Video Game Walkthroughs

Pokemon Mystery Dungeon: Gates to Infinity Walkthrough and Review | 3DS





Welcome to the Pokemon Mystery Dungeon Gates to Infinity  Walkthrough

Publisher: Nintendo

Developer: Chunsoft
Platform: Nintendo 3DS
Released: Nov 23, 2012 (JP) | May 17, 2013 (EUR) | March 24, 2013 (US)
Genre: Dungeon Crawler
Rating: E (ESRB)


pokmystbookPokemon Mystery Dungeon Gates to Infinity Walkthrough
(Click the Pokemon Mystery Dungeon Walkthrough book on the left)


The game starts with the player character dreaming about being chased by Hydreigon before waking up to find they have turned into a Pokemon. Out of the available 5 Pokemon I chose to play as Tepig, named Napoleon, and chose Axew as my partner. The other three options are Oshawott, Pikachu and Snivy. I woke up to a very excitable Axew who told me that I fell from the sky. I told Axew that I was a human turned into a Pokemon and was believed without question. Far too trusting, if you ask me. Somehow my Tepig ends up becoming friends with Axew, who is actually really nice and has a strong sense of justice.

Axew brought me to the first Mystery Dungeon, on the way to a real estate investment. Apparently vast wastelands are the hot properties on the Pokemon World. There Axew naively hopes to make a paradise to live in and I have nothing better to do so I agree to help. After a night sleeping on the ground we headed into Post Town to find us a contractor to build a home. At this point I am scrambling to find the settings to make the pages and pages of text go any faster than watching paint dry. The story is cute, but chock full of useless background information that could be sprinkled throughout the game. At this point, I still was assuming that all the dialog text was setting up the game.


An Impossible Combination

IwataI’m delighted to be joined today by Ishihara-san, from the Pokémon Company1, and Nagahata-san and Tomie-san from Spike Chunsoft2. I’d like to ask you all about Pokémon Mystery Dungeon: Gates to Infinity. Ishihara-san, you have appeared in a number of Iwata Asks interviews, so I don’t think there’s any need for you to re-introduce yourself! (laughs). Nagahata-san, you’re someone who’s been involved with the Mystery Dungeon series from the start, and you have worked on titles such as Torneko no Daibōken3 and Shiren the Wanderer4. Could you tell us what your involvement was with this game?1. The Pokémon Company: The company responsible for managing the Pokémon brand and operating Pokémon Centers in seven locations across Japan. The company was established in 2000, and has its headquarters in Tokyo.2. Spike Chunsoft Co., Ltd.: The developer responsible for planning, development, sales, and operations on series such as Pokémon Mystery Dungeon and Shiren the Wanderer. The company was established in 2012, and has its headquarters in Tokyo.3. Torneko no Daibōken: Fushigi no Dungeon: A part of the Mystery Dungeon dungeon-based RPG series. The first title in the series, Torneko no Daibōken: Fushigi no Dungeon, was released in Japan for the Super Famicom in September 1993.4. Shiren the Wanderer: A part of the Mystery Dungeon dungeon-based RPG series. The first title in the series, Mystery Dungeon: Shiren the Wanderer, was released in Japan for the Super Famicom in December 1995.
NagahataI was responsible for overall planning and direction for this title.
IwataI see. And what was your role, Tomie-san?
TomieIn the past, I’ve worked on scripts and storyboarding for the Shiren the Wanderer series. On this title, I was mainly responsible for writing the script.
IwataWell, it’s very nice to meet you all! Now then, since this is the first Iwata Asks appearance for the Pokémon Mystery Dungeon series5, I’d like to start by asking how Pokémon Mystery Dungeon came about in the first place. I suppose it all started with you, Ishihara-san?5. Pokémon Mystery Dungeon: A part of the Mystery Dungeon series, based on Pokémon characters. The first titles in the series, Pokémon Mystery Dungeon: Blue Rescue Team and Red Rescue Team, were released in November 2005 in Japan and September 2006 in North America. Blue Rescue Team was released for Nintendo DS, while Red Rescue Team was released for the Game Boy Advance.
IshiharaThat’s right, yes. It could take a while to explain, though… which version of the story would you prefer, the really long version or the short version? (laughs)
IwataI think we’ll go for the “short” version, if you don’t mind! Our main purpose here today is to introduce the latest title, after all! (laughs)
IshiharaUnderstood! (laughs) Well, Chunsoft and I have had a working relationship ever since we were both involved in a Famicom game called Tetris 2 + Bombliss6. One of the main factors that led to the creation of Pokémon Mystery Dungeon, however, was the way I felt after playing Torneko no Daibōken. I was really surprised by the depth and quality of that game. Mystery Dungeon games have their roots in old-school RPG titles, the type they often call ‘roguelike’7 games.6. Tetris 2 + Bombliss: A puzzle game released in Japan for the Famicom in December 1991. Ishihara-san was the producer and the director was Koichi Nakamura (former president of Chunsoft, current president of Spike Chunsoft).7. ‘Roguelike’: Derived from a game called Rogue, a dungeon-exploring computer RPG, developed for Unix systems in 1981. Games that are said to use a similar format to Rogue are collectively known as ‘roguelike’ games.
IwataAh yes. ‘Roguelikes’ are dungeon-exploring RPGs in which the map is altered every time you play, with the terrain and the locations of items and monsters also changing. This gives the games a depth that means you can play them over and over again without getting bored. The game that was really crammed full that kind of enjoyment, while being accessible for everyone to play, was Torneko no Daibōken: Fushigi no Dungeon.
IshiharaAt the time, the tagline for the game claimed that it was a “game you could play a thousand times” and I think that I, for one, really did! After I started working on the Pokémon games, therefore, I was always really keen to create a game that would connect Pokémon to the Mystery Dungeon series. Pokémon Mystery Dungeon was the game that arose from that desire.
IwataHave Nagahata-san and Tomie-san been your partners ever since that time?
IshiharaThat’s right. It was Tomie-san who came up with the story concept of ‘One day, you become a Pokémon!’ back when we were working on the original title, and he has been developing the stories based upon that concept.
IwataNagahata-san, what kind of process did you go through, transforming the idea of a roguelike game into the Mystery Dungeon series? When you first set out, you didn’t know how a game like that would be received by home console owners, did you?
NagahataNo, we didn’t. At that time, Dragon Quest-style RPGs were the mainstream and very little was known about roguelike games, generally. So it was definitely a bit of a gamble. After all, players would sometimes play roguelike games for hours or even tens of hours, only to suddenly be dumped right back in square one with all their progress wiped out. Basically, however, all the development staff told us that this kind of game was definitely enjoyable, and that gave us the motivation we needed to get started.
IwataThere’s certainly an element of ‘spiritual training’ to these games, isn’t there? They’re constructed in a really enjoyable way, but every now again they’re just so unforgiving that they make you want to cry. You were really motivated to bring that particular brand of enjoyment to as many people as possible, though, weren’t you?
NagahataYes, we were. It was a real relief that, when the game was released, more people than we expected were willing to embrace it.
IwataThe path that led from the Mystery Dungeon series to Pokémon must have had its own challenges too. After all, both series have a huge numbers of rules… their own inalienable etiquette, shall we say. How did you go about compromising between the two things?
NagahataI must admit, when I first heard what we were planning, I did wonder whether it was going to work…
IwataMy initial thoughts when I heard about this project were something like “That sounds impossible… but it would be amazing if they could pull it off!”. Such impossible combinations, when they’re done well, can really shake things up. I remember feeling the same way when I first heard about Pokémon Conquest8 as well.8. Pokémon Conquest: A strategy game, released for Nintendo DS in March 2012in Japan and June 2012 in North America. It was developed through collaboration between the Pokémon Company and Tecmo Koei, and combined elements from Pokémon games and from the Nobunaga’s Ambition series.
NagahataThat’s right.
IwataThe success of such collaborations is by no means guaranteed. Many people only see the risks and are reluctant to get involved. As makers of the game, why do you think you were able to overcome these obstacles? Why do you think the game was so well received?
NagahataI think one of the reasons was that the script Tomie-san wrote was so good, we could incorporate it really smoothly into the structure of the game. I think we also did a good job of expressing the charm of the Pokémon through our pixel art.
IwataTomie-san, how did you respond to the challenge of writing a script about such a tricky subject?
TomieUltimately, the question I sought to answer was: “How can I bring out the charm of the Pokémon?” Actually, the first script I wrote was not one where you become a Pokémon, but something altogether different. When I showed this script to Ishihara-san, however, I said I had another idea of my own and proceeded to tell him about it…
IwataAnd that was the “You become a Pokémon!” idea?
TomieYes. That was the idea Ishihara-san decided to go with. It’s certainly the case that, when I considered game-type stories, I thought that one where the player becomes a Pokémon definitely allows for more empathy.
IwataWhat were your reasons for choosing this story, Ishihara-san?
IshiharaI felt that it would allow for a game that no one had experienced before. I also felt that, as a Mystery Dungeon story, it was the most real and fitting choice. I daresay that the true essence of Mystery Dungeon is a game in which players compete with each other to be defeated in ever more impressive ways! (laughs)
IwataThere is certainly an element of boasting about the way in which you are defeated! (laughs)
IshiharaBy combining that kind of unique aspect of dungeon-based RPG with Tomie-san’s script, I think our games are well deployed as devices that allow players to read deeper into the Pokémon legend. With the first title in the series, I felt that we’d added new elements to the type of RPG we wanted to create and broadened the game’s horizons as a result.


After bumping up the text speed to “fast” and realizing I had gone from the entertainment equivalent of collecting molasses in January to driving in a no-cross lane behind a moped. I felt like my face was going to melt from the boredom. But I persisted, in the vain hope that eventually the game would actually just let me play instead of hearing the entire life story of every Pokemon I met, and I met a lot. At one point, I was talking to a grumpy Gurderr about getting my house built when I got distracted by the TV show I was watching (because I had to do *something*) and looked down to find I was still scrolling through more text – 15 minutes later! Eventually Axew and I start a business helping Pokemon by entering Mystery Dungeons.

We actually got rolling on visiting some dungeons and I started building my team. I thought the game would finally start to get exciting, the only gameplay hitch so far was the clumsy handling but I had learned to compensate. Then, I gave my three teammates free reign to explore the dungeons on the own. They would run around defeating enemies and collecting loot while I found the entrance the the next level. The already halting motions of my character drastically worsened because every time anything happened to a teammate, I was stopped dead in my tracks. I felt like I had no control over my character and just moving around the dungeon became a huge pain. The combat suffered from the same problem, I often couldn’t get my character to face the right directions so I could attack.

Aesthetics and Graphics

Really, just about the only thing that is good about this game is the design. In fact, it is downright adorable. All of the character models are so round, and cute, and colorful. I just want to cuddle them all! Especially my little Tepig, with that little curly tail, and pink snout. Each of the Pokemon have endearing little expressions to show how they are feeling during the unbearably massive amounts of dialog. Somehow the whole game becomes even more ridiculously adorable in 3D because the Pokemon all look so squishy and hug-able. It is almost cute enough to make me wish I could live in the Pokemon world but then I remembered how talkative the residents are. Oh how I long for the days when Pokemon could only say their names!


The music is bright, bubbly, and catchy. I don’t know why but I enjoy the music of other Pokemon games but not the RPGs. I think that is because the RPGs music tends to be fast and ominous while most other genres of Pokemon games have a more laid-back, relaxing soundtrack. With all the painstakingly slow dialog, the music was the only saving grace because I at least had something calming to listen to.

Fun Factor

The best thing about this game is part of the worst aspect. That’s kinda confusing but let me explain: sometimes, during the unnecessary monsoon of text, the Pokemon will have moments of pure cuteness when they are expressing their emotions to each other. The friendships between all of the citizens of Post Town are really important to the characters and they all wear their hearts on their sleeves. That kind of display of uninhibited emotions is actually really refreshing coming from a game.

The worst aspect is, of course, the overwhelming amount of pointless dialog combined with the snails pace at which it scrolls. Seriously, I have never before this game rage-quit because there was too much dialog to read. I play Fallout games. I purposely read the books in Elder Scrolls games. For fun. The phrase “too much to read” has never before been fallen from my lips. Everything has changed, the world no longer makes sense.

Replay Value

The re-playability of Gates to Infinity is probably great for someone who enjoyed playing it. The dungeons themselves are randomized so starting a new game will provide a new experience.


I think it was an interesting idea to make a Pokemon dungeon crawler and I haven’t played any of the other Pokemon Dungeon games so I thought this would be a good opportunity to try this classic genre with a familiar theme. Unfortunately, there is a simple lack of execution due to the dialog issues and clunky handling.


I really love the Pokemon franchise, probably because I was brainwashed as a child to love it, but Gates to Infinity did not tug on my heartstrings enough to forgive some obvious missteps by the developers. Thankfully, not everyone in the world shares my taste. Some people love a steady stream of hokey dialog and could more easily forgive the awkward handling. For those of you who love dungeon crawlers and ridiculously adorable Pokemon – this is your game.


Reviewer’s Score: 5 out of 10

So, do you plan to pick up Pokemon Mystery Dungeon: Gates to Infinity? If you already own Gates to Infinity, let me know your impression of it down in the comments below.

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