Summary
Pokémon Mystery Dungeon: Blue Rescue Team and Pokémon Mystery Dungeon: Red Rescue Team are two supposedly-Pokémon games that play considerably more like a cross between Final Fantasy Tactics Advance, Nethack, and a generic Pokémon game. Basically, they aren't worth the money as they play like an easy mode of various freeware.
Plot Overview
The basic plot is exceedingly similar to FFTA's. Actually, the plot is simply 'Guy goes into world, guy makes friends, guy tries to leave world, guy's friends are sad, guy leaves world, guy comes back to world to be with friends.' No one has ever seen that before! Yeah. Right.
The idea is that you play a Pokémon who was originally a human who is currently trying to discover why and how they became a Pokémon. The game begins with a ‘What Pokémon Are You?’ quiz, which has the purpose of determining what Pokémon you will be starting as. You then pick your partner Pokémon from the list of Bulbasaur, Charmander, Squirtle, Pikachu, Chikorita, Cyndaquil, Totodile, Treecko, Torchic, or Mudkip, with the only restriction being that your partner cannot have the same type as you.
The game begins in Tiny Woods, with the Pokémon you got as the result from the WPAY awakening next to the chosen partner Pokémon. Apparently, Caterpie has fallen into the Tiny Woods and Butterfree is not strong enough to go rescue it, so she? requests for you and your partner to do so.
After that business is over with, your partner asks if you would like to start a Rescue Team with it, as apparently various natural disasters have been occurring in recent times.
Suggested Starter/Partner Combinations
The first rule of selecting your Pokémon is to always be careful of type weaknesses and resistances.
As such, it's a good idea to try to have your group cover as many bases as possible. Because of this, Cubone + Pikachu is probably the best starting group: Cubone is only weak to Ice, Water, and Grass, while Pikachu is only weak to Ground. Most Ground-type Pokémon are part Rock, which is weak to Ground, and most Ice-types are also part Water, which Pikachu can defeat without any difficulty. Grass types are also quite rare throughout the game, both during the main game and after defeating Rayquaza, so the only area Cubone really has to worry about is Tiny Woods, and even then, if you can kill a Sunkern before it can use Absorb, you're home free.
Tips To Avoid Dying
ALWAYS carry an Escape Orb and as many Warp Orbs, Max Elixirs, and Oran Berries as you think may be necessary. (Cleanse Orbs are often useful in the endgame, too.) If you think you might possibly be in danger, use the Warp Orb: you can heal up enough by walking around and you won't be double-teamed. Oran Berries are good if you're fighting a tough single enemy or you're pretty sure you'll be fine against this group. Just be careful and feel free to use your items.
Escape only when you're out of one of the three magic items (Warp Orb, Max Elixir, or Oran Berry) and you're going to need one, or there's a chance that you'll be killed in one hit. It's annoying to go through avoidable rescues; don't let them happen. It may also be a good idea to bring either a second Escape Orb or a Cleanse Orb, in case it gets gummed up.
If you happen to have a Revival Seed in storage, ffs CARRY IT WITH YOU. I'm sure they're invaluable in escort missions (they are, by the way), but if you're going to die, a second chance is GREAT. Or third. Or fifth. Keep enough Revival Seeds, Oran Berries, Warp Orbs, Max Elixirs, food, and the single Escape Orb to fill the first page of items if possible, although I typically leave one space on the first page open for my projectiles.
Projectiles are awesome. Gravelerocks are fairly good as they have a set damage of 25, although they do less damage than the others excluding Geo Pebbles at high levels. I've seen no difference between the Iron whatevers and the Silver Spikes except than the Iron ones are more common. Gravelerocks have their uses, too, so try to keep both the more damaging projectiles and gravelerocks in stock. Typically 50-75 is a good amount to carry: you don't want to use them for everything and you want to have space to pick up more.
Do not bring Geo Pebbles instead of Gravelerocks. Gravelerocks do ten damage more per rock and are more common. Feel free to use Geo Pebbles if you just picked them up, but they're a waste of space otherwise.
Used TMs are good for a last-minute projectile: they do about as much damage as a Silver Spike. It's better to keep + Recycle them, but if it's between a Used TM and dying....
My typical food-formula is carry at least one Big Apple, Apple, or Gummi for every 10 floors of dungeon. If it's a quicky dungeon, where there's nothing to worry about, do 1 per 10 floors; dungeons where you expect to keep running around could use one for every 5-7 floors. You're probably going to be carrying more than you need, which is fine. I usually eat whenever my Belly gets down to 2: going with the minimum is a good way to save items.
Carry as many Max Elixirs as you think you'll need: if you use your moves a lot, then bring a lot; if you keep using the same move, consider getting a TM to give you alternatives if there are any and bring a lot; if you just need a bunch of Inflict Damage moves, typically projectiles work better and bring a few. I typically bring 2-4 Max Elixirs with me. Remember, if you don't use them, then you'll still be carrying them for next time.
Stat boosting moves are a waste of time, three times out of four. However, anything to lower Accuracy or the Defenses is quite useful, as are Swords Dance, Calm Mind, and Bulk Up. Still, don't bring Tail Whip and so on unless you're early in the game and it's linked to something.
Don't be afraid to flee: it's better to go back through a stupid dungeon than die and get someone to rescue you unless you're above floor 50 or something of a massive dungeon. Even so, running screaming can get you enough HP back that it's okay to fight some more....
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