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The following table is a work-in-progress list of the scenario main ($SCENARIO_MAIN) values used by the vanilla game. These values help the game know where you are in the story and what events have (or have not) been triggered. They are also used to determine things that change based on story progression, such as which NPCs spawn in Treasure Town or the dialogue said by the partner if you turn to talk to them in the overworld.

The format used by the game for defining this variable is $SCENARIO_MAIN = scn[1, 0]; where the two numbers in the brackets change depending on story progression.

For scripts that check for specific $SCENARIO_MAIN values using if-statements (such as to determine what partner dialogue should be played at that point in the story), you will usually see the value mentioned in a format like the following, which is taken from one of the partner's overworld dialogue scripts: if ( scn($SCENARIO_MAIN) >= [26, 5] ) . In this example, the game is checking to see if the current $SCENARIO_MAIN value is greater than or equal to [26, 5] and, if that is indeed the case, then the partner's overworld dialogue will be some variation of "We're so close... There's no way we can give up now, [hero]!"

Because some scripts have identical names, the column for the script locations of each $SCENARIO_MAIN value will also include the name of the map folder they are found in. For example, the $SCENARIO_MAIN value that gets triggered following the Project P cutscene can be triggered by four seprate enter scripts that have identical names (enter01.ssb and enter02.ssb, respectively), so the corresponding map folder names are also included to help users know which enter scripts to look for.

Scenario Main (Values) Game Chapter Description Script location of the value Other notes Other scripts that mention this value Debug Menu (that uses this value)
$SCENARIO_MAIN = scn[1, 0]; Immediately BEFORE the personality quiz Found in unionall under

EVENT_DIVIDE_OPENING

~ line 900

Contained within the larger EVENT_DIVIDE
$SCENARIO_MAIN = scn[2, 0]; Immediately AFTER the personality quiz Found in unionall under

EVENT_M00A_01

~ line 2261

$SCENARIO_MAIN = scn[2, 1]; Found in unionall under

EVENT_DIVIDE_FIRST

~ line 967

happylappy writes that this is in a switch case in EVENT_DIVIDE over $SCENARIO_MAIN

“Basically, if it’s [X, 0], make it [X, 1]… for these chapters only”

(also applies to scn[3, 1];)

$SCENARIO_MAIN = scn[2, 2]; Chapter 1 Partner’s Relic Fragment was just stolen on the beach D01P11B

m01a0208.ssb

$SCENARIO_MAIN = scn[2, 3]; Ch. 1 Pre-fight in Beach Cave D01P41A

m01a0401.ssb

$SCENARIO_MAIN = scn[3, 0]; Visual of the Rainbow Stoneship along with “The Pokémon Company and CHUNSOFT presents” before the game title appears S11P02C

t01p0801.ssb

S02P01A (debug)

m00a01a.ssb

~ line 2150

Main 2
$SCENARIO_MAIN = scn[3, 1]; Chapter 2 About to enter Wigglytuff’s Guild for the first time with the partner G01P01B

m02a0101.ssb

This value appears in the script mentioned by the previous cell, EVENT_DIVIDE, the debug script, and also in a switch case in EVENT_DIVIDE_FIRST (exact locations can be found in the next cell)

Same note from happylappy as [2, 1] where “Basically, if it’s [X, 0], make it [X, 1]… for these chapters only”

S02P01A (debug)

m00a01a.ssb

~ line 1599

&

~ line 393


Found in unionall.ssb

EVENT_DIVIDE

~ line 750


Found in unionall.ssb

EVENT_DIVIDE_FIRST

~ line 983

(under “Others”)

M2 The First Job


(under “Dialogue Check”)

TALK-M02-01

$SCENARIO_MAIN = scn[3, 2]; Ch. 2 Chatot has you follow him since it’s your first day (about to learn about the Job Bulletin Board) G01P04A

m02a0301.ssb

$SCENARIO_MAIN = scn[3, 3]; Ch. 2 Entering Drenched Bluff for Spoink’s mission D02P11A

m02a0401.ssb

$SCENARIO_MAIN = scn[3, 4]; Ch. 2 Enter Drenched Bluff for Spoink’s mission (if you failed previously) D02P11A

m02a0701.ssb

This one is found in a case menu
$SCENARIO_MAIN = scn[3, 5]; Ch. 2 Enter Drenched Bluff for Spoink’s mission (if you failed previously) D02P11A

m02a0701.ssb

This one is in a case menu, same scene as above
$SCENARIO_MAIN = scn[3, 6]; Ch. 2 You find Spoink’s missing pearl at the end of Drenched Bluff D02P31A

m02a0801.ssb

This one is in a case menu, probably relating to the demo version
$SCENARIO_MAIN = scn[3, 7]; Ch. 2 You find Spoink’s missing pearl at the end of Drenched Bluff D02P31A

m02a0801.ssb

This one is in a case menu, probably relating to the demo version
$SCENARIO_MAIN = scn[4, 0]; Ch. 2 Going to bed after your first successful job mission (also the end of chapter 2) G01P07C

m02a1003.ssb

S02P01A (debug)

m00a01a.ssb

~ line 1896

&

~ line 1607

&

~ line 401

Main 3
(under “Others”)

M3 Outlaw Notice Board


(under “Dialogue Check”)

TALK-M03-01B

$SCENARIO_MAIN = scn[4, 1]; Chapter 3 Chatot notices you wandering the day after your first mission (about to learn about the Outlaw Notice Board) G01P04A

m03a0101.ssb

S02P01A (debug)

m00a01a.ssb

~ line 1615

&

~ line 406

(under “Others”)

Not That Way


(under “Dialogue Check”)

TALK-M03-02

$SCENARIO_MAIN = scn[4, 2]; Ch. 3 Meeting Marill and Azurill for the first time at Kecleon Market T01P02A

m03a0301.ssb

S02P01A (debug)

m00a01a.ssb

~ line 1623

&

~ line 411

(under “Others”)

M3 Drowzee


(under “Dialogue Check”)

TALK-M03-03

$SCENARIO_MAIN = scn[4, 3]; Ch. 3 Meeting Drowzee for the first time T01P01A

m03a0401.ssb

S02P01A (debug)

m00a01a.ssb

~ line 1631

&

~ line 416

(under “Others”)

M3 Truth


(under “Dialogue Check”)

TALK-M03-04

$SCENARIO_MAIN = scn[4, 4]; Ch. 3 Bidoof is about to help you pick your first outlaw job G01P03A

m03a0502.ssb

D01P11A

dus08.ssb

$SCENARIO_MAIN = scn[4, 5]; Ch. 3 About to enter Mt. Bristle to save Azurill from Drowzee D03P11A

m03a0601.ssb

S02P01A (debug)

m00a01a.ssb

~ line 421

(under “Dialogue Check”)

TALK-M03-06

$SCENARIO_MAIN = scn[4, 6]; Ch. 3 Drowzee reveals that it was all a trick to Azurill (pre-boss fight) D03P41A

m03a0801.ssb

For whatever reason, this particular variable appears twice in the same script (at the start of the scene and then right after the boss fight screen wipe effect)
$SCENARIO_MAIN = scn[4, 7]; Ch. 3 Drowzee is defeated and you rescue Azurill D03P41A

m03a1001.ssb

S02P01A (debug)

m00a01a.ssb

~ line 426

(under “Dialogue Check”)

TALK-M03-08

$SCENARIO_MAIN = scn[5, 0]; Requires you to do 3+ missions and scn[4, 7]; Found in unionall under

EVENT_HA_YU_KI

~ line 2283

S02P01A (debug)

m00a01a.ssb

~ line 2160

Main 4
$SCENARIO_MAIN = scn[5, 1]; Chapter 4 Loudred calls you over to do sentry duty for the first time G01P04A

m04a0101.ssb

$SCENARIO_MAIN = scn[5, 2]; Ch. 4 Triggers as the hero and partner are crawling to the sentry post G01P04A

m04a0106.ssb

$SCENARIO_MAIN = scn[5, 3]; Ch. 4 You have just completed sentry duty for the first time, and are about to hear your results G01P04A

m04a0201.ssb

$SCENARIO_MAIN = scn[5, 4]; Ch. 4 Triggers just after you receive the results if you failed sentry duty G01P04A

m04a0201.ssb

Only triggers if you failed sentry duty
$SCENARIO_MAIN = scn[5, 5]; Ch. 4 Triggers after you’ve seen the cutscene where your team and Loudred go without dinner, which only happens if you failed sentry duty Found in unionall under

EVENT_M04_02_03

~ line 3242

Only triggers if scn[5, 4];

Appears in a switch case

S02P01A (debug)

m00a01a.ssb

~ line 431

(under “Dialogue Check”)


TALK-M04-03

$SCENARIO_MAIN = scn[5, 6]; Ch. 4 Requires you to do 2+ missions and scn[5, 5]; Found in unionall under

EVENT_HA_YU_KI

~ line 2314

$SCENARIO_MAIN = scn[5, 7]; Ch. 4 Requires you to “do 0+ missions” and scn[5, 6]; Found in unionall under

EVENT_HA_YU_KI

~ line 2325

happylappy suspects that this, and others like it, are just counting the number of days that pass
$SCENARIO_MAIN = scn[5, 8]; Ch. 4 Requires you to “do 0+ missions” and scn[5, 7]; Found in unionall under

EVENT_HA_YU_KI

~ line 2336

$SCENARIO_MAIN = scn[6, 0]; Chapter 5 Requires you to “do 0+ missions” andscn[5, 8]; Found in unionall under

EVENT_HA_YU_KI

~ line 2347

S02P01A (debug)

m00a01a.ssb

~ line 2165

Main 5
$SCENARIO_MAIN = scn[6, 1]; Ch. 5 Morning address where Chatot announces that Treeshroud Forest’s Time Gear has been stolen G01P04A

m05a0101.ssb

S02P01A (debug)

m00a01a.ssb

~ line 436

(under “Dialogue Check”)

TALK-M05-02

$SCENARIO_MAIN = scn[6, 2]; Ch. 5 Triggers after you tell Chatot you understand the details of your mission to investigate Waterfall Cave G01P04A

m05a0203.ssb

$SCENARIO_MAIN = scn[6, 3]; Ch. 5 Chimecho Assembly opens G01P03A

m00p0101.ssb

$SCENARIO_MAIN = scn[6, 4]; Ch. 5 The hero and partner discover the stairs to Spinda’s shop for the first time (“opening soon!”) P01P01A

s30a0101.ssb

$SCENARIO_MAIN = scn[6, 5]; Ch. 5 Triggers when you enter Waterfall Cave for the first time D04P12A

m05a0304.ssb

S02P01A (debug)

m00a01a.ssb

~ line 441

(under “Dialogue Check”)

TALK-M05-04

$SCENARIO_MAIN = scn[6, 6]; Ch. 5 Reaching the bottom of Waterfall Cave D04P31A

m05a0601.ssb

$SCENARIO_MAIN = scn[7, 0]; Ch. 5 After dinner, Wigglytuff tells your team about the upcoming expedition G01P05C

m05a0911.ssb

S02P01A (debug)

m00a01a.ssb

~ line 2170

Main 6
$SCENARIO_MAIN = scn[7, 1]; Chapter 6 During the morning address, Chatot talks to everyone about the expedition G01P04A

m06a0101.ssb

S02P01A (debug)

m00a01a.ssb

~ line 446

(under “Dialogue Check”)

TALK-M06-02

$SCENARIO_MAIN = scn[7, 2]; Ch. 6 About to encounter Koffing and Zubat at the job boards G01P03A

m06a0201.ssb

S02P01A (debug)

m00a01a.ssb

~ line 451

(under “Dialogue Check”)

TALK-M06-03

$SCENARIO_MAIN = scn[7, 3]; Ch. 6 Opening cutscene for Spinda’s Café P01P01A

s30a0201.ssb

S02P01A (debug)

m00a01a.ssb

~ line 456

(under “Dialogue Check”)

TALK-M06-035

$SCENARIO_MAIN = scn[7, 4]; Ch. 6 Loudred calls the hero and partner over for sentry duty (again) G01P04A

m06a0401.ssb

$SCENARIO_MAIN = scn[7, 5]; Ch. 6 Diglett has something else he has to do, and needs your team to do sentry duty again G01P04A

m06a0401.ssb

&

m06a0403.ssb

Triggers twice for whatever reason. The first time is at the start of the scene where Diglett asks for your help again, and the second time is after you confirm to Loudred that you understand what you need to do (i.e. right before the sentry duty minigame starts)
$SCENARIO_MAIN = scn[7, 6]; Ch. 6 Chatot has just announced that Team Skull will be living at the guild until the expedition G01P04A

m06a0501.ssb

S02P01A (debug)

m00a01a.ssb

~ line 461

(under “Dialogue Check”)

TALK-M06-05

$SCENARIO_MAIN = scn[8, 0]; Ch. 6 Requires scn[7, 6]; Found in unionall under

EVENT_HA_YU_KI

~ line 2431

S02P01A (debug)

m00a01a.ssb

~ line 2175

Main 7
$SCENARIO_MAIN = scn[8, 1]; Ch. 6 Chatot asks your team to go find Perfect Apples at Apple Woods G01P04A

m07a0301.ssb

S02P01A (debug)

m00a01a.ssb

~ line 466

(under “Dialogue Check”)

TALK-M07-02

$SCENARIO_MAIN = scn[8, 2]; Ch. 6 Entering Apple Woods for the first time D05P11A

m07a0601.ssb

S02P01A (debug)

m00a01a.ssb

~ line 471

(under “Dialogue Check”)

TALK-M07-04

$SCENARIO_MAIN = scn[8, 3]; Ch, 6 Reaching the end of Apple Woods and encountering Team Skul D05P31A

m07a0701.ssb

$SCENARIO_MAIN = scn[8, 4]; Ch. 6 The other guild apprentices sneak in some food for the hero and partner G01P07A

m07a1302.ssb

S02P01A (debug)

m00a01a.ssb

~ line 476

(under “Dialogue Check”)

TALK-M07-06

$SCENARIO_MAIN = scn[8, 5]; Ch. 6 Project P is introduced to the player for the first time upon entering the crossroads P01P01A

s30a0301.ssb

S02P01A (debug)

m00a01a.ssb

~ line 481

(under “Dialogue Check”)

TALK-M07-065

$SCENARIO_MAIN = scn[8, 6]; Ch. 6 Seems to be triggered upon re-entering the crossroads after having seen the Project P cutscene (i.e., having scn[8, 5];) G01P01A

enter02.ssb


P01P02A

enter02.ssb


P01P04A

enter01.ssb


T01P01A

enter01.ssb

This value can be triggered by four different enter scripts that all connect to the crossroads S02P01A (debug)

m00a01a.ssb

~ line 488

(under “Dialogue Check”)

TALK-M07-067

$SCENARIO_MAIN = scn[8, 7]; Ch. 6 Requires you to do 1+ missions and scn[8, 6]; Found in unionall under

EVENT_HA_YU_KI

~ line 2358

S02P01A (debug)

m00a01a.ssb

~ line 493

(under “Dialogue Check”)

TALK-M07-08

$SCENARIO_MAIN = scn[8, 8]; Ch. 6 Requires you to do sentry duty and havescn[8, 7]; Found in unionall under

EVENT_HA_YU_KI

~ line 2370

$SCENARIO_MAIN = scn[8, 9]; Ch. 6 Requires you to “do 0+ missions” and scn[8, 8]; Found in unionall under

EVENT_HA_YU_KI

~ line 2381

$SCENARIO_MAIN = scn[9, 0]; Ch. 6 Requires you to “do 0+ missions” and scn[8, 9]; Found in unionall under

EVENT_HA_YU_KI

~ line 2392

S02P01A (debug)

m00a01a.ssb

~ line 2180

Main 8
$SCENARIO_MAIN = scn[9, 1]; Ch. 6 Announcement of the expedition members during the morning address G01P04A

m08a0301.ssb

S02P01A (debug)

m00a01a.ssb

~ line 1639

&

~ line 1646

&

~ line 498

(under “Others”)

M8 Ready for the Expedition?


(under “Others”)

M8 First Time to Craggy Coast


(under “Dialogue Check”)

TALK-M08-02

$SCENARIO_MAIN = scn[9, 2]; Chapter 7 Triggered once you enter Craggy Coast D06P11A

m08a0603.ssb

S02P01A (debug)

m00a01a.ssb

~ line 1653

(under “Others”)

M8 Craggy Coast Exploration

$SCENARIO_MAIN = scn[9, 3]; Ch. 7 This is triggered after exiting the Side Path dungeon D06P11A

m08a0701.ssb

$SCENARIO_MAIN = scn[9, 4]; Ch. 7 Arriving at Mt. Horn D07P11A

m08a1001.ssb

S02P01A (debug)

m00a01a.ssb

~ line 1660

(under “Others”)

M8 First Time to Mt. Horn

$SCENARIO_MAIN = scn[9, 5]; Ch. 7 Triggered once you enter Mt. Horn (or Rock Path) D07P11A

m08b1301.ssb

S02P01A (debug)

m00a01a.ssb

~ line 1667

(under “Others”)

M8 Mt. Horn Exploration

$SCENARIO_MAIN = scn[9, 6]; Ch. 7 This is triggered after exiting Rock Path D07P11A

m08a1101.ssb

$SCENARIO_MAIN = scn[10, 0]; Ch. 7 Requires that you clear Dungeon 10 (Mt. Horn) Found in unionall under

GETOUT_SCENARIO_DUNEGON

~ line 8864

S02P01A (debug)

m00a01a.ssb

~ line 2185

Main 9
$SCENARIO_MAIN = scn[10, 1]; Chapter 8 Arriving at the Foggy Forest base camp D08P11A

m09a0101.ssb

S02P01A (debug)

m00a01a.ssb

~ line 1674

(under “Others”)

M9 First Time to Foggy Forest

$SCENARIO_MAIN = scn[10, 2]; Ch. 8 This is triggered after the partner picks up the Drought Stone when you choose the Foggy Forest route D08P11A

m09a0201.ssb

S02P01A (debug)

m00a01a.ssb

~ line 1681

(under “Others”)

M9 Foggy Forest Exploration

$SCENARIO_MAIN = scn[10, 3]; Ch. 8 Triggered upon exiting Forest Path and ending up back at base camp D08P11A

m09a0301.ssb

$SCENARIO_MAIN = scn[11, 0]; Ch. 8 Triggers right after the scene with Team Skull getting into position to attack Wigglytuff (m09a0701.ssb) ends Found in unionall under

EVENT_M09_06_07

~ line 3656

S02P01A (debug)

m00a01a.ssb

~ line 2190

Main 10
$SCENARIO_MAIN = scn[11, 1]; Chapter 9 Arriving at Steam Cave D09P11A

m10a0101.ssb

S02P01A (debug)

m00a01a.ssb

~ line 1688

(under “Others”)

M10 First Time to Steam Cave

$SCENARIO_MAIN = scn[11, 2]; Ch. 9 Team Skull attacks Wigglytuff P03P02A

m10a0301.ssb

S02P01A (debug)

m00a01a.ssb

~ line 1695

(under “Others”)

M10 Steam Cave Exploration

$SCENARIO_MAIN = scn[11, 3]; Ch. 9 Arriving at Upper Steam Cave D10P21A

m10a0501.ssb

S02P01A (debug)

m00a01a.ssb

~ line 1702

(under “Others”)

M10 First Time to Steam Cave-2

$SCENARIO_MAIN = scn[11, 4]; Ch. 9 Hero tells the partner they think they’ve been to Fogbound Lake before D10P21A

m10a0701.ssb

S02P01A (debug)

m00a01a.ssb

~ line 1709

(under “Others”)

M10 Steam Cave-2 Exploration

$SCENARIO_MAIN = scn[11, 5]; Ch. 9 Hero and partner prepare to fight Groudon D10P41A

m10a0905.ssb

$SCENARIO_MAIN = scn[12, 0]; Ch. 9 The guild promises Uxie that they’ll keep Fogbound Lake a secre P04P01C

m10a1213.ssb

S02P01A (debug)

m00a01a.ssb

~ line 2195

Main 11
$SCENARIO_MAIN = scn[12, 1]; Chapter 10 Dusknoir arrives at the guild G01P04A

m11a0201.ssb

S02P01A (debug)

m00a01a.ssb

~ line 503

(under “Dialogue Check”)

TALK-M11-02

$SCENARIO_MAIN = scn[12, 2]; Ch. 10 Identical to the usual scene of the partner saying goodnight to the hero, except this time there’s a scenario flag G01P07C

m11a0301.ssb

$SCENARIO_MAIN = scn[12, 3]; Ch. 10 Chatot sends you on an errand to Kecleon Market to see if they have any plans to stock Perfect Apples G01P04A

m11a0401.ssb

S02P01A (debug)

m00a01a.ssb

~ line 1716

&

~ line 508

(under “Others”)

M11 Marill Bros. Lost Item


(under “Dialogue Check”)

TALK-M11-04

$SCENARIO_MAIN = scn[12, 4]; Ch. 10 Your team is talking to Dusknoir by Kecleon Market as Marill and Azurill rush by to find their lost item T01P02A

m11a0501.ssb

S02P01A (debug)

m00a01a.ssb

~ line 513

(under “Dialogue Check”)

TALK-M11-05

$SCENARIO_MAIN = scn[13, 0]; Ch. 10 Grovyle tells Uxie he will be taking the third Time Gear V03P12A

m11a0707.ssb

S02P01A (debug)

m00a01a.ssb

~ line 2200

Main 12
$SCENARIO_MAIN = scn[13, 1]; Ch. 10 After the morning cheer, Loudred tells the partner and hero that they have visitors G01P04A

m12a0101.ssb

S02P01A (debug)

m00a01a.ssb

~ line 518

(under “Dialogue Check”)

TALK-M12-02

$SCENARIO_MAIN = scn[13, 2]; Ch. 10 Entering Amp Plains D11P11A

m12a0201.ssb

S02P01A (debug)

m00a01a.ssb

~ line 1723

&

~ line 523

(under “Others”)

M12 First Time to Amp Clearing-2


(under “Dialogue Check”)

TALK-M12-04

$SCENARIO_MAIN = scn[13, 3]; Ch. 10 Entering Far Amp Plains from the rest stop D12P21A

m12a0601.ssb

S02P01A (debug)

m00a01a.ssb

~ line 1730

(under “Others”)

M12 Amp Clearing-2 Exploration

$SCENARIO_MAIN = scn[13, 4]; Ch. 10 Boss fight against the Manectric tribe (first attempt) D12P41A

m12a0801.ssb

$SCENARIO_MAIN = scn[14, 0]; Ch. 10 Bidoof comes to find your team on the beach with Dusknoir, saying everyone is needed back at the guild T01P02A

m12a1201.ssb

S02P01A (debug)

m00a01a.ssb

~ line 2205

Main 13
$SCENARIO_MAIN = scn[14, 1]; Chapter 11 Back at the guild, you learn Grovyle is the one who’s been stealing all the  Time Gears G01P03A

m13a0101.ssb

S02P01A (debug)

m00a01a.ssb

~ line 1737

&

~ line 528

(under “Others”)

M13 Capturing Grovyle is First


(under “Dialogue Check”)

TALK-M13-01

$SCENARIO_MAIN = scn[14, 2]; Ch. 11 Everyone is assigned locations to search for Time Gears G01P03A

m13a0301.ssb

S02P01A (debug)

m00a01a.ssb

~ line 1744

&

~ line 533

(under “Others”)

M13 First Time to Northern Desert


(under “Dialogue Check”)

TALK-M13-02

$SCENARIO_MAIN = scn[14, 3]; Ch. 11 Seems to trigger during morning cheers the next day if you did NOT go to Northern Desert (i.e., if you completed another job instead of heading directly to Northern Desert to advance the plot) G01P07A

enter01.ssb

$SCENARIO_MAIN = scn[14, 4]; Ch. 11 Entering Northern Desert D13P11A

m13a0401.ssb

S02P01A (debug)

m00a01a.ssb

~ line 538

(under “Dialogue Check”)

TALK-M13-04

$SCENARIO_MAIN = scn[14, 5]; Ch. 11 Hero and partner make it through the Northern Desert and decide the quicksand pits are a dead end D14P11A

m13a0701.ssb

$SCENARIO_MAIN = scn[14, 6]; Ch. 11 Hero thinks they should go back to the quicksand pits G01P04A

m13a0903.ssb

S02P01A (debug)

m00a01a.ssb

~ line 2210

&

~ line 543

Main 14
(under “Dialogue Check”)

TALK-M13-06

$SCENARIO_MAIN = scn[15, 1]; Ch. 11 Back at the quicksand pits, the hero sensibly decides that jumping into the quicksand is the best course of action D14P11A

m14a0101.ssb

S02P01A (debug)

m00a01a.ssb

~ line 548

(under “Dialogue Check”)

TALK-M14-02

$SCENARIO_MAIN = scn[15, 2]; Ch. 11 Entering Quicksand Pit from the rest stop D15P21A

m14a0501.ssb

S02P01A (debug)

m00a01a.ssb

~ line 1752

(under “Others”)

M14 Quicksand Cave-2 Retry

$SCENARIO_MAIN = scn[15, 3]; Ch. 11 The hero and partner discover the Underground Lake, but are then challenged by Mesprit D15P41A

m14a0601.ssb

$SCENARIO_MAIN = scn[15, 4]; Chapter 12 Based on the hero’s vision, the guild decides to set out for Crystal Cave G01P04A

m14a0905.ssb

S02P01A (debug)

m00a01a.ssb

~ line 553

(under “Dialogue Check”)

TALK-M14-05

$SCENARIO_MAIN = scn[15, 99]; S02P01A (debug)

m00a01a.ssb

~ line 1055

I never saw this getting used in regular gameplay, but when you set this value using the debug menu you’ll find yourself at the Hot Spring with Torkoal missing and half of the NPCs having the wrong character’s dialogue (under “Others”)

Hot Spring Check

$SCENARIO_MAIN = scn[16, 0]; Ch. 12 Seems to trigger during morning cheers the next day if you did NOT go to Crystal Cave (i.e., if you completed another job instead of heading directly to Crystal Cave to advance the plot) G01P07A

enter01.ssb

S02P01A (debug)

m00a01a.ssb

~ line 2216

&

~ line 558

Main 15
(under “Dialogue Check”)

TALK-M15-01

$SCENARIO_MAIN = scn[16, 1]; Ch. 12 Entering Crystal Cave D16P11A

m15a0101.ssb

S02P01A (debug)

m00a01a.ssb

~ line 1759

(under “Others”)

M15 Solve This!

$SCENARIO_MAIN = scn[16, 2]; Ch. 12 Your team finds the puzzle with the three colored crystals at the end of Crystal Cave D16P31A

m15a0401.ssb

S02P01A (debug)

m00a01a.ssb

~ line 563

(under “Dialogue Check”)

TALK-M15-02

$SCENARIO_MAIN = scn[17, 0]; Ch. 12 Hero and partner explain what happened at Crystal Lake to the guild, then Magnemite tells everyone to come to Treasure Town G01P04A

m15b1201.ssb

S02P01A (debug)

m00a01a.ssb

~ line 2222

Main 16
$SCENARIO_MAIN = scn[17, 1]; Chapter 13 Chapter 13 title card

(“Dusknoir’s Secret”)

P01P01A

m16a0101.ssb

S02P01A (debug)

m00a01a.ssb

~ line 1769

&

~ line 568

(under “Others”)

M16 Restrain Ourselves and Go Back


(under “Dialogue Check”)

TALK-M16-01

$SCENARIO_MAIN = scn[17, 2]; Ch. 13 Before going to bed, the partner reflects back on what Dusknoir had revealed to everyone G01P07C

m16a0302.ssb

$SCENARIO_MAIN = scn[17, 3]; Ch. 13 Having heard no news about Grovyle’s capture, Chatot tells everyone to go about their regular work G01P04A

m16a0401.ssb

S02P01A (debug)

m00a01a.ssb

~ line 573

(under “Dialogue Check”)

TALK-M16-03

$SCENARIO_MAIN = scn[17, 4]; Ch. 13 Before bed, the partner and hero wonder about the world of the future and if Grovyle has been captured yet (this is likely the night before you go to the future) G01P07C

m16a0502.ssb

$SCENARIO_MAIN = scn[18, 0]; Ch. 13 Triggers immediately after you finish traveling through the Dimensional Hole into the future V16P02A

m16a0702.ssb

S02P01A (debug)

m00a01a.ssb

~ line 2227

Main 17
$SCENARIO_MAIN = scn[18, 1]; Chapter 14 Waking up in the future V17P03A

m17a0101.ssb

S02P01A (debug)

m00a01a.ssb

~ line 1777

&

~ line 578

(under “Others”)

M17 Check the Doors


(under “Dialogue Check”)

TALK-M17-01

$SCENARIO_MAIN = scn[18, 2]; Ch. 14 The hero unsuccessfully tries to open the jail cell doors in the future P05P02A

m170201.ssb

S02P01A (debug)

m00a01a.ssb

~ line 1781

&

~ line 1784

&

~ line 583

(under “Others”)

M17 To the Stockade


(under “Others”)

M17 First Time to Chasm Cave


(under “Dialogue Check”)

TALK-M17-02

$SCENARIO_MAIN = scn[18, 3]; Ch. 14 Grovyle decides to keep moving and leaves, meanwhile the partner struggles with the truth D18P11A

m17a0504.ssb

S02P01A (debug)

m00a01a.ssb

~ line 1798

(under “Others”)

M17 Chasm Cave Exploration

$SCENARIO_MAIN = scn[18, 4]; Ch. 14 Triggers if you fail Chasm Cave D18P11A

m17a0701.ssb

$SCENARIO_MAIN = scn[19, 0]; Ch. 14 Found in unionall under

GETOUT_SCENARIO_DUNEGON

~ line 8965

Seemingly gets skipped over upon clearing Chasm Cave, so I don’t know what specifically triggers this S02P01A (debug)

m00a01a.ssb

~ line 2232

&

~ line 1805

Main 18
(under “Others”)

M18 First Time to Dark Hill

$SCENARIO_MAIN = scn[19, 1]; Ch. 14 Triggers once you complete Chasm Cave (you are about to try and use the Dimensional Scream on the frozen waterfall) D19P11A

m18a0101.ssb

S02P01A (debug)

m00a01a.ssb

~ line 1812

&

~ line 1819

(under “Others”)

M18 Dark Hill Exploration


(under “Others”)

M18 First Time to Sealed Ruin

$SCENARIO_MAIN = scn[19, 2]; Ch. 14 Triggers after you complete Dark Hill, before the partner sees the lights from the stockade P06P01A

m18a0401.ssb

S02P01A (debug)

m00a01a.ssb

~ line 1826

&

~ line 1833

(under “Others”)

M18 Sealed Ruin Exploration


(under “Others”)

M18 First Time to Sealed Ruin-2

$SCENARIO_MAIN = scn[19, 3]; Ch. 14 Entering Sealed Pit Ruin (for the first time) D21P21A

m18b0901.ssb

S02P01A (debug)

m00a01a.ssb

~ line 1840

(under “Others”)

M19 Sealed Ruin-2 Exploration

$SCENARIO_MAIN = scn[19, 4]; Ch. 14 Triggers before your first attempt at the Spiritomb boss fight D21P41A

m18b1101.ssb

$SCENARIO_MAIN = scn[20, 0]; Chapter 15 Triggers after Grovyle has explained the truth about the future and your team decides to follow him so they can  get home P07P01A

m18b1401.ssb

S02P01A (debug)

m00a01a.ssb

~ line 2237

Main 19
$SCENARIO_MAIN = scn[20, 1]; Ch. 15 Visual of the paralyzed future V17P03A

m19a0101.ssb

S02P01A (debug)

m00a01a.ssb

~ line 1847

&

~ line 588

(under “Others”)

M19 First Time to Dusk Forest


(under “Dialogue Check”)

TALK-M19-01

$SCENARIO_MAIN = scn[20, 2]; Ch. 15 Entering Dusk Forest D22P11A

m19a0301.ssb

S02P01A (debug)

m00a01a.ssb

~ line 1854

&

~ line 1861

(under “Others”)

M19 Dusk Forest Exploration


(under “Others”)

M19 First Time to Deep Dusk Forest

$SCENARIO_MAIN = scn[20, 3]; Ch. 15 While heading to the entrance to Deep Dusk Forest, Celebi explains the Passage of Time D23P11A

m19b0701.ssb

S02P01A (debug)

m00a01a.ssb

~ line 1868

(under “Others”)

M19 Deep Dusk Forest Exploration

$SCENARIO_MAIN = scn[20, 4]; Ch. 15 Triggers if you fail Deep Dusk Forest D23P11A

m19b0901.ssb

$SCENARIO_MAIN = scn[21, 0]; Ch. 15 Traveling through the Passage of Time V16P02A

m19b1014.ssb

S02P01A (debug)

m00a01a.ssb

~ line 2242

Main 20
$SCENARIO_MAIN = scn[21, 1]; Chapter 16 After the chapter title card (“A New Dawn”), the hero, partner, and Grovyle all wake up on the beach back in the past D01P11A

m20a0101.ssb

S02P01A (debug)

m00a01a.ssb

~ line 1875

&

~ line 593

(under “Others”)

M20 First Time to Treeshroud Forest


(under “Dialogue Check”)

TALK-M20-01

$SCENARIO_MAIN = scn[21, 2]; Ch. 16 Triggers once you say “Yes” to if you’re ready to enter Treeshroud Forest D24P11A

m20a0501.ssb

S02P01A (debug)

m00a01a.ssb

~ line 1882

(under “Others”)

M20 Treeshroud Forest Exploration

$SCENARIO_MAIN = scn[22, 0]; Ch. 16 The hero and partner agree to go back to the guild for help D01P11A

m20a0901.ssb

S02P01A (debug)

m00a01a.ssb

~ line 2247

Main 21
$SCENARIO_MAIN = scn[22, 1]; Chapter 17 Hero and partner return to Wigglytuff’s Guild G01P01B

m21a0101.ssb

$SCENARIO_MAIN = scn[22, 2]; Ch. 17 Chatot gives everyone their orders (your team is supposed to go visit Torkoal) G01P04A

m21a0410.ssb

S02P01A (debug)

m00a01a.ssb

~ line 1889

&

~ line 598

(under “Others”)

M21 The Wise, Old Torkoal


(under “Dialogue Check”)

TALK-M21-02

$SCENARIO_MAIN = scn[22, 3]; Ch. 17 Morning briefing (if you didn’t go to the Hot Spring the previous day) G01P04A

m21a0520.ssb

S02P01A (debug)

m00a01a.ssb

~ line 603

(under “Dialogue Check”)

TALK-M21-04

$SCENARIO_MAIN = scn[23, 0]; Ch. 17 Before bed, the partner reflects on the meeting with Torkoal and wonders how Grovyle is doing G01P07C

m21a0802.ssb

S02P01A (debug)

m00a01a.ssb

~ line 2252

Main 22
$SCENARIO_MAIN = scn[23, 1]; Ch. 17 Torkoal appears at the sentry gate G01P04A

m22a0101.ssb

S02P01A (debug)

m00a01a.ssb

~ line 608

(under “Dialogue Check”)

TALK-M22-02

$SCENARIO_MAIN = scn[23, 2]; Ch. 17 Torkoal is leaving the guild when he gets ambushed by Team Skull P01P01A

m22a0302.ssb

S02P01A (debug)

m00a01a.ssb

~ line 1896

&

~ line 1903

&

~ line 613

(under “Others”)

M22 Dungeon Stop


(under “Others”)

M22 Let’s Stop by Sharpedo Bluff!


(under “Dialogue Check”)

TALK-M22-03

$SCENARIO_MAIN = scn[23, 3]; Ch. 17 Before entering the Sharpedo Bluff hideout, the partner wonders if Grovyle is back H01P99A

m22a0601.ssb

S02P01A (debug)

m00a01a.ssb

~ line 1910

&

~ line 1917

&

~ line 618

(under “Others”)

M22 Re-read Letter


(under “Others”)

M22 Let’s Swing by the Beach


(under “Dialogue Check”)

TALK-M22-04

$SCENARIO_MAIN = scn[24, 0]; Chapter 18 Lapras talks to Wigglytuff P10P01A

m22a1004.ssb

S02P01A (debug)

m00a01a.ssb

~ line 1924

&

~ line 2257

(under “Others”)

M23 First Time to Brine Cave



Main 23

$SCENARIO_MAIN = scn[24, 1]; Ch. 18 Wigglytuff has not yet returned, but Chatot plans to leave for Brine Cave as scheduled anyway G01P04A

m23a0101.ssb

S02P01A (debug)

m00a01a.ssb

~ line 1931

&

~ line 1938

&

~ line 623

(under “Others”)

M23 Brine Cave Exploration


(under “Others”)

M23 First Time to Brine Cave-2


(under “Dialogue Check”)

TALK-M23-02

$SCENARIO_MAIN = scn[24, 2]; Ch. 18 At the Lower Brine Cave midpoint, Team Skull steals the Relic Fragment from the partner and Chatot runs after them D26P21A

m23a0501.ssb

S02P01A (debug)

m00a01a.ssb

~ line 1945

(under “Others”)

M23 Brine Cave-2 Exploration

$SCENARIO_MAIN = scn[24, 3]; Ch. 18 The hero and partner find Team Skull knocked out and Skuntank returns the Relic Fragment D26P31A

m23a0701.ssb

$SCENARIO_MAIN = scn[25, 0]; Ch. 18 Triggers at the end of the scene where the hero, partner, and Grovyle meet Lapras P11P01A

m23a1008.ssb

S02P01A (debug)

m00a01a.ssb

~ line 2262

Main 24
$SCENARIO_MAIN = scn[25, 1]; Chapter 19 Chapter 19 title card

(“To the Hidden Land”)

G01P01C

m24a0102.ssb

S02P01A (debug)

m00a01a.ssb

~ line 1952

&

~ line 628

(under “Others”)

M24 First Time to the Hidden Land


(under “Dialogue Check”)

TALK-M24-01

$SCENARIO_MAIN = scn[25, 2]; Ch. 19 Triggers upon entering the Hidden Land D27P11A

m24a0401.ssb

S02P01A (debug)

m00a01a.ssb

~ line 1959

&

~ line 1966

(under “Others”)

M24 The Hidden Land Exploration


(under “Others”)

M24 First Time to the Hidden Land-2

$SCENARIO_MAIN = scn[25, 3]; Ch. 19 Triggers upon saying “Yes” to entering the Hidden Highland D28P21A

m24a0601.ssb

S02P01A (debug)

m00a01a.ssb

~ line 1973

(under “Others”)

M24 The Hidden Land-2 Exploration

$SCENARIO_MAIN = scn[25, 4]; Ch. 19 Triggers upon entering the Old Ruins D28P32A

m24a0802.ssb

$SCENARIO_MAIN = scn[26, 0]; Ch. 19 Found in unionall under

GETOUT_SCENARIO_DUNEGON

~ line 9031

Seemingly gets skipped over after defeating Dusknoir, so I don’t know what specifically triggers this S02P01A (debug)

m00a01a.ssb

~ line 2269

Main 25
$SCENARIO_MAIN = scn[26, 1]; Ch. 19 Triggers right after defeating Dusknoir D28P44A

m25a0101.ssb

S02P01A (debug)

m00a01a.ssb

~ line 1980

(under “Others”)

M25 First Time to Temporal Towe

$SCENARIO_MAIN = scn[26, 2]; Chapter 20 Arriving at the entrance to Temporal Tower D29P11A

m25a0501.ssb

S02P01A (debug)

m00a01a.ssb

~ line 1987

(under “Others”)

M25 Temporal Tower Exploration

$SCENARIO_MAIN = scn[26, 3]; Ch. 20 Triggers when you interact with the entrance to Temporal Tower (regardless of if you say you’re ready to go in or not) D29P11A

m25a0601.ssb

$SCENARIO_MAIN = scn[26, 4]; Ch. 20 Arriving at the Temporal Tower midpoint D30P21A

m25a0801.ssb

$SCENARIO_MAIN = scn[26, 5]; Ch. 20 Entering Temporal Spire D3021A

m25a0901.ssb

$SCENARIO_MAIN = scn[26, 6]; Ch. 20 Reaching Temporal Pinnacle D30P41A

m25a1101.ssb

$SCENARIO_MAIN = scn[27, 0]; Ch. 20 Immediately after defeating Primal Dialga D30P41A

m26a0101.ssb

S02P01A (debug)

m00a01a.ssb

~ line 2276


Found in unionall under

GETOUT_SCENARIO_DUNEGON

~ line 9055

Main 26