In Pokémon Brilliant Diamond and Shining Pearl, you once again ask yourself which starter Pokémon you should choose at the beginning. The simplest answer: what you like best. If you don’t care and want the Pokémon that best suits the challenges in the game, then we’ve got the tip for you here.
Piplup, Chimchar, and Turtwig as a starter? Once again you are faced with a difficult choice.
These are the three starters and their developments
Before we answer the question about the best starter, we give you a rough overview of the most important information about the starters and their developments. Since the last stage of development has the greatest relevance, we take a very close look at the last form in terms of strengths, weaknesses, and values.
|developments||• Chelcarain (Level 18)|
• Torterra (Level 32)
|• Panpyro (Level 14)|
• Infernape (Level 36)
|• Prinplup (Level 16)|
• Empoleon (Level 36)
|Type||• Plant (Turtwig & Chelcarain)|
• Plant / Soil (Torterra)
|• Fire (Chimchar)|
• Fire / Fight (Panpyro & Infernape)
|• Water (Piplup & Prinplup)|
• Water / steel (Empoleon)
|Type attacks very effective against … (last level)||• Soil|
|Type weaknesses (last level)||• Ice (4x)|
• Fire (2x)
• Flight (2x)
• Beetle (2x)
|• Water (2x)|
• Soil (2x)
• Flight (2x)
• Psycho (2x)
|• Electric (2x)|
• Combat (2x)
• Ground (2x)
|Type resistances (last stage)||• Soil (0.5x)|
• Rock (0.5x)
• Electro (0x)
|• Plant (0.5x)|
• Fire (0.5x)
• Ice (0.5x)
• Unlight (0.5x)
• Steel (0.5x)
• Beetle (0.25x)
|• Normal (0.5x)|
• Water (0.5x)
• Flight (0.5x)
• Psycho (0.5x)
• Beetle (0.5x)
• Rock (0.25x)
• Dragon (0.5x)
• Fairy (0.5x)
• Ice (0.25x)
• Steel (0.25x)
• Poison (0x)
|Underlying (last level)||• CP: 95|
• Attack: 109
Sp .: 105 • Sp.-Sp .: 75
• Sp.-Sp .: 85
• Initiative: 56
|• CP: 76|
• Attack: 104
Sp .: 71 • Sp.-Sp .: 104
• Sp.-Sp .: 71
• Initiative: 108
|• CP: 84|
• Attack: 86
Sp .: 88 • Sp.-Sp .: 111
• Sp.-Sp .: 101
• Initiative: 60
|Total underlying (last level)||525||534||530|
Piplup, Chimchar and Turtwig? Who is the best starter?
As mentioned at the beginning, your preferences should take precedence, because you will easily get through the game with every starter. When choosing the starter, of course, it also depends on whether I have already given you some thought in advance about which other Pokémon you want to have on the team. If you are z. B. if you really want to have a Roserade and Garchomp, then Torterra will be superfluous in the team.
Otherwise, the table above already provides the answer as to which starter is most worthwhile: Chimchar! In comparison to the other starter developments, Infernapeo has the best values in the decisive categories. In Pokémon battles, you always want to attack first and, at best, take out your opponent with just one attack. Infernape has by far the highest initiative value and also the best attack overall. It is also practical that attack and special attack are equally good and you can therefore choose your attacks flexibly. In sum, Infernape’s values are also higher.
But there are other arguments in favor of Infernape. With “Kampf” it has an outstanding second type. You will have to deal with normal Pokémon relatively often, which only have combat attacks as weaknesses. Chimchar already learns the first combat attack at level 12 and will therefore be helpful very early on.
In addition, the Sinnoh Pokédex only includes two lines of Fire Pokémon: Chimchar and Ponyta. While you can catch good alternatives for Turtwig and Piplup, Chimchar is not that easy to replace.
Dead Space: How to Get the Flamethrower
There are a lot of different items as well as weapons that players will find throughout their gameplay. All weapons can be used to take down Necromorphs in some way and one of the early weapons that players can find in the game is Flamethrower.
In this guide, we’ll tell you how to get the Flamethrower in Dead Space.
Flamethrower is one of the early weapons in Dead Space that players can get in the 3rd Chapter: Course Correction. Flamethrower can be found in the Engine Room which can be reached after players have unlocked Airlock 2.
Getting the Flamethrower
After starting the Centrifuge, go back to the Control Room through the Decontamination Chamber to get to the Zero-Gravity area. You can use the Locator to easily get to the location. Once you are in the zero-gravity area, you need to use Stasis on the spinning fans and go between the fans. Use the breaker and activate Airlock 2 to open the other door. Now, go back on the platform and open the airlock.
Shoot the glowing orange part in front to explode the tentacle and go to the Engine Room. As you go inside the Engine Room, you will get the Flamethrower.
After picking up the Flamethrower, it will be stored in your inventory. You will have to equip the Flamethrower in order to use it. To equip the Flamethrower, follow the following steps.
- Press the Triangle Button to open the Inventory.
- Select the Flamethrower and select it to see the Equip Option.
- Press the X Button to equip it and then select the space that you want to allocate to the Flamethrower.
Flamethrower will be equipped and you can press the Directional Buttons to pull out the weapons that are currently equipped in the slots.
Dead Space: Chapter 3: Course Correction – Walkthrough
In this guide, we’ll be covering the third chapter (Course Correction) of Dead Space.
Course Correction – Walkthrough
The Third Chapter will begin at the Main Hangar Bay of USG Ishimura. You will get to use your suit’s thrusters to fly through the area. Use the Locator to reach the Engineering Deck before your oxygen tank runs out. Once you are in the Engineering Deck, use the Control Console to see the Diagnostic Report. You will have to refuel the Engines in the South, refuel the Engines in the North, and fix the Centrifuge.
At first, you will have to refuel the Engines in the South. Use the Locator and follow it to reach the Refueling Control Stations. Stay on the left side and you will see a platform ahead. Use the Kinesis Module to pull the Platform towards you. Use the Switch to travel to the other side. Kill the Necromorphs and head up the stairs to get the Fuel Station Keycard. Now, go back down to use the Keycard to enter the Fuel Management Room.
You need to use the Circuit Breaker on the right side and turn on the South Refuel Station. You can turn on another function through Circuit Breaker. If you turn on the life support, you will not have to worry about your oxygen level. However, the lights will go dark. Choose the one that you are comfortable with and then use the Locator to reach the platform with the refueling system. Once there, use the Kinesis Module to lower the lever to fill the fuel in the South Engine. Now, go back to the Platform by which you came here. Use the Locator if you are having trouble finding the platform.
Activate the platform and go to the other side to refuel the North Engine. Use the Locator to reach the refueling system of North Engine. Once again, use the Kinesis Module to lower the lever to refuel the North Engine. Now, you need to restart the Centrifuge. Go back to the Control Room to reach the elevator that will take you down to the Centrifuge. Before you go ahead into the Centrifuge area, make sure to grab some loot in the storage room when you come down from the elevator.
Make your way into the Decontamination Chamber to start the Decontamination Sequence. You will have to wait for the sequence to complete until then, you will get to kill some enemies. Once the sequence is completed, leave the decontamination chamber from the opposite door and enter the Centrifuge. Go to the right side to reach the zero-gravity area. You will have to attach two generator modules to the mechanism in the middle.
In order to join them, you will have to use Stasis at the spinning part of the module and then use the Kinesis Module to attach them to the mechanism. Attach both of the generator modules one by one and then go to the Centrifuge Control Panel to start the Centrifuge. Now, head down by using the elevator and go along the path but be careful of the spinning arm of the Centrifuge. Make sure to stay on each space in the path to easily reach the other elevator. Use the Elevator to go up and enter the door to exit the vacuum.
You will be grabbed by a Tentacle and you will have to shoot the glowing orange part of the Tentacle to explode the tentacle into pieces. Now, go back to the Control Room through the Decontamination Chamber to get to the Zero-Gravity area. You can use the Locator to easily get to the location. Once you are in the zero-gravity area, you need to use Stasis on the spinning fans and go between the fans. Use the breaker and activate Airlock 2 to open the other door. Now, go back on the platform and open the airlock.
Shoot the glowing orange part in front to explode the tentacle and go to the Engine Room. As you go inside the Engine Room, you will get the Flamethrower. To use the Flamethrower, you will have to equip it in one of the slots. Go ahead on the path to reach the other side. Go to the elevator and use it to go down to the lower level. Go right and shoot the orange part of the tentacle to clear the path. Go ahead along the path to get to the elevator. Use the elevator to go further down. Here you will fight a new type of Necromorph. Kill the enemy from the range because it will explode and then use the Flamethrower to take out the mini-necromorphs.
Now, use the Stasis on the door to get through it. Kill the enemies on the way and then go inside the Engine Room. Clear the room with the enemies and then go to the end of the room to see the red socket. Go up the ramp in front of the socket and you will find the Power Cell. Use the Kinesis Module to place the Power Cell inside the Red Socket. The Ignition System will be initiated and you need to go to the control panel up on the first ramp. When the engines are ready, interact with the control panel to confirm the ignition.
After that, you need to return to the Tram Station. Use the Locator to go through the Control Room and reach the Tram Station. Once you are at the Tram Station, board the tram and select the Bridge as your destination. Getting to the Bridge will conclude the third chapter and the fourth chapter will start.
Dead Space: How to Get Shock Pads
Dead Space has a lot of different puzzles in the game that players will have to solve in order to progress through the game. In the second chapter of the game, players will have to make an explosive charge and use it to open the path to the Emergency Room. To make the charge players will have to get the Shock Pads.
In this guide, we’ll tell you how to get the Shock Pads in Dead Space.
Shock Pads Location
The Shock Pads for the Hydrazine Explosive Charge can be found in the Limb Simulation Therapy. Players will be able to get to the Limb Simulation Therapy by reaching the Main Lab. Main Lab can only be reached once players have obtained the Hydrazine Tank.
Getting Shock Pads
Once you have obtained Hydrazine Tank, go back to the vacuum area and you will get to use the booster in the vacuum area as well. Go up in the vacuum area and go to the Coolant Pipelines. Make your way to the Security Station by following the Locator and then you will get to Research Wing where you will get to use Stasis on a door to cross through it.
Go into the Main Lab and the quarantine will come back online. You will have to kill the Necromorphs and then use the elevator to get to the lower level. There will be some more Necromorphs so, kill them as well. The quarantine will be disabled and all the closed doors will be opened.
Use the Locator and follow it to reach the Biological Prosthetic. You will get to kill a new type of enemy here. Kill the enemy and then go up the elevator and kill a couple of more. Go through the door to reach the Limb Simulation Therapy. Here you will find the Shock Pads. Switch off the shock Pads by using the Circuit Breaker and activate the door to grab the Shock Pads.
After obtaining the Shock Pads, you will have both the items needed to make the charge. You will have to return to the Security Station by following the Locator and plant the Explosive charge to make the path to reach the Emergency Room.