaning for every PP you would have wasted on a move, it'll waste two PP when used on it, even if it misses. But putting that aside, this boss is a piece of cake. Just keep attacking it with your best attacks.

Spiritomb will go away, and Grovyle will be freed. After you leave, Grovyle will seemed to have learned its lesson and now wants to travel with your team. Unlike Bidoof, Grovyle will actually prove useful (It's Lv. 46 and has Leaf Blade), so if you want to, use him for protection. Onward to Chapter 14!