Badge #15, Pt 1: Birmingham

I hate this desert. I HATE this part of the game. This is where the game really starts to fall apart and it doesn't pick itself back up until around Victory Road. It's so fucking big, and for what?

Before we actually go to the desert, let's check in with our compatriots in Calcenon. The town seems to be a bit emptier now; Hardy and Saphira are both gone, as are the magical twins inside the building.

Have you lost your marbles?!

If you traded anything -- and I mean, literally anything -- to this guy before, he'll let you into his Mega Stone shop. He sells a truly impressive range of Mega Stones, a mixture of custom All-Gen megas and Legends ZA megas. You can Ctrl+F "Calcenon" in the mega listing linked in the navbar to see just what he sells. It's a good idea to pick up some Mega stones here if you haven't gotten any you like in the overworld yet.


Sigh. When you're ready, make your way to Grandview Station in the Peridot Ward. The left computer can be activated to get your ticket to the desert; then walk through the turnstile at the top to get to the desert. The game will probably lag a little bit as you walk in because of how unreasonably big the map is.

I was kinda hoping you died, too.

If you did not fight Taka at the Water Treatment Plant, then he will appear here and force you into a battle.

Meteor Admin Taka
Sprite Name Level Ability Held Item Moves EVs
Klefki Klefki 83 Prankster Leftovers
  • Substitute
  • Thunder Wave
  • Swagger
  • Foul Play
252/252/0/0/0/4
Gliscor Gliscor 84 Poison Heal Toxic Orb
  • Stealth Rock
  • Earthquake
  • U-turn
  • Roost
0/252/0/0/0/4
Tangrowth Tangrowth 84 Leaf Guard Telluric Seed
  • Return
  • Wood Hammer
  • Earthquake
  • Poison Powder
0/252/0/0/4/252
Meowscarada Meowscarada 85 Overgrow Leftovers
  • Flower Trick
  • Knock Off
  • U-turn
  • Triple Axel
8/248/0/0/0/252
Chimecho Chimecho 81 Levitate Chimechite X
  • Boomburst
  • Bug Buzz
  • Dazzling Gleam
  • Psyshock
4/0/0/252/0/252
Chatot Chatot 79 Soundproof Normalium-Z
  • Heat Wave
  • Nasty Plot
  • Boomburst
  • Encore
0/4/0/252/252/0

From here, a very important choice opens up, which will determine your final game route.

# Let him follow you Don't let him follow you
Fought in Water Treatment Plant Zekrom Route
Didn't Fight in Water Treatment Plant Reshiram Route "Zero" Route

Let him follow you to complete the second to last task for the good route (if you're intending to get it). In exchange for lugging around Hitler's repentant son, he'll heal you after every battle out here... and given that this area is fucking massive, that's a pretty nice bonus.

Mirage Tower

There's three major areas out here in the desert: the Scrapyard, the handful of caves, and the Mirage Tower. The tower is the most annoying one of the three, so let's get it out of the way now. It's a mandatory post-game area (for one of the worse quests...) too.

Finding the Mirage Tower

By default, you can't actually get to the Mirage Tower as you're on the wrong map. The path to it doesn't spawn until you get teleported over to the right map. In order to get to the right map you need to activate four oasises, which are found in various corners of the map.

You don't have to actually interact with four unique oasises, just four in total. The next one to spawn is entirely random, so you'll need to search for the next one after activating an oasis shard.

Very fun and interesting game design.

By this set of train tracks (to the right and upwards from your starting station) there is an indicator tower. If this exists, then the Mirage Tower has spawned; do not activate any other oasises after it as it'll despawn and you'll have to go to all of them again.


This oasis is found on Map 694.

The easiest way to find each of these is to start from the train station you spawned at. Hug the left cliff wall of the desert and keep going upwards until you find this oasis; activate the Light Shard to change map.

This oasis is found on Map 705.

Go to the right cliff wall and go down until you find the second oasis.

This oasis is found on Map 703.

This one can be found by hugging the right cliff wall and going upwards instead. There's an Ace Trainer here too who gets vaporised when you switch map.

This oasis is found on Map 704.

This oasis is found literally one screen to the left of the train station you spawn at.

Why didn't you solve the puzzle for me, then !?

If you've done four of these and the indicator tower exists, hug the right cliff wall of the desert and keep going up until you find an area with normal sand; if you go through and into the subarea you'll find the Mirage Tower.

After all of that work, you can enter the Mirage Tower. Ignore the puzzle and start smashing the back walls of the tower instead; the very last tile that you break will open up a hole to a secret area underneath. There's no puzzle here; walk around to find an Dreepy and an Mimikyu.

Solving the Mirage Tower

In this puzzle, both of the blocks are linked together; but you can only move one. Your goal is to get both blocks into the lighter square to unlock the path to the next room. The first room is obviously trivial; once you solve it, it'll open the stairs to the next room. (Also, it exposes the map trickery by deleting all your broken glass.)


The shenanigans begin in the second floor with the goal square being on different tiles. Luckily, this one is relatively simple; move the block along the path of the red arrow then activate the block downwards until the other block moves to the bottom The block on the left side is stuck, but the block on the right side will still move (and vice-versa). From there you can push both blocks left into the right position.


(These are hard to draw arrows for.)

This one is deceptively simple; the mirror images means that the left block can be manuevered into its spot whilst getting the right block stuck. Move the block along the arrow so it gets stuck; the right block will be stuck in front of a pillar. You can still interact with the left block when it's in the spot to move the right block along, so "push" it left, down, and left to get the right block into position.


First, maneuver the block along the red arrow. Once it's stuck behind the block, you can repeatedly activate it to move the right block into position, which will get it stuck on the bottom row. You can manuever the left block down and right into position, then move the right block right again to put that in the right position too.


There's no good way to represent this with arrows, so here's the steps for the fifth puzzle.

  1. Move the block down one tile, right one tile, up one tile, and then all the way to the right to align it with the hole. (This one does have an arrow.)
  2. Move the block down two spaces. The right-hand block should be two tiles from the left, and three tiles from the top.
  3. Move the block one tile to the right, and activate it again to move the right-hand block one tile to the right of the opening on the right side.
  4. Move the block one tile to the left to align it with the upper hole again. Both blocks should be aligned to the hole now; push the block down three times to align the right block with its spot.
  5. Move the block left one tile, and up one tile to align the left block with its spot. Both spots are the same distance away from the left edge with nothing blocking them; move the block all the way to the left edge, then push it into the spot.

Solving that one will open a hole in the glass at the back of the room.


I don't want to do this one. It's actually made way harder by virtue of not being able to see the other side. I'll just steal what the Wiki says. (This is the only time I've stolen from the wiki! All the other puzzles in this walkthrough were done by me!)

  1. Push right 5 times. Push left once.
  2. Push down 6 times. Push left 5 times.
  3. Push up 4 times. Push right once.
  4. Push up 4 times. Push down twice.

Thanks, Wiki editor, for that one.


I've been replaced!

When you go through the door, it'll spit you out at a fake exit. Go straight south to find the terrain corrupting a bit; if you keep going, you'll find a door that leads to the top floor of the Mirage Tower. Here you can find the Normalium-Z, the TM for Calm Mind, and a Honedge. Once you exit, it'll take you all the way outside.

The real advantage of this is that you don't have to worry about solving this puzzle when you come back here in the post-game again.

Teknite Cave

Stalker not included.

You'll need some Pokémon that know Power Gem and Earthquake to get through here (you obviously don't need them on the same Pokémon). You'll also need something with Tailwind for one of the exits. You can find Teknite Cave in the very top-left of the desert.

Teknite Cave (first part) Walkthrough
You said it better than I could!

Only half of this cave is accessible to you right now; you'll come back here when you have Rock Climb. The first room has nothing in it; just pass through to the second room.

This mechanic could've been introduced earlier.

In the second room, you'll get a message about... the stones glimmering with light. This is something that Reborn introduces late into the game, where if you use certain moves in wild battles it changes the field permanently and changes the overworld map too. In this case, you need to use Power Gem to create a Crystal Cavern field, which will create a red crystal rock at the top of the room. You can run away after transforming the field if you wish.

No, I mostly deal drugs and beat up old women for their Pokémon.

Break through this door and into the next room, where you need to use Power Gem in a wild battle again to make a green crystal rock. Activate it, and then break the green rock blocking your path; but, you'll be blocked again slightly further up.

Hey, can you give me a boost up?

This time you need to use Earthquake to remove the crystal blocking you. Once you're past it... use Power Gem in a wild battle again to make another red crystal rock, then use it and break the door.

In the next room, you need to do the same dance with Power Gem, break the rock, et cetera. You get the idea. If you break the field you can go to the lower left to find a room that eventually leads you to the Bugnium-Z.

From there, you can do two possible things:

The only other major attraction here is Sugiline Cave, where you can get a Garchomp. See the pseudo appendices for more information on how to get it and where.

1R253 Scrapyard

Come on, it's not even above ten intensity.

After that diversion, let's set our eyes on actually making some progress. At the north of the desert is the 1R253 Scrapyard (what does that number mean? I don't know!) which is a collection of broken down trains. The puzzle here mostly revolves around crashing trains into other trains to make your way to the scrapyard village. (How did they get in there?)

1R253 Scrapyard Walkthrough, Part 1

All the puzzle on the first map.

There's a few entrances to the Scrapyard, but this is the one we want to take for now; it's the middle right entrance, just above a 90 degree turn in the track -- and not the left entrance, which is directly above a long section of track.

This junction is a central point; make a note of its location.

Walk straight upwards and enter this train sitting on the junction to get it off of the train tracks. It'll lead you to an area with a ledge; jump off and walk straight down.

Walk to the left slightly and break this rock in front of the locomotive. Walk back up and to the left again and break the rock in front of that locomotive too. You can walk further left, down, and right again to enter the left locomotive and move it away; this will put you on a small cliff. Jump down and walk the same way to enter the right-side locomotive and do the same.

Walk right from the junction, then take the left-most path upwards to find a rock in front of a locomotive; break it, then walk all the way back around to enter the locomotive, which will punt one of the dead carriages off of the track.

Once you're out of that locomotive, walk upwards and to the right to find several ledges; walk along the path until you reach this locomotive. Break the rock in front of it, then return to the main junction and exit through the south. If you walk to the most rightwards entrance to the scrapyard, you can then enter the locomotive you just unblocked to punt another dead carriage out of the way.

There's nothing more to do in this part anymore, so you need to find the side entrance to the Scrapyard. Go outside and follow the railway up on the west until you find this side entrance in a bit of a cove in the cliff wall.

Directly to the south is this locomotive; enter it to push another working locomotive onto the track.

Walk directly north from where you just got dropped to find a carriage you can enter. Proceed along it all the way to find a breakable rock. Break it, then walk all the way back to the entrance to this part of the scrapyard, then walk north to actually enter the locomotive. This will clear the track for final approach. This, thankfully, puts you back in the correct area for the next part.

Jump across all the ledges, walk directly to the left, then enter this final locomotive to fly across all the paths you just unblocked.

Oh, but there's more. The scrapyard is divided into two maps; luckily, the second one is a lot shorter.

1R253 Scrapyard Walkthrough, Pt 2

There's only one real option here, and it's going in this locomotive. It'll move a bunch of carriages out of the way; you can walk up and along some ledges into a second area.

Enter this locomotive once to move downwards. It'll spit you out lowwer down but it isn't broken yet. Move along to the left to find a third locomotive, enter it to move the obstacle out of the way. Then walk back and enter the second locomotive for the final time.

Don't give me that shit.

Directly next to you is a carriage that leads to a series of rooms. Follow through the rooms and exit out into the desert to find the Scrapyard Village.

Once in the village, if you still have Taka hanging around, then he will take up accommodations in the south east. Talk to him there and enter his carriage to progress. If he's not hanging around, you don't need to do anything.

The village itself is not very interesting; there's a Move Tutor in one of the northern buildings that will teach a handful of Galarian moves. There's an orderly you beat before who's on the run, and is looking for a water source. Talk to her twice and you'll tell her about the room in the Teknite Cave that has water, and she'll give you the Houndoomite There's a teleporter to the Mirage Tower of all places in one of the carriages (this will come in handy in the post-game, at least).

Do they reset the puzzle every time, or what?

With all that done, it's time to get down to business: your fifteenth badge!