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Pokémon Super Mystery DungeonPokémon Super Mystery Dungeon - [3DS] - Kostenloser Versand ab 29€. Jetzt bei joanporredon.com bestellen! Finden Sie Top-Angebote für Pokémon Super Mystery Dungeon (Nintendo 3DS, ) bei eBay. Kostenlose Lieferung für viele Artikel! In Pokémon Super Mystery Dungeon haben die Spieler Gelegenheit, selbst in die Rolle eines Pokémon zu schlüpfen: Aus 20 spielbaren Pokémon können sie.
Pokémon Super Mystery Dungeon You are here VideoPokémon Super Mystery Dungeon - Video Review Nein, danke Yes, please. Ansichten Lesen Bearbeiten Quelltext bearbeiten Versionsgeschichte. Februar Sie wurde bereits in der Vergangenheit zum Stillstand gebracht, doch dieser Louis Und Seine Verrückten Politessen währte nicht ewig. Pokémon Super Mystery Dungeon ist der fünfte Ableger der von Spike Chunsoft entwickelten Pokémon-Rollenspielserie Pokémon Mystery Dungeon. Es wurde für die Nintendo-3DS-Konsole veröffentlicht. Pokémon Super Mystery Dungeon - [3DS] - Kostenloser Versand ab 29€. Jetzt bei joanporredon.com bestellen! Es stellt den fünften Teil der Pokémon-Mystery Dungeon-Reihe dar und vereint Orte, Charaktere und Anspielungen von vergangen Spielen in sich wieder. Pokémon Super Mystery Dungeon jetzt online bestellen. ✓ Versandkostenfrei ab 50€ ✓ Kostenlos abholen im Store. Now, Pokémon Super Mystery Dungeon is releasing, two years after Gates, and it plans to live up to the name of "Super". More Pokémon than any other Mystery Dungeon title thus far. A brand-new. 11 rows · Pokémon Super Mystery Dungeon is playable in Citra, albeit with a few problems. Music Shared Font Required?: No. To obtain the decrypted ROM, use the Batch CIA 3DS Decryptor program. Learn how here. To open magnet links and download, use on Windows: joanporredon.com Android: Flud. To extract the files, use on Windows: joanporredon.com Android: ZArchiver.
Developer: Spike Chunsoft Co. Play Sound. Please enter your birth date to watch this video:. January February March April May June July August September October November December 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 Enter.
Critic Reviews. Score distribution:. Positive: 18 out of Mixed: 24 out of Negative: 2 out of All this publication's reviews Read full review.
Pokemon Super Mystery Dungeon is a lot more fun than Gates to Infinity. There is not much change, so the randomly generated dungeons are still unimpressive, but the story is nice, the soundtrack is good and those Pokemon to collect are excellent.
Metro GameCentral. The best entry in the series, but very far from being super — as the excitement of discovery is replaced with the drudgery of repetition.
User Reviews. Write a Review. Positive: 57 out of Mixed: 11 out of Negative: 6 out of I had to make an account just to rate this game. While Gates to Infinity was playable - and I did play it all the way through - it was I had to make an account just to rate this game.
While Gates to Infinity was playable - and I did play it all the way through - it was disappointing. Gates was far too easy, far too simplified, and generally all around boring.
I was worried that PMD was done for after Gates was released. Thankfully, Super Mystery Dungeon totally voids this concern!
Pokemon Super Mystery Dungeon PSMD is a true Pokemon Mystery Dungeon PMD sequel - a far cry from what Gates to Infinity tried to be.
We get to keep the wonderfully beautiful graphics and natural control scheme that Gates To Infinity GTI introduced but we get back the expansiveness that previous PMD games boasted.
I am currently five hours into my game and absolutely loving it! This is one pre-order game that I am absolutely not disappointed in purchasing.
The NPCs have such wonderful personality too! I have enjoyed roguelikes all my life at that time, I was also loving Dark Cloud 2 , but this game was on a completely different level.
Mainly, the story. The gameplay could be terrible and, indeed, fell short with Gates to Infinity , but I would still play it, just because the amazing story.
It was the first game that made me legitimately cry in sadness at the end of it. Even when I replay it now, I still do. The impact of the story is so heavy, because there is much to relate to, to connect to.
In a mere 40 hours, I knew that I would be playing this game for a long time. And so I did. Then Gates to Infinity, after a long wait, in A chain of three great games I've played discounting the alternate versions and the Adventure Squad games.
A brand-new story, hopefully living up to the emotional swells of the previous titles. More dungeons than any other PMD entry over ! Epic soundtracks!
Needless to say, I have been hyped for this game's release since it was announced some months ago. I honestly don't think I've ever been so wanting for the days to fly by that I could play this game.
Well, it's here. What I cover throughout this basics section is mostly some important stuff. There is some strategy in this section, and some stuff that is simply very important to know.
I didn't cover everything because some more of the honestly more intuitive stuff such as controls is in the game's e-manual.
Be sure to view it When you're in a dungeon, you will be walking alongside your allies in most circumstances. Types are like elements; Grass is weak to Fire, and Fire is weak to Water, for example.
When attacking with a move, your move's own type is factored in the damage calculation: thus, Water Pulse Water-type works well on a Charmander Fire-type , but not another Water-type like Piplup.
It is usually best to keep two "STAB" moves on-hand. Sometimes, even status moves have their own benefits worth using, so be sure to check them out.
Note that, during battles, you can get damaged yourself. While your goal is to attack your opponent and lower their HP, it is also theirs to lower your HP.
Always be sure to know when to stay out of or away from combat, and be ready to heal. Also be sure to balance how often you use moves; you have a standard no-type attack controlled by the A Button.
It's relatively weak, but consumes no PP, so it's nice to chip away at foes' HP when you think they're nearly KO'ed. Some dungeons can be long, after all, so wasting PP is a bad idea.
Partway through the game, you'll earn the ability to execute a Alliance. Damage is somewhat boosted, but most importantly ignores type resistances.
I'll give a quicker overview of this in a moment. During a dungeon, you may also run into various items strewn about on the floor. By walking onto them, you can collect them.
These items can be useful and have a wide variety of effects, so they're, too, worth examination. It always helps to keep some Oran Berries healing HP , Max Elixers healing PP, which allows the use of moves , and Reviver Seeds which auto-revive upon KO when possible.
Sometimes, these will be found at a shop, in which case you'll have to pay money for the items. Trust me, stealing is never a good idea In a Mystery Dungeon, you will be tasked with somehow moving to the next floor.
On each floor in a dungeon, there lies a staircase. You are to go to it to reach the next floor, ad infinitum, until the end.
Dungeons can have anywhere from 5 floors to over 90, so be sure to prepare ahead of time. You are not tasked with making a beeline to the staircase, however; in fact, that can be a bit of a disadvantage to you since you'll possibly end up underleveled.
Particularly in the early portions of the game, it's better to explore floors in their entirety, grabbing all the treasure and the like.
As time goes on, you will notice two primary things happening to you. First, your HP will heal over time. Hunger will decrease with every set amount of steps taken, and decreases slightly faster when you use PP for a move.
When it hits zero, you begin to lose 3 HP with every step and cannot recover HP automatically. Thus, it's always a good idea to bring several Apples or the like items with you on your journey.
Throughout the course of your PSMD experience, you'll be able to find Emeras. These are items able to be attached to your Looplets.
Its type and ability may also change. In previous Mystery Dungeon titles, you'd just knock the living crap out of the foe and hope that it suddenly respects you enough to want to join the party.
Some moves have the special characteristic of inhibiting the target somehow. These moves might make the user take periodic damage, worsen their damage output It all depends, really.
Below is a list of the main ailments you'll see in the game. There are a number of different weather types, each with varying effects.
Keep in mind that certain abilities play along with weather effects; for example, you get a power boost when its Sunny and you have Solar Power.
Starting in Chapter 6, you will become a member of the Expedition Society, similar to the Rescue Team organizations governing previous games.
Once in Lively Town, you will become a full member of the Society and can go on missions by means of the Connection Orb. As you continue to do more and harder missions, you will gain points.
More points and you Rank Up. You Rank Up, you get stuff. You get stuff, you get happy. Thus, you do missions, you get happy.
Whenever you get enough points to get a Rank Up, you can examine the orb on the second floor of the Expedition Society headquarters in Lively Town -- it's not automatic anymore, so be sure to upgrade when offered!
A typical instinctive action with Alliances is to simply spam attacks at the foe; in some cases, that'll work, namely when you are hitting their weaknesses.
But there are other ways to make the attacks even more efficient. Here are some effective combos worth consideration; if you have any worth consideration, feel free to let me know!
If you've ever played a rogue-like game before Dark Cloud, any "Mystery Dungeon", etc. For the most part in this game, the floors are randomized.
In other words, I cannot offer a step-by-step walkthrough for the dungeons, because the floors are randomized and there's literally no way for me to walk you through them.
That's something you'll have to do on your own. That's the extent of the dungeon walkthroughs. Blazing Adventure Squad. Stormy Adventure Squad. Light Adventure Squad.
Nearly direct, but features a very different ending from the games. Appeared in the Explorer's Guide book which was included with pre-ordered copies of the games.
Novice Investigation Team! Language Title French. Nuzleaf reveals that Beheeyem was responsible for the player's memory loss before using the room's energy to attempt to send the player back to the Voidlands.
Ampharos, Jirachi, Espurr, and Celebi intervene and transport them to the Tree of Life. Celebi explains that the player might have been summoned once before by Mew and the Harmony Scarves protect its wearers from turning to stone when near the Tree of Life.
Upon reaching the end of the forest, they find the Tree of Life near dead and guarded by Yveltal, Nuzleaf, and the remaining Beheeyem, whom Dark Matter has corrupted.
The group manage to defeat them and free them from their brainwashed state, but the battle allowed Dark Matter, who was inside the Tree of Life, to get the energy needed to pull the Tree out of the ground and send the planet toward the sun.
After saving Yveltal and the others, the two battle and destroy Dark Matter. When expressing their concerns to the partner, the partner informs them that, upon talking with Xerneas, they are the reincarnation of Mew and have to leave the world.
The partner tells the player to not be upset before departing in a ball of light. Some time later, the player has returned to working at the Expedition Society, but has lost motivation since their partner left.
Upon reaching him, Xatu tells the player that Mew is living in a dungeon called Mystery Forest. However, the Mew the player finds is nothing like their partner.
Initially returning home alone, the player discovers Mew following them and Ampharos brings him on to help the player with work. After several days of work, the player and Mew bond, allowing the player to get over the pain of their partner's departure.
However, the player wakes up one day on the Serene Village hill with Mew gone and no memory of how they wound up there. After returning to the headquarters and not finding Mew there either, their memories come flooding back: Mew had gotten sick at some point and Xatu feared Dark Matter might be involved.
Thinking the hill might help, the player took Mew there but was attacked by an unknown party upon arrival.
Immediately, Ampharos and Mawile come forward with a letter saying the individuals that took Mew were at Purifying Cave. At the depths of the cave, the player discovers the kidnappers were Nuzleaf and the Beheeyem, having learned of Dark Matter's presence in Mew and intending to destroy Mew before Dark Matter could revive.
The player demands that Mew stays, as they can't bear losing another friend. The player's Harmony Scarf begins to glow and revives the partner.
Ampharos, Mawile and Xatu then show up and explain that the partner was inside Mew and his kidnapping was a ruse to bring him back.
Mew then returns home, and the player and partner resume their work. However, the editor ultimately felt that it would be a game for players who don't mind "grinding" recurrent scenarios and battles, stating "if you have the perseverance to stick with it long enough, you'll find that it pays off in the long run.
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