How To Get To Isle Of Armor
The Armor Pass is your ticket to new areas. Make sure not to lose it!
After buying the Expansion Pass, you should receive a pop up window when you load into the game world. It'll tell you that the Isle of Armor is now accessible via the Wedgehurst train station, near the beginning of the game. You'll also magically receive the Armor Pass. Now you can travel to the Isle of Armor whenever you want.
Once you're ready to set off, make a beeline for Wedgehurst train station–it's near the southern entrance, if you use the flying taxi (or you're still at the start of the game). Otherwise, if you've gone past Wedgehurst and don't have the taxi yet, you should head to any other train station and choose "Wedgehurst Station" as your stop.
Upon arrival, speak to the male station staff to the right of the ticket gates. He'll spot your Armor Pass and allow you to board a super-special train to Armor Station. By the way, if you haven't returned to this train station for a while, you may need to deal with a wandering Slowpoke first (refer to Prelude to the Isle of Armor).
Armor Station
Before you can go anywhere, you'll be stopped by a female researcher. She's the helpful sort, offering to upgrade your Pokédex to add the Isle of Armor Pokédex. This lets you keep track of the native Pokémon here, which includes around 100 Pokémon from previous games that weren't available in Sword and Shield.
Next, start to head for the exit of the train station, just over in the opposite corner. There will be a bloke standing in the way, pondering his life decisions. He'll run off at the first sign of trouble, causing you to be mistaken by Klara or Avery, depending on your game version, for a new member of their training dojo.
Fields of Honor
The Fields of Honor is divided into two halves, separated by a river. The Master Dojo awaits on the other side.
Upon stepping outside the train station, you'll witness the new landscape that is the Isle of Armor. Bet you can't wait to go exploring! But first, Klara or Avery will challenge you to a battle, as promised.
Pokémon Trainer Klara
This should be an easy fight no matter where you are in the game. Both of her Pokémon are unevolved and only know weak moves. For Venipede, Fire, Flying, Rock or Psychic-types are recommended. Otherwise, hit it with your best moves, so long as they're not Grass or something.
Pokémon Trainer Avery
Pokémon | Level | Type |
---|---|---|
Abra | 10~58 | Psychic |
Slowpoke (Galarian) | 12~60 | Psychic |
Like Klara, this should be an easy peasy fight. Avery is clearly a Psychic-type fan. Therefore, you'll have an easier time with super-effective Bug, Ghost or Dark-types. Or you can simply rely on your favourite heavy-lifters.
After defeating Klara/Avery, they'll foist a Style Card on you before leaving. Now you're free to roam the Isle of Armor! Although you can go anywhere, it's probably a smart idea to go visit the Master Dojo first. As your new acquaintance helpfully(?) pointed out, the dojo is just around the corner.
From the train station, if you turn right a bit, you should see a stretch of land in front of you. Along the left, there's a large tree and a bunch of tall grass next to the cliffs; along the right, there's a sandy shoreline. As you've probably figured out, you'll reach the Master Dojo if you head in this direction.
After you've gone past the first bunch of tall grass, there will be a visible path between the rest of the tall grass and the shoreline. By this point, you should be able to see the Master Dojo in the distance as well. Following this path is the quickest way forward. But feel free to explore the side paths, to catch new Pokémon etc.
Sadly, choosing "No" isn't an option.
Halfway along, you'll go past two rocky hills; the land will start to elevate, leading towards a bridge spanning a small river. In front of the bridge is a dubious little thing–an Alolan Diglett. Approach it and pick the first option. Its owner will arrive and share his predicament with you: the fool has somehow lost 150 of his Alolan Diglett. How…?
Once you've reluctantly agreed to help the Diglett trainer, head across the bridge, then go left towards the entrance of the Master Dojo. As you reach the door, you should spot Klara/Avery chatting to a new person. You'll learn that she's Honey, the matron of the Master Dojo, and you'll be invited inside.
Head into the dojo if you're in a hurry. Otherwise, go left from the dojo entrance, following the dojo's wall. At the corner of the dojo, below a box, there's an Expert Belt for the taking. Next, travel in the opposite direction. Keep going until you reach the other side of the dojo. If you focus on this corner, you can obtain TR64 Focus Blast.
Finally, continue to the end of this small plateau. You'll go past some tall grass on your left. At the far end, there's a tree and a Pokémon den. Next to the tree is a bottle of HP Up that nobody wants. Now return to the dojo entrance and step inside, before the others think you're keeping them waiting!
Master Dojo
You'll be formally introduced to the dojo family, which includes Mustard, Honey's husband and owner of the dojo, as well as Hyde, their son. Hyde will also gift you an Exp. Charm, which boosts the experience points you earn. Once the introductions are out of the way, Mustard will request a battle of you.
Dojo Master Mustard
Pokémon | Level | Type |
---|---|---|
Mienfoo | 13~61 | Fighting |
Shinx | 13~61 | Electric |
A pretty simple fight, to get your warmed up. Mienfoo can surprise you with Fake Out, which causes a flinch on the first turn only. This can be avoided with a Ghost-type etc., but chances are, it'll barely phase you. If Mienfoo somehow survives the next turn, it may use U-Turn to pivot out.
To congratulate your victory, Mustard will hand you a Dojo Uniform. You'll put this on straightaway. But don't worry if you're not a fan of it, because it's not compulsory uniform–and you'll soon be given the option to change out of it. Next, you'll be directed to the rest room on the right, where you can heal your party or change your outfit.
Now that you've joined the dojo, Mustard announces that there will be three trials for all of his students. The first trial is to chase after a trio of absurdly fast Slowpoke. Are we dreaming? Before leaving the dojo, go right, past the rest room. You'll find Hyde tinkering with a machine. Inspect the machine and give Hyde 500 Watts to boot it up.
Exit the dojo once you've finished all your business there. Outside, the Slowpoke trio will dash off towards the north, to an area called the Soothing Wetlands. Without further ado, take a right from the Master Dojo, to chase after those speedy buggers.
Along the way, you'll bump into a lady who offers to customise your bike if you have one (and it can travel across water). You can choose from two new designs: "Sparkling White" and "Glistening Black". As an added bonus, she'll also upgrade your charge speed to max, if it wasn't already. So sorry if you paid Watts to do it earlier…
How To Get To Isle Of Armor
Source: https://www.gamerguides.com/pokemon-sword-and-shield/guide/the-isle-of-armor-dlc/walkthrough/visiting-the-isle-of-armor
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