Destiny Tower (Explorers of Sky): Difference between revisions

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Destiny Tower is similar to [[Zero Isle South]] in many of its aspects, such as floors having similar enemies, using the same tilesets until last floors, or the average amount of items and enemies that spawn on each floor being nearly the same. As such, the rules that apply in Zero Isle South apply here as well: the player has to enter with only one Pokémon temporarily reduced to Lv. 1 with appropiate stats, IQ and moveset, they cannot bring any items or money at the beginning of the dungeon and have to store them or they will be lost forever, and no Pokémon inside can be recruited.  
Destiny Tower is similar to [[Zero Isle South]] in many of its aspects, such as floors having similar enemies, using the same tilesets until last floors, or the average amount of items and enemies that spawn on each floor being nearly the same. As such, the rules that apply in Zero Isle South apply here as well: the player has to enter with only one Pokémon temporarily reduced to Lv. 1 with appropiate stats, IQ and moveset, they cannot bring any items or money at the beginning of the dungeon and have to store them or they will be lost forever, and no Pokémon inside can be recruited.  


However, there are extra challenges applied on top of these that make Destiny Tower even more unforgiving: the player cannot be rescued if knocked out, the traps stay invisible until stepped on by the player (on top of the additions of Random and Grudge Traps), TMs can be found only in Kecleon Shops, and perhaps most importantly - IQ skills are disabled, preventing usage of [[Reviver Seed]]s.
However, there are extra challenges applied on top of these that make Destiny Tower even more unforgiving: the player cannot be rescued if knocked out the traps stay invisible until stepped on by the player (on top of the additions of Random and Grudge Traps), TMs can be found only in Kecleon Shops, IQ skills are disabled, and perhaps most importantly - there are no [[Reviver Seed]]s in the dungeon.


As in Zero Isle South, the enemies will gradually grow in levels, and be Lv. 30 by the end of the dungeon. They will have the same IQ points: 26 on floors 1 through 39, 150 on floors 40 through 69, 330 on floors 70 through 79 and 331 on floors 80 through 98. Monster Houses also won't spawn until floor 6. The amount of starting enemies is similar, but not quite the same as in Zero Isle South:
As in Zero Isle South, the enemies will gradually grow in levels, and be Lv. 30 by the end of the dungeon. They will have the same IQ points: 26 on floors 1 through 39, 150 on floors 40 through 69, 330 on floors 70 through 79 and 331 on floors 80 through 98. Monster Houses also won't spawn until floor 6. The amount of starting enemies is similar, but not quite the same as in Zero Isle South: