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                POKEMON DIAMOND AND PEARL - LEGENDARY GUIDE
           

Writer :: Andrew "Drayano" Brooks
Version :: 1.41
Contact :: draymie@hotmail.co.uk (E-mail & MSN), Drayano60 (AIM)
Last Update :: 18/4/07

Please note that any form of date in this guide will be done as day/month/year,
as that is the way the United Kingdom does that (as that is where I live. :D) 

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
:: TABLE OF CONTENTS
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
I. Version Updates
II. Introduction
III. Things To Consider
IV. Base Stat Totals

V. Legends
i. Before National Dex
[1] Dialga
[2] Palkia
[3] Uxie
[4] Mesprit
[5] Azelf

ii. After National Dex
[6] Cresselia
[7] Giratina
[8] Heatran
[9] Regigigas

iii. Miscellaneous
[10] Darkrai
[11] Shaymin
[12] Arceus
[13] Manaphy

VI. Movesets *UPDATED*
VII. Credits
IX. Copyright etc.

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
I. Version Updates
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
VERSION 1.41 - 18/4/07
:: Fixed two things on 1.40 that I forgot to actually fix. Thanks L255J.

VERSION 1.40 - 18/4/07
:: Finished off the moveset section.
:: Added a bit on Palkia about Net Balls.
:: Actually corrected the Bad Dreams error. 
:: Corrected a part on Giratina about the doors in Wayward Cave.
:: Fixed the Roman Numerals for the Credits & Copyright sections.
:: Fixed an error on Heatran's section to do with getting to the Resort Area.
:: Added what you must do on the touchscreen to get Shaymin.
:: Gave credit to those who helped me with some information.
:: Added a small bit under where I mentioned item duplication.
:: Added a tip sent in about Giratina's Shadow Force attack.
:: Added a HM you need for Regigigas. 

VERSION 1.15 - 7/4/07
:: Edited a few typos, including L255J's name (sorry D:). 
:: Corrected Darkrai's ability; it reduces 1/8 HP a turn, not 1/16 HP.
:: Added & started a moveset section.
:: Changed the layout of the version updates, as you can see.
:: Added my MSN and AIM contact at the top of the FAQ.

VERSION 1.01 - 5/4/07
:: Just adding two more sites that are now allowed to use this guide.

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
II. Introduction
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

The fourth generation of Pokemon has now come into existence, and the games
are still offering plenty of legendaries to catch. These legendaries are 
Pokemon that are a lot 'rarer' than usual, as in that you can generally
only find one of its kind in Sinnoh. 

Legendaries are also fairly high in Pokedex number, and will always be near the
end of the Pokedex of their region. Each game also brings 'secret' legendaries,
which are much harder to get than their in-game counterparts. The majority
of these legendaries require assistance from outside the game, though two of
these secret Pokemon can be caught with a glitch ON THE JAPANESE VERSION ONLY.

Otherwise, they're usually easy to obtain. But the majority of legendaries 
are a lot harder to catch than your usual Wild Pokemon. Not to mention, since
the second generation there have always been Pokemon that do not stay in one
place. DP makes the 'runner' Pokemon much easier to catch this generation
though, with a certain Poketch feature.

This is also my first FAQ. Just felt like adding that.

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
III. Things To Consider
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

As I've stated already, the majority of legendaries are hard to catch,
sporting a catch rate ranging from about 30 to the lowest, 3. Unfortunately,
the majority of legendaries have a 3 catch rate, meaning they will break
out of your numerous Pokeballs. A lot.

Many legendaries is found within a cave structure, meaning Dusk Balls
are particularly effective, as it is a dark area. In dark areas, Dusk
Balls have a catch rate that is 4x that of a Pokeball, making them
EXTREMELY effective, for legendaries and others. Unfortunately, outside
they only get this effect at night (8.00pm to 6.00am?).

The Master Ball still has the 100% catch rate of their previous 
generations, so you could use it on one legend, or with the aid of the
item duplication glitch (Ditto + Thieving Partner), every legendary.
This is recommended for catching the runners, and also if you are
set on getting good natures.

(Okay, as less people knew about the item cloning glitch than I thought, I do
not plan on including it in this FAQ BUT search on YouTube for 'DP Item Glitch'
and you might find a video of it.)

You will also generally need Hidden Machines to get to legendaries. The HMs
needed will be listed in their respective sections. Fly is also recommended
to get to certain towns easily.

I believe that's all. Happy legend hunting!

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
IV. Base Stat Totals
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
All legendaries have at least a 580 stat total. I'll just run through
what has what total, including Kanto/Johto/Hoenn Pokemon.

720 BST
--------
Arceus

680 BST
--------
Dialga
Palkia
Mewtwo
Ho-oh
Lugia
Rayquaza
Giratina

670 BST*
--------
Groudon
Kyogre
Regigigas

600 BST**
--------
Mew
Celebi
Jirachi
Deoxys
Latias
Latios
Darkrai
Shaymin
Manaphy
Heatran
Cresselia

580 BST
---------
Articuno
Zapdos
Moltres
Raikou
Entei
Suicune
Regirock
Regice
Registeel
Uxie
Mesprit
Azelf

*Slaking also has a BST of 670, but is not classed as a legend.
*Dragonite, Tyranitar, Metagross, Salamence and Garchomp all have a BST of 600,
but are not classed as legendaries.

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
V. Legendaries
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

                          BEFORE NATIONAL DEX
               = Dialga, Palkia, Uxie, Mesprit, Azelf =

===================
[1] Dialga
===================
DIAMOND ONLY
Number: #149 / #483
Location: Spear Pillar
Level: 47
Type: Steel/Dragon
HMs Needed: Surf, Rock Climb
Signature Move: Roar of Time
Ability: Pressure
Catch Rate: 30
Base Stats: 100 HP / 120 Atk / 120 Def / 150 SAtk / 100 SDef / 90 Spd

Moveset
--------
Metal Claw - A steel-type move that has a 10% chance of raising attack.
Ancientpower - A rock-type move that has a 10% chance of raising all stats.
Dragon Claw - A dragon-type move with no added effects.
Roar of Time - A dragon-type move that requires the user to rest afterwards.

Dialga (or Palkia, depending on your version) is the first legndary that you
will encounter, and as part of the storyline you must either catch or defeat it.
Personally, I'd attempt to catch it because unless you use GTS, this is the only
one of its kind in the game. Like every other legendary.

However, save BEFORE you move forward to the legendary. You get pulled forward
once you take a certain amount of steps, which can stop you getting a good
nature or even catching it should you defeat it.

Sporting an odd level of 47, Dialga may prove to be higher levelled than your 
team at this point, meaning its attacks can actually cause quite a bit of
damage if you factor in its 150 SAtk. Roar of Time is Dialga's exclusive move, 
and at 150 power (225 thanks to STAB) it is deadly. Make sure you use the turn
Dialga uses to rest to your advantage. Dragon Claw may hurt a bit, and
Ancientpower has that 10% chance of raising stats, so be careful.

Dusk Balls seem to be particulary effective against Dialga, as I caught
it with one Dusk Ball at night. This is probably due to its catch rate being
30, though.

Note that after the battle, don't exit Spear Pillar, and instead go back to 
where Dialga was then further north. The Adamant Orb waits there, an item 
that can be attached to Dialga to give a 25% boost to its Steel and 
Dragon-type attacks.

If you are playing Pearl version, you can see Dialga by talking to an old
lady in the north-western house in Celestic City. She will show you a picture
of Dialga, adding it to your Pokedex.

Note that Dialga is an Uber, and is frowned upon in normal Overused play.

===================
[2] Palkia
===================
PEARL ONLY
Number: #150 / #484
Location: Spear Pillar
Level: 47
Type: Water/Dragon
HMs Needed: Surf, Rock Climb
Signature Move: Spacial Rend
Ability: Pressure
Catch Rate: 30
Base Stats: 90 HP / 120 Atk / 100 Def / 150 SAtk / 120 SDef / 100 Spd

Moveset
--------
Water Pulse - A water-type move capable of causing confusion.
Ancientpower - A rock-type move that has a 10% chance of raising all stats.
Dragon Claw - A dragon-type move with no added effects.
Spacial Rend - A Dragon-type move with a higher critical hit rate than normal.

Palkia (or Dialga, depending on your version) is the first legndary that you
will encounter, and as part of the storyline you must either catch or defeat it.
Personally, I'd attempt to catch it because unless you use GTS, this is the only
one of its kind in the game. Like every other legendary.

However, save BEFORE you move forward to the legendary. You get pulled forward
once you take a certain amount of steps, which can stop you getting a good
nature or even catching it should you defeat it.

Sporting an odd level of 47, Palkia may prove to be higher levelled than your 
team at this point, meaning its attacks can actually cause quite a bit of
damage if you factor in its 150 SAtk. Spacial Rend is Palkia's exclusive move, 
and at 100 power (150 thanks to STAB) it can be deadly, especially if that
critical hit ratio comes into place. Dragon Claw may hurt a bit, and
Ancientpower has that 10% chance of raising stats, so be careful. Water Pulse
may also prove a lot more annoying than Dialga's Metal Claw would ever be.

Judging by how easily I caught Dialga, Dusk Balls are probably effective 
against Palkia as well, but as I only own Diamond as of now I can't check.
Have a go anyway. Remember it needs to be night for the bonus. Also, because
of its dual Water-type, Net Balls have a 4x catch rate on Palkia, which can
help when you try to get it at day.

Note that after the battle, don't exit Spear Pillar, and instead go back to 
where Palkia was then further north. The Lustrous Orb waits there, an item 
that can be attached to Palkia to give a 25% boost to its Water and 
Dragon-type attacks.

If you are playing Diamond version, you can see Palkia by talking to an old
lady in the north-western house in Celestic City. She will show you a picture
of Palkia, adding it to your Pokedex.

Note that Palkia is an Uber, and is frowned upon in normal Overused play.

And please, pardon the copy paste.

===================
[3] Uxie
===================
Number: #146 / #480
Location: Lake Acuity
Level: 50
Type: Psychic
HMs Needed: Surf
Signature Move: None
Ability: Levitate
Catch Rate: 3
Base Stats: 75 HP / 75 Atk / 130 Def / 75 SAtk / 130 SDef / 95 Spd

Moveset
--------
Confusion - A fairly weak Psychic-type move. Can cause Confusion.
Yawn - Uxie yawns, causing the opponent to sleep the next turn.
Future Sight - An 80 power move that strikes two turns AFTER use.
Amnesia - A Psychic-type move that raises SDef by 2 stages.

Uxie is one of the three of the Psychic-trio of Diamond & Pearl. Uxie
is the defensive one, sporting Defensive stats that are the same as 
Dusclops'. However, Uxie has fairly low HP, meaning it may not be that
good as a tank.

But beside that, Uxie is a Pokemon that must be at least defeated to get
the National Dex, so you must do it before the Elite Four. You may as well
catch it, as like always, only one exists.

Uxie is at Level 50, probably the most common level for legendaries in this
game, and knows pretty... weak moves. Yawn may cause some problems, but it's
unlikely Uxie will kill you unless you let it. Just chip off at its HP, and
start throwing Dusk Balls, as it is inside a cave. Eventually, you should 
catch it. 

Note that the water level of the lake rises to a sufficent level only after
Team Galactic have been defeated for good.

===================
[4] Mesprit
===================
Number: #147 / #481
Location: Lake Verity, then around Sinnoh
Level: 50
Type: Psychic
HMs Needed: Surf
Signature Move: None
Ability: Levitate
Catch Rate: 3
Base Stats: 80 HP / 105 Atk / 105 Def / 105 SAtk / 105 SDef / 80 Spd

Moveset
--------
Confusion - A fairly weak Psychic-type move. Can cause Confusion.
Lucky Chant - Critical hits become impossible to happen for five turns.
Future Sight - An 80 power move that strikes two turns AFTER use.
Charm - Mesprit charms the opponent to reduce Attack by two stages.

Mesprit is the balanced one, and easily the hardest to catch out of 
the three. Why? It's a runner! When you first enter the cave in Lake Verity 
and talk to Mesprit, a picture will be shown to you, adding it to your 
Pokedex. It will then vanish, leaving you to chase it until you finally 
catch it. The Master Ball is an option here, but if you're going to use it 
on a runner I'd save it for the second one, or clone it.

Unlike Uxie and Azelf, you do not have to see Mesprit at least once to
get the National Dex because of the picture. However, it is fairly easy
to get. Why? Because the Poketech map displays them! You can get this
map from someone in the building with the flags in Jubilife City, after
a certain amount of badges.

Once you get this map and set off Mesprit, simply walk back and forth 
between a route until Mesprit appears on the route you're on. Then simply
walk in the grass until it appears. The music for Uxie and Azelf will play,
so as long as you have your sound on you shouldn't miss it.

Mesprit is also at Level 50, and it'll run as soon as it gets the chance.
Either use Mean Look to disable it, hit it and let it run away for an 
easier catch next time, or use the Master Ball. I'd go with the former
two options though, unless you can get a cloned Master Ball.

Note that the water level of the lake rises to a sufficent level only after
Team Galactic have been defeated for good.

===================
[5] Azelf
===================
Number: #148 / #482
Location: Lake Valour
Level: 50
Type: Psychic
HMs Needed: Surf
Signature Move: None
Ability: Levitate
Catch Rate: 3
Base Stats: 75 HP / 125 Atk / 70 Def / 125 SAtk / 70 SDef / 115 Spd

Moveset
--------
Confusion - A fairly weak Psychic-type move. Can cause Confusion.
Uproar - A sound attack that carries on for 2-5 turns. Prevents sleep.
Future Sight - An 80 power move that strikes two turns AFTER use.
Nasty Plot - A dark-type move that raises Special Attack by 2 stages.

Azelf is the last of the Psychic-trio in Diamond and Pearl, and specializes
in attacking. However, it is vastly superior to the other two, because of 
its large Special Attack, good Speed, a nice movepool and the ability to
learn Nasty Plot really help this Pokemon to sweep like hell. It can also
be a mixed sweeper with its good attack/special attack. Someone tells me
that U-turn Azelf can come in useful, as well.

You must battle this to get the National Dex, so you might as well catch it. 
Maybe if you're lucky, you'll get a good Azelf like me. ;P However, because
of this (unless you get ahold of a Ditto) it can be a pain to get a good
nature for Azelf, especially since it also has a catch rate of 3. If you
do get a good one, USE IT. 

It is also Level 50, but this Pokemon may be able to do quite a bit of damage
after a few Nasty Plots. Be careful when catching it.

Note that the water level of the lake rises to a sufficent level only after
Team Galactic have been defeated for good.


XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

                        AFTER NATIONAL DEX
          = Cresselia, Giratina, Heatran and Regigigas =

===================
[6] Cresselia
===================
Number: #488
Location: Fullmoon Island, then around Sinnoh
Level: 50
Type: Psychic
HMs Needed: None, unless you count Surf to get to Canalave City.
Signature Move: Lunar Dance
Ability: Levitate
Catch Rate: 3
Base Stats: 120 HP / 70 HP / 120 Def / 75 SAtk / 130 SDef / 85 Spd

Moveset
--------
Mist - A move that prevents any negative stat changes on the user.
Aurora Beam - An average Ice-type attack that can decrease Attack.
Future Sight - An 80 power move that strikes two turns AFTER use.
Slash - A normal-type move that has a higher critical hit ratio than normal.

Cresselia is one of many legendaries that can only be found after the Elite
Four, and like Mesprit, it is also a runner. The same technique I've listed
in Mesprit's section can work here, so you might as well use it.

As for getting Cresselia to run, after getting the National Dex you must go
to Canalave City. You must then go into the house just above the sailor who 
takes you to Iron Island, and talk to the woman and boy inside. The boy should 
be in the bed; if he isn't, you haven't got the National Dex.

After you have, talk to the sailor and he'll offer to take you to Full Moon
Island. Go there, and explore the island until you enter a grotto. Cresselia
waits in here. Talk to it to get a picture and put it into your Pokedex, and
it'll fly away, leaving a Lunar Wing. This item can heal the boy back in 
Canalave City, but I don't think you get any rewards for it. You might as 
well do it anyway.

Then trap Cresselia through the Poketch and catch it. Simple enough.

===================
[7] Giratina
===================
Number: #487
Location: Turnback Cave
Level: 70
Type: Ghost / Dragon
HMs Needed: Rock Climb, Defog (Optional), Rock Smash
Signature Move: Shadow Force
Ability: Pressure
Catch Rate: 3
Base Stats: 150 HP / 100 Atk / 120 Def / 100 SAtk / 120 SDef / 90 Spd

Moveset
--------
Shadow Force - A two turn move of Ghost-type. Prevents Protect/Detect use.
Restore Imprision - A move that stops any recovery. Lasts for 5 turns.
Land Power - A special Ground-move of 90 power. May lower Special Defense.
Slash - A normal-type move that has a higher critical hit ratio than normal.

Giratina is the most defensive legendary introduced in Sinnoh, but unlike
Cresselia it does not learn Recover, so you're stuck with Rest. However, 
this does not stop Giratina being a defensive force, as its typing causes it 
to resist a lot of things, including Fire, Water, Fighting and Electric.
If you're looking for a defensive Pokemon to use in Uber play, you have
a choice between Giratina or Lugia.

However, getting to Giratina can be a problem. After the National Dex is
obtained, a path opens on the right "wall" of Route 214. Follow this path
through to enter the Spring Path. You need to use Rock Climb to navigate 
your way through here. Be warned; the grass holds Pokemon about Level 54. 
After you reach a cave entrance, go inside.

This is Turnback Cave, and it's a maze. After you enter a room from the 
beginning room, you will end up in fog. Use Fog Clear if you have it, 
then look around. Usually, the puzzles will be on symmetry; the room
will be symmetric except your one side, which is the door you must go
through. However, you will NEVER have to go back the door you just came through
UNLESS you want to go back to the beginning of the dungeon.

Sometimes you'll get different rooms which don't appear to have any 
pattern. I don't have a clue how to navigate from here, so just take a
guess. You may need Rock Smash to break a group of rocks around a door.
You'll know you're getting closer to Giratina when the Pokemon levels start
rising from 50s to 60s. Just in case you're wondering, you can catch Golduck,
Chimecho, Bronzong and Haunter in here. You can also catch Solrock or Lunatone,
depending on what GBA cartridge you put in, or if you even have any at all.

Eventually, you'll reach a chamber with a large creature inside. This is 
Giratina; talk to it and engage battle. 

It is Level 70, and it knows Shadow Force, which can be really annoying. 
At 180 power (with STAB) it can hurt a lot, and you cannot Protect. You 
cannot throw Pokeballs at it when it uses Shadow Force, either. Cloning 
a Master Ball is recommended. If not, use Dusk Balls, as the cave 
structure ensures that it is dark. 

If you go back to Return Cave after catching it, you can attempt to navigate 
your way back to Giratina's room. An item will be waiting for you there. You 
will get a Reaper Cloth if you get to the room by passing through 3 or 
under other rooms, and another item will be waiting if you take longer than
3 rooms. You can do this as many times as you like.

Note that Giratina is an Uber, and is frowned upon in normal Overused play.

Comments from Other People
----------------------------
Catherine Cooper - If you switch to a Normal-type whilst the opponent is using
"Shadow Force", no damage will be dealt.

===================
[8] Heatran
===================
Number: #485
Location: Stark Mountain
Level: 70
Type: Fire / Steel
HMs Needed: Strength, Rock Climb (Optional), Rock Smash
Signature Move: Magma Storm
Ability: Flash Fire
Catch Rate: 3
Base Stats: 91 HP / 90 Atk / 106 Def / 130 SAtk / 106 SDef / 77 Spd

Moveset
--------
Scary Face - Decreases the opponent's speed by two stages.
Lava Plume - A Fire-type move that has a 30% chance of causing burn.
Fire Spin - A move that prevents the opponent switching for 2 to 5 turns.
Iron Head - A Steel-type move that has a 30% chance of flinching.

Heatran is the first Fire legendary to appear in a while, and comes with
a bonus type, Steel. Unfortunately, this dual type hurts it more than
helps, because of the quadruple Ground weakness. Nonetheless, it can
work as a Special attacker, sporting the ability to learn moves such as
Flash Cannon and Flamethrower which benefit from its STAB.

However, getting to Heatran requires you to complete a sidequest. You
must go to Hard Mountain at least once and partner up with Buck, a red
haired boy with a Level 57 Claydol. This is one of the five times where
you must fight alongside someone to get to the end of the area. You'll
meet Buck in the main room; the first room is just an obstacle room which
you need the three HMs for. In the main room, you'll meet him.

You simply must navigate around this HUGE room (the screen being zoomed out
should give you an idea of the size) and find the small room on the other 
side, which contains an item that Buck takes when you reach it. This is 
the room where Heatran appears; remember it.

After Buck exits, you must go to the Resort Area, which is on the other side
of the island; you can either go north from the Fight Area or surf from the
water on Route 226. Once you reach it (you can Fly there if you've been there 
before) talk to Buck who is in one of the houses, then return to Stark Mountain 
and go to the room where the item was. You can use Rock Climb to navigate 
easier through the large room, this time.

Once you reach it, Heatran will be standing in there. Talk to it and engage
battle. It is at Level 70; Dusk Balls are particually effective due to the
darkness.

===================
[9] Regigigas
===================
Number: #486
Location: Snowpoint Temple
Level: 70
Type: Normal
HMs Needed: Rock Smash
Signature Move: Crush Grip
Ability: Slow Start
Catch Rate: 3
Base Stats: 110 HP / 160 Atk / 110 Def / 80 SAtk / 110 SDef / 100 Spd

Moveset
--------
Confuse Ray - Confuses the opponent.
Stomp - A move that can cause flinching. Increases in power if the opponent
has used Minimize.
Superpower - A powerful Fighting-move, but reduces Atk & Def after use.
Zen Headbutt - A physical Psychic-move. 20% chance of flinching.

Regigigas is said to be the King of the Regi, but it is worse than all three
of them. Why? Slow Start. This ability cuts Attack & Speed in half for the
first five turns EVERY TIME IT IS SWITCHED IN, reducing its useful movepool
to very little. It doesn't learn Rest, it doesn't learn Protect - Nintendo
really screwed this Pokemon over. Many even call this thing 'Regifail'.
It does have its uses in Double Battle, however.

Anyway, onto the catching. Getting to Regigigas is easy; actually catching
it is hard, as you need Regirock, Regice & Registeel in your party to get
it to awaken. Regigigas is always in the basement; but without these three,
you cannot press A to engage battle with it.

So yeah, get the three Regi by GTS or Pal Park. After you have them IN YOUR
PARTY, go to Regigigas (you may need to solve a couple ice puzzles) and attempt
to talk to him. He should awaken, and fight you.

I've never actually caught this thing, so thanks to Serebii and the odd Youtube
Video on info of how to catch this. 

And no, it isn't Uber.

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

                           MISCELLANEOUS
           = Darkrai, Shaymin, Arceus, Phione/Manaphy =

===================
[10] Darkrai
===================
Number: #491
Location: Newmoon Island
Level: 40
Type: Dark
HMs Needed: None
Signature Move: Dark Void
Ability: Bad Dreams
Catch Rate: 3
Base Stats: 70 HP / 90 Atk / 90 Def / 135 SAtk / 90 SDef / 125 Spd

Moveset
--------
Quick Attack - A move that always strikes first. Normal-typed.
Hypnosis - A move with 70% accuarcy that puts a Pokemon to sleep.
Pursuit - A move that can double in power and strike a Pokemon before 
it switches.
Nightmare - When used on a sleeping Pokemon, 25% of its HP is lost
every turn.

Now this is what I call a good Pokemon. Excellent stats, a good ability,
an awesome movepool that benefits the stats. Darkrai is the first Dark
type legendary, and it specializes in sleep. It's siganture move, Dark 
Void, can put both opponents in a Double Battle to sleep AT THE SAME
TIME. And with 80% accuarcy, it's sure as hell useful. Coupled with
Darkrai's ability that allows it to take off 1/8 of sleeping Pokemon's
HP a turn, it's quite deadly.

However, getting Darkrai is hard; or actually, quite easy if you have the
Japanese version of Diamond/Pearl that has the Elite Four Door glitch. You
can see how to do it in L255J's FAQ for that.

If you attempt to get Darkrai normally, you must attend a Nintendo Event to
get the Membership Card, which you can pick up at a PokeMart after using
a machine at the event. Once you have this, you can unlock the building in
Canalave City, which is just above the Pokemon Center. Someone inside will 
offer you a rest; sleep in the bed, and you'll awake on Newmoon Island. If 
you use the glitch, you will end up on Newmoon Island once the steps have
been completed.

Simply follow the island around to the gap in the trees, and enter into
a very small lake of sorts. Darkrai waits there; engage in battle. It
is Level 40, and I believe it has to be night for Dusk Balls to have their
effect. I EXTREMELY recommend you use a Master Ball to catch this, and get 
a good nature like Modest or Timid while you're at it, too. It is not easy
to get this thing twice unless you're lucky enough to have the glitch.

After catching it, go to the sailor who is waiting on the island to go back
to Canalave City.

===================
[11] Shaymin
===================
Number: #492
Location: Route 224/Flower Elysium
Level: 30
Type: Grass
HMs Needed: Strength, Rock Climb, Defog
Signature Move: Seed Flare
Ability: Natural Cure
Catch Rate: 45
Base Stats: 100 HP / 100 Atk / 100 Def / 100 SAtk / 100 SDef / 100 Spd

Moveset
--------
Defense Curl - Increases the user's defense by one stage.
Magical Leaf - A Grass-move that will never miss.
Leech Seed - A move that steals HP from the target every turn.
Synthesis - A move that recovers an amount of HP depending on the weather.

Shaymin is damn cute. >;

If the guide is seen elsewhere, I'd appreciate it if you could tell me
via e-mail.

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