___ ___ | () |____ ---- -- ---- --\ \ / /-- ---+--- / | _|__ / / / | |\ \ / /| | / | \ / | / / / | | | // / | | / | \ / \__ __/ / / | |/ / --- / / | | -- | / / / _|___ | \\ | || || \ / / | | _____ |--- \ \ | || |\ \ / / | | | \ \| || |/ // ----| / | | \____||_____/ |_______| _____ ______ _________ _/___\ | || / \ | \ | | | ___|____ | || | | / | ---+- | / / \ +---- || | ___ |---+ | \ | | / / / /\ | || | | | \ | _| | / / / | \_____| | \ |_______| / / ---+----- () Alamedyang's Ultimate Guide to Pokemon Card GB2: Here Comes The Great Team Rocket! WALKTHROUGH AND TRANSLATIONS v2.1 by Alamedyang (c) 2001-2018 alamedyang at gmail dot com http://alamedyang.tejat.net/tcg2/ *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* ========================================================================= ==============| T A B L E O F C O N T E N T S |============== ========================================================================= *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* -------------------------------------------- // 1. Beginning Notes // -------------------------------------------- [1a] - About the Game [1b] - Shortcuts and Speed Tips [1c] - An Introduction to Scumming [1d] - Some Terminology -------------------------------------------- // 2. Walkthrough Part 1 // -------------------------------------------- [2a] - Beginning the Game [2b] - Confronting Rando [2c] - Stone Club [2d] - Battle Club [2e] - Green Club [2f] - Science Club [2g] - Aqua Club [2h] - Fire Club [2i] - Elec Club [2j] - Esper Club [2k] - Airport -------------------------------------------- // 3. Walkthrough Part 2 // -------------------------------------------- [3a] - GR Grass Fort [3b] - GR Lightning Fort [3c] - GR Fire Fort [3d] - GR Water Fort [3e] - GR Fighting Fort [3f] - GR Psychic Stronghold [3g] - Colorless Altar [3h] - Final Cup (back at GB1 Island) [3i] - Rocket Castle [3j] - End -------------------------------------------- // 4. Story Extras // -------------------------------------------- Extras on the first island (GB1): [4a] - Mr. Ishihara's House [4b] - Challenge Hall [4c] - Dr. Ooyama's Lab [4d] - Pokemon Dome Extras on the second island (GB2): [4e] - Game Center [4f] - Challenge Hall [4g] - Mr. Ishihara's House [4h] - Sealed Fort [4i] - Imakuni? -------------------------------------------- // 5. Menus and Navigation // -------------------------------------------- [5a] - Yes versus No [5b] - Main Menu [5c] - Deck Menu [5d] - Deck Editing Menu [5e] - MiniCom [5f] - Deck Save Machine [5g] - Options [5h] - PC Menu -------------------------------------------- // 6. Dueling // -------------------------------------------- [6a] - Challenging Someone to a Duel [6b] - The Process of a Duel [6c] - Main Dueling Screen [6d] - Using Cards in Your Hand [6e] - The Check Command [6f] - Retreating [6g] - Using an Attack [6h] - Pokemon Powers [6i] - Status Ailments (aka Special Conditions) [6j] - Stopping in the Middle of a Duel / Scumming -------------------------------------------- // A. Appendix - Card Locations // -------------------------------------------- [A1] - Bulbasaur (1) Pack List [A2] - Moltres (2) Pack List [A3] - Omanyte (3) Pack List [A4] - Mr. Mime (4) Pack List [A5] - Pidgeot (5) Pack List [A6] - Rocket R (6) Pack List [A7] - Rocket Grunt (7) Pack List [A8] - Meowth (8) Pack Explanation -- "Present Pack" [A9] - Promotional Card List and Locations [AA] - Booster Locations Quickref -------------------------------------------- // B. Appendix - Miscellaneous Resources // -------------------------------------------- [B1] - Black Box recipes [B2] - Colorless Altar Guys -------------------------------------------- // The End // -------------------------------------------- [i] - Also Available [ii] - Contacting Me *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* ========================================================================= ==============| 1. B E G I N N I N G N O T E S |=============== ========================================================================= *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* ========================================================================= [1a] ABOUT THE GAME ========================================================================= The story is pretty generic -- you are a card player who quests to: 1) defeat the evil Great Team Rocket through the game of Pokemon TCG 2) collect all the cards 3) master the game by building the best deck(s) possible Playing a match is exactly the same as the real-life Pokemon Trading Card Game rules (original rules from 1999), except for the Mulligan Rule (the drawing of 2 cards when your opponent's opening hand contains no Basic Pokemon). -------------------------------------------- // What's New in the Sequel // -------------------------------------------- - You aren't forced to begin the game with a guided practice duel. (Yay!) - Your starter deck is not horrible. - There are twice as many cards, clubs, and opponents. - Your mailbox and the Deck Save Machine is on person, not on a PC. - Opponents play much better and have 3 distinct graphic emotions. - Some graphics are different and some cards are better-colored. - Some Base Set cards have different rarities that are more appropriate for the card. - Some opponents have specific requirements for your own deck, and some play with extra rules. - You collect coins instead of medals, which you can then use to flip your own coins in battle. -------------------------------------------- // How to Get the Game // -------------------------------------------- This game will never be released in English commercially, but there's a ROM patch for an English fan translation. I won't post the link here because of its legal status, but it's really good. It's possible to find online -- just look around. The best way to get a physical copy of the game is to go to someplace like http://auctions.yahoo.co.jp/ and, unless you live in Japan, use a deputy service like http://www.shoppingmalljapan.com/ to ship it to you. Sometimes the game pops up on eBay, but is normally fairly expensive. Be aware that the game is from a generation of games that used a small battery to retain save data and is now old enough for the batteries to begin to fail, so you may have to solder in a new battery if you want to keep saved data on your game. (Or, if the battery works, understand that it could fail at any time.) -------------------------------------------- // Compatibility // -------------------------------------------- Gameboy Color required; it is not compatible with the original Gameboy or a Gameboy Pocket. (It will work on a Gameboy Advance/SP, but not a Micro or DS.) You cannot trade or Card Pop! between the sequel and the original, though. Gameboys are not region protected, so this Japanese game will work perfectly on a non-Japanese Gameboy. I use an American Gameboy SP for mine. ========================================================================= [1b] SHORTCUTS AND SPEED TIPS ========================================================================= ------------------------------------------- // Speed Walk // ------------------------------------------- Hold the B button while you walk to double your walking speed. -------------------------------------------- // Minimize Unnecessary Animation // -------------------------------------------- In the OPTIONS menu: - Turn MESSAGE SPEED to 5 - Turn DUEL ANIMATION to NONE - Turn COIN TOSS ANIMATION to SKIP SOME That done, be sure to press B for your own coin flips and hold B while your opponent flips. Hold B while drawing cards. -------------------------------------------- // Sort the Cards in your Hand and Deck // -------------------------------------------- Press SELECT while looking at your hand and deck (and just-opened booster pack) to sort the cards inside. Sorts by: - Energies (Basic/Special, then element) - Pokemon (by element, then number, then level) - Trainers (Japanese "alphabetical" order). Also, use the left/right arrow buttons to jump up/down a page of cards in your hand, your deck, or a booster. -------------------------------------------- // Shortcuts // -------------------------------------------- When on the main dueling screen: - hold B and press left: look at your Discard Pile - hold B and press right: look at your opponent's Discard Pile - hold B and press down: look at your Bench - hold B and press up: look at your opponent's Bench - press SELECT: look at the main game summary, where you can move the cursor to each part of the gameplay area and press A to look closer When looking at the Bench, put the cursor over a Pokemon and press SELECT to look at the Energy cards attached to it. ========================================================================= [1c] AN INTRODUCTION TO SCUMMING ========================================================================= Scumming is the technique of controlled saving and reseting the game (turning the Gameboy off and on) in order to get a better result for certain random events. In this guide, when such an opportunity arises, I will make a note surrounded by pound signs. (##) It's possible to scum during a duel for game-changing results (depending on exact circumstances, of course). Two game mechanics make this technique possible: the auto-save feature and the tendancy of this game to have predetermined coin flips. -------------------------------------------- // Auto-Save Feature Explained // -------------------------------------------- Every move you make during a duel is saved so that you can you can leave a game in progress (by turning the gameboy off) to resume later. The game does not save until you leave the screen depicting your current action, so if you make a mistake (i.e. attach an Energy card to the wrong Pokemon) you can fix it, but only if you reset before the screen changes. Your opponent's turn is not saved at all. Once you attack, the game will not save until your opponent's turn is finished and gameplay is returned to you. So if your opponent does something you don't like, you can reset any time during their turn and replay the end of your turn in the hopes of changing things. -------------------------------------------- // Predetermined Coin Flips // -------------------------------------------- Simply put, this game doesn't do well in the random number generation department. In every match, you and your opponents' coin flips are (for all intents and purposes) predetermined -- so if you use Gameboy Ninetales Lv35's coin-flippy attack and don't like the results, you will not get different coin flips by resetting the game and trying again. On the same note, if you use Gambler and get tails then reset because you'd rather not waste the card on a tails, then any coin flip you make after that point in the match will be tails, guaranteed. Note that your and your opponent's coin flips are kept separately, so resetting after your Gambler card gets a tails will NOT make your opponent's next flip become tails, only your own next flip. One example of how to take advantage of this is to prevent Confusion damage. After you attack when Confused, you flip a coin to determine whether the attack succeeded or whether you take Confusion damage. If you get tails and would rather not hurt yourself, you could reset the game and then use a throwaway Trainer card like Poke Ball, which we now know will be tails, then attack again with a new 50/50 chance of success. Another way to exploit this system is to "save the heads" for when it matters. Say you are using S-Deck Magmar Lv18 to attack the Defending Pokemon, which happens to have 20 HP left. If you use Smog (20 damage, flip coin for Poison) and get heads then the Defending Pokemon becomes Poisoned. Though since it was KO'd from the damage alone this is something of a waste. If you reset to use Fire Punch instead (which also does 20 damage), then you'll know that your next coin flip will be heads and you can then be sure to Poison the next Pokemon Magmar attacks. -------------------------------------------- // Morals of Scumming // -------------------------------------------- In a very real way scumming is cheating. Some gamers look down on players who do this, just as some gamers look down on players who use a GameShark or an Action Replay. It's your sense of honor and honesty versus a small advantage in a children's card game, so just do what you're comfortable with. (I tend to choose a small advantage in a children's card game!) -------------------------------------------- // Boosters // -------------------------------------------- This isn't exploiting an auto-save feature, but it is still considered scumming. -- MAIL Occasionally you will receive mail that includes a booster pack. If you save right before you open the booster, then you can reset the game and try again if you don't get the cards you wanted. Not every mail includes a booster, but it's good to save right before reading any of them because it's hard to tell which pieces of mail have a booster. -- GIFTS During the story various characters will gift you a booster. Same technique here: just save before talking to them and reset if you don't get good cards. Early in the game, if you are experienced with the whole spectrum of cards, it may be beneficial to scum for specific rares or uncommons as they will increase the speed and competency of your early decks. -------------------------------------------- // In-Game CardPop! // -------------------------------------------- This happens very rarely, and despite the game auto-saving it IS possible to scum. You just have to reset the game at the exact right time: AFTER the picture of the card appears (so you know whether you want to keep the card you are getting), but BEFORE the game returns you to the overworld view (when the game is saved). As I don't have a second copy of this game, I can't determine whether this also works with the infrared game- to-game CardPop! feature, but I kind of doubt it. ========================================================================= [1d] SOME TERMINOLOGY ========================================================================= -------------------------------------------- // A Note About Element Types // -------------------------------------------- When the Pokemon RPGs were adapted to a card game, each of the fifteen (at the time) element types were adapted to a seven-element system: ------------------------------------------------------ | RPG Type TCG Type Weak. Res. | ------------------------------------------------------ | Grass Grass Fire -- | | Bug Grass Fire -- | | Poison Grass Poison -- | ------------------------------------------------------ | Fire Fire Water -- | ------------------------------------------------------ | Water Water Lightning -- | | Water Water Grass -- | | Ice n/a n/a -- | ------------------------------------------------------ | Lightning Lightning Fighting -- | ------------------------------------------------------ | Fighting Fighting Psychic -- | | Rock Fighting Grass -- | | Ground Fighting Grass Lightning | ------------------------------------------------------ | Psychic Psychic Psychic -- | | Ghost Psychic -- Fighting | ------------------------------------------------------ | Normal Colorless Fighting Psychic | | Dragon Colorless -- Psychic | | Flying * Colorless Lightning Fighting | ------------------------------------------------------ * Flying can be a secondary subtype -- just add Fighting Resistance to whatever color the Flying card is. (e.g. Butterfree, Bug/Flying -- Weakness is Fire, Resistance is Fighting) NOTE: The Legendary birds -- Articuno, Zapdos, Moltres -- don't have a Weakness. (They're all Resistant to Fighting, though.) Except for Jynx, Ice type Pokemon were always Water types also (in the original RPG) so this type is generally ignored. -------------------------------------------- // Identifying Pokemon // -------------------------------------------- There are two (good) conventions for identifying two different cards that feature the same Pokemon: 1) by expansion set (what people tend to do in the IRL Pokemon TCG) 2) by unique experience level (what this game does) Rather than pick one system or the other this guide uses both: a card will be identified first by its expansion set and then by its level, e.g. Jungle Wigglytuff Lv36. This way, players of the IRL TCG will know which cards I'm referring to without having to memorize the (otherwise useless) experience levels, and at the same time be able to find them in- game by their experience level if needed. Exceptions: If there is only one card for a Pokemon, like Exeggutor, I simply say "Exeggutor" and don't bother with the expansion or level. Same goes for most "named" Pokemon cards (like Flying Pikachu or Dark Pokemon) that only have one variation. *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* ========================================================================= ==========| 2. W A L K T H R O U G H : P A R T 1 |========= ========================================================================= *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* /=\ GB-1 ISLAND -|3|==\ ^^_ / | 1 - Mr. Ishihara's House ||1|\__ ___ __/ | 2 - Challenge Hall \___ \_ ||2|| | ___ 3 - Fire Club | \____===___/ _ [ 6 ] 4 - Stone Club __/__ |5| ===\ 5 - Esper Club | |4]| |=| ___ | 6 - Science Club | -- _____ |8| | 7 - Pokemon Dome \_ ----- | 8 - Green Club \ ___ ||7|| / 9 - Elec Club ||9|| ___ | A - Dr. Ooyama's Lab --- __/ | | B - Battle Club _/ i_i __ ==(C) | | C - Airport [A] |B| __| D | \_____/ / D - Aqua Club \___________/ |___|_________/ There are many ways to go through the story; I'm presenting it here in the most convienient order. But if you want to explore things on your own, more like a true RPG, you can jump to the section having to do with each club on an individual basis rather than in the order presented in this guide. However, certain things must happen before some story can proceed and if you're doing things out of order those prerequisite events will be indicated with asterisks on either side (**). NOTE: This guide will use the Japanese names of the Clubs and people. In the English version of the first game, those people/clubs that existed at that point have totally different English names; if you want to know what those are, look in the Club Information subsections, but know this guide will never refer to those characters by those English names in the body of the guide. This is to help those who can read Katakana and who will thus be able to tell who is who while playing. +-------------------+ Each Club has | | Throughout this guide, I'll the layout (or | TOP ROOM | refer to places within the a variant) of | | Club by these names. this design: | For the most | | part, this is | | where the Club | | Members/Masters | | all are. | | | +-------------------+------# #------+ | | | | SIDE ROOM | FOYER | | | | | Here will be alt # This is where | | locations of Club Rando will ap- | | Members, Imakuni? pear to talk | | informants, and # with you. | | people who will | | | trade in-game. | | | | | +-------------------+------# #------+ | | <--- You enter from here. ========================================================================= [2a] BEGINNING THE GAME ========================================================================= When you start the game After you've saved and for the first time, the CardPopped, it'll look screen will look like this: like this instead: ================ ================ @@@@@@ | >New Game | | CardPop! | @char@ ================ | >Continue | @pic @ | New Game | @@@@@@ ================ Name ======================= = Location ============ | Begin a new game | | Coins Earned XX | | | | Card Album XX/441 | | | | Play Time XX:XX | ======================= ======================= -------------------------------------------- // Game Controls // -------------------------------------------- This is like most other games, including other Pokemon games. A = talk to someone confirm choice go deeper in menu B = cancel skip animation (if held) go to previous screen START = go to game menu arrows = move around -------------------------------------------- // Upon Starting a New Game // -------------------------------------------- Are you a boy or a girl? It makes no difference which you choose; it's just for looks. Make your selection and press A. It'll then ask if you're sure ("No" is default). Now you get to pick a name. You can choose between Japanese kana (hiragana and katakana), and the English alphabet (upper and lower cases). Shortcut: press SELECT to cycle through these options. The three-character command in the lower-right hand corner is "DONE" and will let you proceed. Then you will be requested to confirm your choice of name and gender (Yes/No). "No" is default. -------------------------------------------- // Game Politics // -------------------------------------------- This whole island is devoted to Pokemon Cards. There are eight clubs, each with a special focus (water, fire, rock, etc.), three general Club Members and one Club Master, each of whom has their own unique deck and a reward to give you if you defeat them in a duel. In addition, there are four Grand Masters, who are the guardians of the four "Legendary Pokemon cards". (Your character is on this island in the first place to acquire these Legendary Pokemon cards.) This is unchanged from the last game. -------------------------------------------- // The Introductory Scenes // -------------------------------------------- One day, an evil group called Great Rocket-Dan (the Great Team Rocket) arrived suddenly, kidnapping the Grand Masters and stealing cards from all the clubs. In this state of emergency, you go to Dr. Ooyama's lab to see what you can do.... Rando, your longtime rival, exchanges words with you, then you go up to speak with Dr. Ooyama, who asks for your help in setting everything right. ("No" is default, but it won't get you anywhere.) When you say "Yes" he'll give you a deck for you to use and a "MiniCom" (Miniature Computer). After this, you'll be free to move around on your own. ## IF SCUMMING, SAVE BEFORE LEAVING THE LABORATORY. See section 1c. ## (At this point I recommend turning the text speed all the way up to five. You can do this by going into the second-to-last option on the main menu. text speed is the topmost option in the Options Menu. Also turn the two middle options all the way to the right: this will let you skip coin toss animation and card drawing animation during a duel.) The first time you try to leave the Lab, Dr. Ooyama will call you back and say it would be best if you did some training first. You don't have to do any sort of training if you don't want to, so you can just leave again if you want. If you want to get a jump on the game and not do any "training" please skip to section 2b. Otherwise, continue directly below. -------------------------------------------- // Dueling in the Lab // -------------------------------------------- There's two people in the lab you can see to practice the game: Mikasa and Arai-Mon. ____________ / ARAI-MON \ English: AARON Arai-Mon is in the top-right corner of the leftmost room, monitoring a machine. When you talk to him, a menu appears with 2 to 5 options. (Some won't appear until you've completed previous steps.) =============== | STEP 1 | Step 1: Weakness and Resistance practice | STEP 2 | Step 2: Status Ailment (Special Condition) practice | STEP 3 | Step 3: Pokemon Power practice | NORMAL DUEL | | STOP | =============== Normal Duel is a regular, non-stacked duel between your personal deck and Arai-Mon's personal deck. For the other three, Arai-mon provides two stacked decks for you and himself. Winning any of the 4 matches results in a booster reward: Step 1: Present Pack (actually just filled with Energy) Step 2: Bulbasaur (1) Pack Step 3: Moltres (2) Pack Normal Duel: Present Pack I would recommend playing Arai-Mon at each step several times to get used to playing the game, especially if you haven't played the first one, and to build up a card library. __________ / MIKASA \ English: SAM When you talk to Mikasa (guy at the table), the following options appear: ================== | PRACTICE DUEL | | NORMAL DUEL | | EXPLAIN RULES | | NOTHING | ================== PRACTICE DUEL: You'll be asked to confirm: Yes/No ("No" is default). Two prizes, stacked decks. You'll have very precise instructions from Dr. Ooyama as far as what moves you need to make. (There's a listing of these moves below; if you get one instruction wrong, you'll have to do the turn over.) NORMAL DUEL: This match is the same as the one above, only you can make whatever moves you want. If you win, you'll get a booster: an Energy- filled Present Pack. EXPLAIN RULES: Contains information on the rules, sorted by topic. NOTHING: will let you leave. -------------------------------------------- // Practice Duel Steps // -------------------------------------------- PREGAME -- 1) Place Diglett as your Active. 2) Pidgey goes on your Bench. TURN 1 --- 1) Select a Fighting Energy card in the Hand menu. 2) Place it on Diglett. 3) Attack with Diglett's "Dig". TURN 2 --- 1) Put another Fighting Energy card on Diglett. 2) Attack with Diglett's "Mud Slap". TURN 3 --- 1) Evolve Dugtrio on top of Diglett. 2) Put one last Fighting Energy card on Dugtrio. 3) Use Dugtrio's "Slash" attack. TURN 4 --- 1) Add Nidoran M on your Bench. 2) Attach a Grass Energy to Nidoran M. 3) Attack with Dugtrio's "Slash". IN BETWEEN 1) Choose Nidoran M as your new Active Pokemon. TURN 5 --- 1) Put Machop on your Bench. 2) Attach a Grass Energy to Nidoran M. 3) Use Nidoran's "Horn Hazzard" attack. TURN 6 --- 1) Evolve Nidoran M into Nidorino. 2) Put a Grass Energy on Nidorino. 3) Use Nidorino's "Double Kick" attack. You won! However, you don't get a booster reward for winning when you play with Dr. Ooyama's help! :P Too bad. ========================================================================= [2b] CONFRONTING RANDO ========================================================================= Rando will appear in the first club you enter and CardPop! you. (To CardPop!, press the A button when it indicates, and a random card will be added to your inventory.) ## If scumming, reset the game AFTER the picture of the card appears but BEFORE the screen returns to overworld view. ## After you CardPop! him, a new option will appear on the opening menu when you start up the game, allowing you to CardPop! other people using a Gameboy Color's infrared port. Rando will appear again to confront you at several key points in this part of the story; for those of you who are following my order, I'll cover exactly what happens each of those times when it happens. ========================================================================= [2c] STONE CLUB ========================================================================= -------------------------------------------- // Story Progression // -------------------------------------------- Walk into the Top Room to discover the Club Master defeating GR#1, a phantom masked figure, who now has to leave the club. (Yes, mastering a children's card game can help you defeat thugs.) Now the Club Master will ask for your help in making right the terrible situation on the island -- win a match against him to get the Kabuto Coin and the "Defeat GR#1" Deck, which he probably wants you to use against the GR when you fight him. (The deck itself is pretty weak, but it has an elemental advantage over the GR's deck.) Now you should go to the Battle Club to take on your first GR opponent! -------------------------------------------- // Club Information // -------------------------------------------- Side Room Trade = Jungle Snorlax Lv20 --> Jigglypuff Lv12 ____________ / YASUTOMO \ English: Matt Location: Top Room, top-left Booster(s): Bulbasaur (1) Pack _________ / JOOTA \ English: Andrew Location: Top Room, bottom-left Booster(s): Bulbasaur (1) Pack _________ / NORIO \ English: Ryan Location: Top Room, center-right Booster(s): Moltres (2) Pack __________________________ // CLUB MASTER - GENZOU \\ English: Gene Location: Top Room, top Booster(s): Omanyte (3) Pack + Bulbasaur (1) Pack Notes: (He looks like Professor Oak. o_O) His deck is mono-rock, so the obvious choices are any Grass types or Fighting-resistant types, preferably both, e.g. Butterfree, Zubat/Golbat, Scyther. (Not that you'll have many of those Pokemon this early in the game...) ========================================================================= [2d] BATTLE CLUB ========================================================================= -------------------------------------------- // Story Progression // -------------------------------------------- ** The upper room of the Battle Club will be empty until you visit the Stone Club (see section [2c] for details). Also, the GR won't fight you until you defeat the Stone Club Master and get the Kabuto Coin. ** In the side room, Masahiro is just outside the entrance, and begs you to defeat GR#1. (Answer "Yes" to his first question, or he won't let you go.) Afterwards, you can battle him if you like. The GR will come straight here after he leaves the Stone Club. Go ahead and fight him. __________ // GR#1 \\ Gives: Rocket R (6) Pack + Bulbasaur (1) Pack + GR Coin Fragment Notes: His deck contains medium-power Water and Lightning attackers, all of which are evolutions (Jungle Electrode Lv42, Vending Poliwrath Lv40, and Vending Dewgong Lv24), and since his evolutionary pyramids are so weak and his numbers are spread out over too many bloodlines he's not likely to make much use of those evolutions, especially if you're fast. The only problem you're likely to have in early gameplay is Magnemite; Vending Magnemite Lv15's Pokemon Power calls for other Magnemites to get out into play, and Rocket Magnemite Lv12's attack is then much stronger. This guy is a sinch to deal with. His Voltorb, Magnemite, and Pikachu can all get OHKO'ed by a Machop or Hitmonchan with 1 Energy attached, and good use of Grass and Lightning cards should take care of the rest. Just don't use Water of Fire types and you should do fine. -------------------------------------------- // Story Progression -- continued // -------------------------------------------- He leaves the island after you defeat him, but not before giving you 1/4 of the GR Coin -- your ticket for leaving this island and going to the second one. (You have to get all four pieces before it'll do you any good, though.) Once you leave the Battle Club comepletely, the three Battle Club Members will be assembled in the top room on your next visit. (The Club Master has been kidnapped -- you will need to rescue him from the next island later.) -------------------------------------------- // Club Information // -------------------------------------------- Side Room Trade = Vending Hitmonlee Lv23 --> Mewtwo Lv60 (CoroCoro) ____________ / MASAHIRO \ English: Michael Location: From the start = Side Room, just outside the entrance After you defeat GR#1 = Top Room, bottom Booster(s): From the start = Bulbasaur (1) Pack After you assemble the GR Coin = Omanyte (3) Pack x2 ____________ / TATSUROO \ English: Chris Location: After you defeat GR#1 = Top Room, left Booster(s): From the start = *won't duel* Defeat GR#3 in the Aqua Club = Bulbasaur (1) Pack + ___________ Moltres (2) Pack / NATSUKI \ English: Jessica Location: After you defeat GR#1 = Top Room, right Booster(s): From the start = *won't duel* Rescue Steve from the Lightning Fort = Mr. Mime (4) Pack _____________________________ // CLUB MASTER - YAMAGUCHI \\ English: Mitch Location: Top Room, top (eventually) Booster(s): After you clear the Fighting Fort = Pidgeot (5) Pack x2 Notes: He has a generic Fighting deck with Vending Mr. Mime Lv20, Vending Lickitung Lv20 and Promo Kangaskhan Lv38. If you're going to utilize Weakness and Resistance (with Gengar and co. and/or Psychic and Fighting cards) be sure to take out his Mr. Mime right away, as it will null your advantage as long as it's in play. ========================================================================= [2e] GREEN CLUB ========================================================================= -------------------------------------------- // Story Progression // -------------------------------------------- ## Scumming opportunity: save before talking to the girls, and you can control the yield of the boosters. ## The Club Members are hiding in the side room. Talk to Haruna, the girl in red in the upper left. She'll give you a Moltres (2) Pack, and then asks you to find Club Master Kunimi and talk to her for information about the GR that plagued the Green Club. However, where is Kunimi? Talk to Misao next, the girl with the long purple hair. She'll give you an Omanyte (3) Pack, and tells you that Ayako knows where Club Master Kunimi is. Ayako, the girl at the table, won't tell you anything until you defeat her in a duel -- I recommend dueling her several times, as her deck is pretty easy to defeat and she gives you two boosters instead of one. After you defeat her she'll tell you that Club Master Kunimi is at Mr. Ishihara's house. (Kunimi won't appear at Mr. Ishihara's house until you defeat Ayako, so you can't go straight there. Sorry!) -- AT MR. ISHIHARA'S HOUSE Once Kunimi hears you defeated Ayako, she gives you the "Make GR#2 Lose" Deck and the Oddish Coin. Now you need to find GR#2 -- he's either in the Science Club top room or the Green Club top room. (Either case, see the Science Club section below for information on GR#2.) -------------------------------------------- // Club Information // -------------------------------------------- Side Room Trade = none ____________ / HARUNA \ English: Kristin Location: Top Room, left (eventually) Booster(s): From the start = *won't duel* After you assemble the GR Coin = Omanyte (3) Pack ___________ / MISAO \ English: Heather Location: Top Room, bottom (eventually) Booster(s): From the start = *won't duel* After you fight GR#3 in the Aqua Club = Moltres (2) Pack ___________ / AYAKO \ English: Brittany Location: Top Room, right (eventually) Booster(s): From the start = Bulbasaur (1) Pack x2 Rescue Steve from the Lightning Fort = Bulbasaur (1) Pack + ____________________________ Mr. Mime (4) Pack // CLUB MASTER - KUNIMI \\ English: Nikki Location: Top Room, top (eventually) Booster(s): From the start = *won't duel* After you assemble the GR Coin = Omanyte (3) Pack x2 Notes: She's got a mono-Grass deck with Venusaur Lv67, Butterfree, and Exeggutor. Any sort of a Fire deck at all will crush her, but you may not have enough cards for that this early in the game, so supplement Fire with any secondary color you like except for Fighting cards (which Butterfree Resists) or anything weak to Grass. Most of all it's important you prevent Venusaur from coming into play and Exeggutor from becoming powered up. ========================================================================= [2f] SCIENCE CLUB ========================================================================= -------------------------------------------- // Story Progression // -------------------------------------------- ** You must complete the Green Club section before anything will happen in here. ** GR#2 is toward the top of the Top Room. (I'm pretty sure he was in the Green Club for me once, but I've played dozens of times afterward and he's never shown up there again. Anyway, if he's not in the Top Room of the Science Club, check the Green Club just in case.) __________ // GR#2 \\ Gives: Rocket Grunt (6) Pack + Moltres (2) Pack + GR Coin Fragment Notes: His deck is Poison/Grass and Ground/Rock. You should have solid Fire and Grass cards at this point; I would recommend altering the "Make GR#1 Lose" Deck so that instead of Water cards and Weedle/Kakuna, you have Charmander/Charmeleon, Magmar if you've got it, and another strong Fire or Grass Bloodline. (Psychic would be better than Fire, except your Psychic arsonal probably isn't that great yet.) -------------------------------------------- // Story Progression -- continued // -------------------------------------------- You're now half way done with the GR Coin! But don't get too cocky; save right away, before you leave the Top Room, because Rando will pay you a visit in the foyer! ___________ // RANDO \\ English: Ronald Location: any club foyer, after getting 50% of the GR Coin Gives: Super Energy Retrieval Notes: This is probably the weakest incarnation of Rando's deck -- half Water and half Fighting. The Water part shouldn't cause too much trouble, but he has some beefy Fighting cards: Base Hitmonchan Lv33, Base Machop Lv20 and Base Machamp Lv23. His Trainer base is weak as well. Decent Psychic and/or Flying cards should work. After you leave the Club completely, all the people in the Green Club and the Science Club will return to the Top Room of their respective Clubs. -------------------------------------------- // Club Information // -------------------------------------------- Side Room Trade = none _____________ / MASASHI \ English: Erik Location: From the start = Side Room, left After Science Club is liberated = Top Room, left Booster(s): From the start = *won't duel* After you assemble the GR Coin = Omanyte (3) Pack ______________ / YASUYUKI \ English: David Location: From the start = Side Room, center After Science Club is liberated = Top Room, top right Booster(s): Bulbasaur (1) Pack x2 ___________ / SOUTA \ English: Joseph Location: From the start = Foyer After Science Club is liberated = Top Room, center Booster(s): From the start = *won't duel* After you fight GR#3 in the Aqua Club = Moltres (2) Pack _____________________________ // CLUB MASTER - KURUSHIMA \\ English: Rick Location: top room, top left (after being rescued) Booster(s): Omanyte (1) Pack + Pidgeot (5) Pack Notes: Except for Base Chansey Lv55, all of his cards are Weak to Psychic. Because Chansey's HP is so high, it's important that you have a way of dealing with it or you'll be forever chipping away at its HP while stronger cards are being built up on the Bench. His main hitters, Vending Arbok Lv30 and Vending Weezing Lv26, deal in Poison so in this case I recommend Full Heal or Full Heal Energy, unless your cards can Retreat on the cheap or you have a lot of Switches. ========================================================================= [2g] AQUA CLUB ========================================================================= -------------------------------------------- // Story Progression // -------------------------------------------- From here, you should enter the top room of the Aqua Club and speak to GR#3. He'll show off the entire Aqua Club, all trapped within a waterfall. He'll release them only if you defeat him. __________ // GR#3 \\ Gives: Rocket Grunt (6) Pack + Omanyte (3) Pack Notes: This time, you're not given your anti-GR deck beforehand. His deck consists of Charmeleon (Dark & Base), Exeggutor, Dark Vileplume, and Vending Moltres Lv37. His evolutionary pyramids are more stable than the other GRs you've faced so far, but just use powerful Fire and Water cards (like Charmeleon and Wartortle). -------------------------------------------- // Story Progression -- continued // -------------------------------------------- After he is defeated, he leaves for the Fire Club. The Club Master, Utchii, rewards you with the Starmie Coin and the "Revenge on GR#3" Deck. ## If scumming, save before leaving the Top Room. ## When you go into the foyer, Rando will give you a Moltres (2) Pack. Nice of him to do that. -------------------------------------------- // Club Information // -------------------------------------------- Side Room Trade = none __________ / MARI \ English: Sara Location: Top Room, left Booster(s): Moltres (2) Pack x2 ____________ / MEGUMI \ English: Amanda Location: Top Room, bottom-right Booster(s): From the start = *won't duel* After you rescue Steve from the Lightning Fort = _______________ Omanyte (3) Pack + / SHINTAROO \ Mr. Mime (4) Pack English: Joshua Location: Top Room, center-right Booster(s): From the start = Bulbasaur (1) Pack x2 After you rescue Yamaguchi from the Fighting Fort = ____________________________ Pidgeot (5) Pack x2 // CLUB MASTER - UTCHII \\ English: Amy) Location: Top Room, top Booster(s): From the start = *won't duel* After you rescue Steve from the Lightning Fort = Mr. Mime (2) Pack x2 Notes: She has a classic, medium-speed Raindance deck. Fortunately for you, all her cards are weak to Lightning and she runs low on Basics. Keep the pressure as high as you can as fast as you can and above all, prevent her from getting Blastoise into play. ========================================================================= [2h] FIRE CLUB ========================================================================= -------------------------------------------- // Story Progression // -------------------------------------------- ** GR#3 will not appear until you defeat him in the Aqua Club. ** GR#3 has all the Fire Club trapped in some sort of cage. __________ // GR#3 \\ Gives: Rocket Grunt (6) Pack + Omanyte (3) Pack + GR Coin Fragment Notes: Same as before. -------------------------------------------- // Story Progression -- continued // -------------------------------------------- This time, after you defeat him, you'll get another piece of the GR Coin. Then the Club Master will give you the Charmander Coin. -------------------------------------------- // Club Information // -------------------------------------------- Side Room Trade = Jungle Flareon Lv28 --> Meowth Lv14 _____________ / TAKASHI \ English: John Location: Top Room, bottom Booster(s): From the start = *won't duel* After you rescue Steve from the Lightning Fort = _____________ Mr. Mime (2) Pack x2 / WATARUN \ English: Adam Location: Top Room, center-left Booster(s): From the start = *won't duel* After beat GR#3 in the Fire Club = Bulbasaur (1) Pack _______________ / MASATOSHI \ English: Jonathan Location: Top Room, right Booster(s): From the start = *won't duel* After defeat GR#3 in the Fire Club = Moltres (2) Pack x2 _____________________________ // CLUB MASTER - AKABANE \\ English: Ken Location: Top Room, top Prize(s): From the start = *won't duel* After you rescue Steve from the Lightning Fort = Omanyte (3) Pack + Mr. Mime (4) Pack After you rescue Yamaguchi from the Fighting Fort = Mr. Mime (4) Pack + Pidgeot (5) Pack Notes: The Fire portion of his deck is less than half of his Pokemon -- the rest consists of Water, Fighting and Colorless. Jungle Dodrio Lv28 will reduce the Retreat Cost of his own Pokemon by 1, so his heavy cards become normal and his normal cards become lightweight, and it's a problem when he has two support colors (plus his main color) and can move them around freely. Fortunately (and oddly), his support colors don't actually counter Fire's Weakness -- feel free to use strong Water cards unhindered against Base Arcanine Lv45 and Fossil Magmar Lv31. ========================================================================= [2i] ELEC CLUB ========================================================================= -------------------------------------------- // Story Progression // -------------------------------------------- GR#4 has the Elec Club completely conquered; the Club Master is on the GR's side (by "persuasion"), but Sousuke is resentful. In any case, you will have to defeat Sousuke before anything else. He won't give you a prize, and he won't let you fight him a second time, but after you win, you are now able to fight the Club Master, Takahashi. Defeat him, and GR#4 will flee to the Esper Club, where you'll have to do the same thing again... but not before getting the Pikachu Coin from Takahashi. -------------------------------------------- // Club Information // -------------------------------------------- Side Room Trade = Base Voltorb Lv10 --> Pikachu Lv16 __________ / YUKA \ English: Jennifer Location: From the start = Side Room, right of Lightning floor mat After Elec Club is liberated = Top Room, center Booster(s): From the start = *won't duel* After you assemble the GR Coin = Omanyte (3) Pack _______________ / TOSHIHIKO \ English: Brandon Location: From the start = Side Room, right of Lightning floor mat After Elec Club is liberated = Top Room, right Booster(s): From the start = *won't duel* After you assemble the GR Coin = Moltres (2) Pack + _____________ Omanyte (3) Pack / SOUSUKE \ English: Nicholas Location: Top Room, left Booster(s): From the start = Bulbsaur (1) Pack After you rescue Yamaguchi from the Fighting Fort = ___________________________________ Pidgeot (5) Pack x2 // CLUB MASTER - TAKAHASHI v.1 \\ English: Isaac Location: Top Room, top Booster(s): From the start = Bulbsaur (1) Pack x2 After you assemble the GR Coin = Mr. Mime (4) Pack Notes: Miscallaneous Lightning deck, but nearly half of his cards are Resistant to Fighting (including Fossil Zapdos Lv40), so you'll want to use a neutral color, or exclusively Ground cards with support and many Switches -- but keep in mind he's got Jungle Pikachu Lv14, Fossil Raichu Lv45 and Gameboy Dark Raichu Lv31 for Bench damage (for which Resistance isn't effective). _________________________________ // CLUB MASTER - TAKAHASHI v.2 \\ Location: Top Room, top Prize(s): rescue Steve from the Lightning Fort = Mr. Mime (4) Pack x2 NOTES: Same premise, different team, but notably not as many Fighting- Resistant cards, and much less Bench damage. However, many of his Lightning cards are heavy hitters, so don't let him get up to speed. Especially watch out for Base Electabuzz Lv35, which is powered up quickly and can really hurt. ========================================================================= [2j] ESPER CLUB ========================================================================= -------------------------------------------- // Story Progression // -------------------------------------------- ** You won't even be able to enter the upper room until you complete the Elec Club section (above). ** One big difference between Miura and everyone else in the whole entire game is that if you say "No" to dueling him, he won't let you go right away -- you'll just be brought to the same choice again. If you don't want to fight him now, it's still okay; if you insist on "No" enough, you can get free. Anyway, after you defeat him, he loses his temper big time, and slams you up against a wall. In a moment, though, he'll change his behavior and ask for your forgiveness -- he was under hypnosis and couldn't help himself. He'll give you the Alakazam Coin and the Shaddup GR#4 Deck if you agree to take out GR#4. __________ // GR#4 \\ Prize(s): Rocket Grunt (6) Pack + Omanyte (3) Pack + GR Coin Fragment NOTES: His deck is Water/Psychic; the deck you were given to fight him should do well, but you might want to tweak the Lightning cards a little more depending on what you have available. Boost the trainer count too, if you're having trouble. -------------------------------------------- // Story Progression -- continued // -------------------------------------------- ## If scumming, save before leaving the Top Room ## Once you defeat him, you'll have completed the GR Coin at last! Now you can access the airport, and make your way to the second island. But first, collect an Omanyte (3) Pack from Rando on your way out. ** NOTICE: After the GR Coin is complete, the GB1 Challenge Hall (1st challenge) becomes available, until you rescue Steve on GB2 Island. (See section 4b for more information. ** -------------------------------------------- // Club Information // -------------------------------------------- Side Room Trade = Base Alakazam Lv42 --> Kangaskhan Lv38 __________ / HIRO \ English: Robert Location: Top Room, bottom left Booster(s): From the start = *won't duel* After you rescue Steve from the Lightning Fort = ___________ Mr. Mime (4) Pack / KEITA \ English: Daniel Location: Top Room, center left Booster(s): From the start = *won't duel* After you rescue Yamaguchi from the Fighting Fort = _________ Pidgeot (5) Pack / RIE \ English: Stephanie Location: Top Room, right Booster(s): From the start = nothing! How rude. After you defeat GR#4 in the Esper Club = Bulbasaur (1) Pack After you assemble the GR Coin = Bulbasaur (1) Pack + _______________________________ Pidgeot (5) Pack // CLUB MASTER - MIURA v.1 \\ English: Murray Location: Top Room, top Booster(s): From the start = Bulbasaur (1) Pack (see below) Notes: He has a mild and unfocused deck, but it has a few powerful cards. Vending Mr. Mime Lv20 will interfere with Weakness and Resistance should you want to pursue that avenue, as most of his cards are Weak to Psychic (though the rest are Resistant to it). Jungle Wigglytuff Lv36 is a strange addition but has the most potential, since this deck has 19 Basics and a couple of Moon Stones. His Trainer base is weak. Overall an easy match for a Club Master. _____________________________ // CLUB MASTER - MIURA v.2 \\ Location: top room, top Booster(s): After you rescue Yamaguchi from the Fighting Fort = Rocket R (6) Pack + Rocket Grunt (7) Pack Notes: This is a dangerous deck. Vending Gastly Lv13 can prevent Trainer use and Vending Haunter Lv26 makes it dangerous to keep Trainers in your hand -- a nasty combo. He's got Base Alakazam Lv42 for damage control, three Base Chansey Lv55 for damage absorbsion, and Scoop Up to erase the damage. His Mr. Mimes are deadly -- Jungle Mr. Mime Lv28 will prevent damage done to it greater than 20, and Vending Mr. Mime Lv20 will null any Resistance you're trying to utilize, which is a big deal in this case. His Trainer base is huge (especially draw Trainers) but his Energy is on the low side, so Energy Removal will hurt him a great deal... unless he's got Promo Mewtwo Lv60 out, which uses Energy from the Discard Pile to power itself up! Your best bet is to go with Psychic Resistance and Energy Removal; play defensively, and he'll deck himself out. ========================================================================= [2k] AIRPORT ========================================================================= Once you have the completed GR coin, you can talk to the purple-hooded GR in the second room and he'll take you to the next island. Your first trip on the blimp will be a long one, but the animation of each trip afterwards can be cut short with the B button. This is the only way to get from one island to the other. *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* ========================================================================= ========| (3) W A L K T H R O U G H : P A R T 2 |======== ========================================================================= *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* GB-2 ISLAND P /\ (__)__ <>||<> ___|13|) \ /||==|| / I__II |__/ ||__||| | _// 12 / \______/_/ _/ |=| / / _|=|/ _-_ | / ( 11) / _ | |---| __/ ___ [_] | / / \ / \______ \____ / | ii | ____/ |=| | |=| \__======= /10\| | / |9| |=| ________|=| / | | _______/|=|/ ----_ \_______/ \___/ |=| [_] \ ___/|=| [---] | _/ ||7|| / ____ | __ / | \ \ ((GR)) | / \ \ ||==|| _/ ____ 1 Airport _____ | | | 6 / / | 2 Game Center / |I| \ | | | _[_]_ | \ \ 3 Sealed Fort | [=3=] | | ___\===== ||5|| | | | 4 GR Grass Fort \_____/ \ [=4=]| | / / _ | 5 GR Lightning Fort |=| |[===] \ \ __/===== [ ] | 6 Challenge Hall __|=|_---_ \ \ \ / / [8]__ | 7 GR Fighting Fort / \ | \ \ | / ___/ | | 8 GR Water Fort | ===| | \____/ | |_ \/ 9 GR Fire Fort | =||== | \__ | |___\ 10 Colorless Altar | | 1 | / ____ \ / 11 GR Psychic Fortress \|___| ===/ \ \__/ 12 Rocket Castle -----/ / |\2/| \ 13 Mr.Ishihara's House / (^ ^) | \________/ Welcome to GB2 Island! You'll notice right away that this place is more impressive than GB1 Island. This island is a lot more linear than the first island, as well -- you will have less control over the order in which you must play through things. As such, I will assume you are following the order in which I present events in this guide. First of all, I would recommend paying a visit to the Game Center, as it's a good place to get Present Packs -- a booster filled with random cards from every other booster -- since you're unlikely to have seen many GR boosters (packs 4-7). See section 4e for information about the Rocket Game Center. If you choose to go to the Game Center, Rando will give you a Bill's Computer in the foyer. (He will not do so if you clear the GR Fighting Fort *before* coming here for the first time, though.) ========================================================================= [3a] GR GRASS FORT ========================================================================= When you enter the foyer of the GR Grass Fort, you will be approached by GR#X, who will duel you: __________ // GR#X \\ Prize(s): Rocket Grunt (7) Pack + Rocket R (6) Pack NOTES: He's got a Dark Pokemon deck with Dark Golbat, Dark Muk, Dark Raticate, Dark Persian, with Rocket versions of all the previous stages. Your strongest neutral colors should do the best job of whipping him. After the duel, he'll reveal his true identity -- Rando! He's one step ahead of you again, and is really enjoying all these Dark cards. You'll see him again later. -------------------------------------------- // Story Progression // -------------------------------------------- The Science Club Master, Kurushima, is being held hostage by Midori. To release the Club Master, you'll have to defeat her. (See the Fort Information section below for her deck information.) Once defeated, Midori will turn Kurushima loose, who will give you a Kuishimbo (Hungry) Snorlax promotional card in gratitude. Keep going up and fight everyone. Yuuta, the second Fort Minion, was the face behind the mask of GR#1 way back at the beginning. (He has a different deck, though.) In the third room is Miyuki, the first opponent who will require your deck to contain certain cards. (If your deck does not meet her requirements, she won't fight you.) Specifically, she wants your deck to have no other types of Energy cards except Grass Energy (not even Colorless types). Most GR fighters will require something or will have an extra in-game rule; as you proceed, I will describe those extras. (Note that extra rules apply to both players.) -------------------------------------------- // Fort Information // -------------------------------------------- Side Room Trade = Dark Venusaur Lv37 --> Promo Venusaur Lv67 ____________ / MIDORI \ Location: First Room Booster(s): Rocket R (6) Pack ___________ / YUUTA \ Location: Second Room Booster(s): Rocket R (6) Pack ____________ / MIYUKI \ Location: Third Room Booster(s): Rocket R (6) Pack Requirement: Grass Energy only ____________________________ // FORT MASTER - MORINO \\ Location: Last Room Booster(s): Rocket (R) Pack x2 Extra Rule: Grass cards cannot become Asleep, Confused, Paralyzed, or Poisoned. Notes: To a certain extent Morino has cards that can deal status ailments, but for the most part it's a basic Grass deck with Rocket Squirtle Lv16 and Base Wartortle Lv22 as support (and powered by Rainbow Energy). If you want to fight fire with fire, which is to say Grass with Grass, you will be immune to any of his status attacks. Otherwise you can use Fire to wipe out his Grass cards and simply take special care of Wartortle (e.g. with Energy Removal). ========================================================================= [3b] GR LIGHTNING FORT ========================================================================= Once you have defeated Morino you will receive the Golbat Coin, which can be used to unlock the GR Lightning Fort. Press A when facing the door and it will open. -------------------------------------------- // Story Progression // -------------------------------------------- Go up each room, fighting each person. In the Side Room at the table is a guy named Tap, someone who will duel you if you wish. His defeat isn't necessary to progress in the storyline, though. ** NOTICE: The 1st challenge at the GB1 Challenge Hall ends (if you haven't done the challenge yet) after Steve is rescued. This is your last chance! (See section 4b for more information.) ** In the second room you will meet Ichikawa, aka GR#3, who's captured Grand Master Steve. Defeat Ichikawa and he'll let Steve free -- who will then give you Promo Electabuzz Lv20. ** NOTICE: After you defeat Catherine, the GR Island's Challenge Hall will hold its 1st challenge. (See section 4f.) ** -------------------------------------------- // Fort Information // -------------------------------------------- Side Room Trade = Dark Raichu Lv31 --> Pikachu Lv16 (CoroCoro) _________ / TAP \ Location: Side Room, at table Booster(s): Moltres (2) Pack + Bulbasaur (1) Pack ___________ / RENNA \ Location: First Room Booster(s): Rocket R (6) Pack Requirement: 4x Pikachu (any kind) in your deck ______________ / ICHIKAWA \ Location: Second Room Booster(s): Rocket R (6) Pack Requirement: Lightning Energy only _____________________________ // FORT MASTER - CATHERINE \\ Location: Last Room Booster(s): Rocket (R) Pack x2 Extra Rule: Lightning cards do an additional 10 damage to the Defending Pokemon, before applying Weakness and Resistance. Notes: Dueling her with a Lightning deck might seem like a good idea, but I've found it can be hard to pull off -- as you both have the same advantage it becomes more about who gets the better opening hand and who's more lucky. A better tactic is to use Ground cards. Just remember to pack something that can beat Base Doduo Lv10, which Resists Fighting. ========================================================================= [3c] GR FIRE FORT ========================================================================= You can enter the GR Fire Fort once you have the Magnemite Coin from the GR Lightning Fort. Press A against the gate, and then select "Yes" to insert the coin into the doors so they'll open. At this point in the game, your path opens up -- you can do the GR Fire Fort or the GR Water Fort now, and then go back and do the other afterwards. In this guide, I will take you to the GR Fire Fort first. -------------------------------------------- // Story Progression // -------------------------------------------- Go up through each room and defeat each minion. The third Fort Minion, Shouko, has Grand Master Hiroko stranded on an island in the middle of a lava field! Once you defeat Hiroko's captor and release her, she'll give you Promo Arcanine Lv34. ** NOTICE: After you defeat Hiderou (the Fort Master), the 2nd challenge at the GB1 Challenge Hall becomes available, and will end when you rescue Ryuudo from the Psychic Stronghold. (See section 4b.) ** ** ANOTHER NOTICE: If you've already defeated the GR Water Fort Master, your defeat of Hiderou will signal the end of the challenge at the GR Island's Challenge Hall. (See section 4f.) ** When you go to leave the Fort, Rando will fight you, so be sure and save after defeating Hiderou. (If you did the GR Water Fort first you've already fought him, so never mind.) _____________ // RANDO \\ Location: After either the GR Fire Fort or GR Water Fort completion, whichever happens first. Gives: Computer Error! Notes: He's got two of each Gameboy Eevee evolution (Flareon Lv22, Vaporeon Lv29 and Jolteon Lv24), each of which is powered solely by Colorless Energy, and Vending Hitmonlee Lv23 and Base Hitmonchan Lv33 for Basic muscle. Fighting cards will slaughter his Rocket Eevee Lv9, which is required for the multi-color evolutions, and can keep Jungle Kangaskhan Lv40 from stalling/drawing as well as killing Jolteon and his other Colorless cards. He has multiples of Colorless Energy cards: Double Colorless, Potion, Full Heal, and Recycle Energies. Beware Imposter Oak's Revenge, which makes you shuffle your hand into your deck and draw four new cards. -------------------------------------------- // Fort Information // -------------------------------------------- Side Room Trade = Dark Charizard Lv38 --> Promo Charizard Lv76 ___________ / JAYCE \ Location: First Room Booster(s): Omanyte (3) Pack ___________ / YUUKI \ Location: Second Room Booster(s): Rocket R (6) Pack Requirement: Fire Energy only ____________ / SHOUKO \ Location: Third Room Booster(s): Rocket R (6) Pack + Rocket Grunt (7) Pack Requirement: 4x Eevee (any kind) in your deck _____________________________ // FORT MASTER - HIDEROU \\ Location: Last Room Booster(s): Rocket R (6) Pack + Rocket Grunt (7) Pack Extra Rule: Fire Pokemon have no Weakness. Notes: Not having Weakness to exploit is difficult if that has been a major part of your tactics until now. Just use your strongest neutral color. ========================================================================= [3d] GR WATER FORT ========================================================================= Like the GR Fire Fort, you can enter the GR Water Fort once you have the Magnemite Coin from the GR Lightning Fort. (A reminder: you can do this Fort or the GR Fire Fort in any order.) -------------------------------------------- // Story Progression // -------------------------------------------- Same as always; go up each room and fight each Fort Minion. In the second room, Senta has Grand Master Kanekouji trapped behind a waterfall. When you set him free, he'll give you Promo Magikarp Lv10. ** NOTICE: If you've been following my guide to the letter (that is, if you've already defeated the GR Fire Fort Master), defeating Kanoko will end the challenge at GR Island's Challenge Hall. Go back and take the challenge now, if you haven't yet, before it's too late! (See section 4f.) ** -------------------------------------------- // Fort Information // -------------------------------------------- Side Room Trade = Dark Blastoise Lv28 --> Promo Blastoise Lv52 ______________ / MIYAJIMA \ Location: First Room Booster(s): Omanyte (3) Pack Requirement: Water Energy only ___________ / SENTA \ Location: Second Room Booster(s): Mr. Mime (4) Pack Requirement: 4x Magikarp (any kind) in your deck __________ / AIRA \ Location: Third Room Booster(s): Rocket Grunt (7) Pack Extra Rule: Bench size is three instead of five ____________________________ // FORT MASTER - KANOKO \\ Location: Last Room Booster(s): Rocket R (6) Pack x2 Extra Rule: Water Pokemon need one less Energy to Retreat. ========================================================================= [3e] GR Fighting Fort ========================================================================= To open the door you'll need two coins: the Magmar Coin from the GR Fire Fort and the Psyduck Coin from the GR Water Fort. You'll have to unlock both doors with the coins before you can enter. This place is a maze. The Xs mark the pitfall traps, which are invisible until you step on them (and which don't remain visible, either). If you fall in one, it's no biggie -- you end up in the pitfall room, which is a stairway away from the front room. Around the maze are chests that contain boosters and other cards. I'd recommend getting all of them. ## Save before opening the chests with boosters, and then reset the game if you don't get cards you want. ## +========+ ============== | |::::::::|::::::::|:::::::: | MAP KEY: | | B |::::::::|::::::::|:::::::: ============== | |::: ::: | |::: :::|::: :::|::: ::: 1 = Rocket R (6) Pack | |::: :::|::: :::|::: ::: 2 = Rckt Grunt (7) Pack +=== ===+=== ===+=== ===+=== === 3 = Present (8) Pack ::: :::|::: :::|::: :::|::: :::|:::::::: 4 = Bulbasaur (1) Pack ::: :::|::: :::|:5 :|::: :::|:::::::: 5 = Promo Diglett Lv16 ::: :::|: X 4::: 6 = Promo Dugtrio Lv40* ::: :::|:::xx:::|: :|::: :::|::: ::: ::: :::|::: :::|:::xx:::|:::xx:::|::: ::: * defeat Grace first === ===+=== ===+=== ===+=== ===+=== === ::: :::|::: :::|::: :::|::: :::|::: ::: X = pitfall trap ::: :::|::: :::|::: :::|::: :::|::: ::: ::: X ::: A = Grace ::::::::|::: :::|::: :::|::: :::|::: ::: B = Gouda ::::::::|::: :::|:::xx:::|::: :::|::: ::: === ===+=== ===+=== ===+=== ===+========+ ::: :::|::: :::|::: :::|::: :::| A 6 | ::: :::|::: :::|::: :::|::: :::| | ::: 3X :::| | ::: :::|::: :::|::: :::|::: :::| | ::: :::|::: :::|::: :::|::: :::| | === ===+=== ===+=== ===+=== ===+=== ===+ ::: :::|::: :::|::: :::|::: :::|::: ::: ::: :::|::: 1:::|::: :::|::: :::|::: ::: ::: X :::|::: X2 ::: ::: :::|::::::::|::: :::|::::::::|:::::::: ::: :::|::::::::|::: :::|::::::::|:::::::: -------------------------------------------- // Story Progression // -------------------------------------------- The Fort Master will not fight you until you defeat both his disciples, who will hide in the maze. Go around carefully, and you'll find them in no time. Yamaguchi, Fighting Club Master, is being held captive in Gouda's room. Release him (defeat Gouda) and you'll receive Cool Porygon Lv15. ** NOTICE: Defeat Kamiya here, and the 2nd challenge at GR Island's Challenge Hall becomes available until you clobber the GR Psychic Stronghold Master. (See section 4f for more information.) ** When you defeat Kamiya, you'll get the Machamp coin, with which you can open the door in the back of the GR Fighting Fort. When you leave this Fort, Rando will come and taunt you for a minute before leaving again. -------------------------------------------- // Fort Information // -------------------------------------------- ___________ / GRACE \ Location: Rightmost Room (in maze) Booster(s): Pidgeot (5) Pack + Rocket Grunt (7) Pack Requirement: Fighting Energy only ___________ / GOUDA \ Location: Leftmost Room (in maze) Booster(s): Mr. Mime (4) Pack + Rocket Grunt (7) Pack Extra Rule: no Energy Removal or Super Energy Removal in your deck ____________________________ // FORT MASTER - KAMIYA \\ Location: Front Room Booster(s): Rocket R (6) Pack + Rocket Grunt (7) Pack Extra Rule: Fighting Resistance is ignored. Notes: The lack of Fighting Resistance is a huge loss when it comes to dueling a Fighting opponent, but there's no helping that. Dark Primeape and Dark Marowak are your biggest threats -- note that he's got four Imakuni? (the bizarre promotional card that Confuses your own Active Pokemon) to make Dark Primeape more powerful. He's got strong Trainers, and Jungle Scyther Lv25 for splashing fun. Try using Grass or Psychic cards, but be aware that Jungle Kangaskhan Lv40 is Resistant to Psychic. ========================================================================= [3f] GR PSYCHIC STRONGHOLD ========================================================================= You won't be able to even come over here before you open the back door in the GR Fighting Fort. This Fort and the Colorless Altar are interchangable -- you can do them in any order. -------------------------------------------- // Story Progression // -------------------------------------------- When you enter the top room it will be empty, but try to leave and someone will call out to stop you. Then the Minions of the Fort will be introduced by their very creepy Master, Mami. To win the privilege of fighting Mami, you must defeat three of the four Minions. ** NOTICE: The 2nd challenge at the GB1 Challenge Hall will end (if you haven't done it yet) with Ryuudo's rescue. (See section 4b.) ** ** ANOTHER NOTICE: The 2nd challenge at GR Island's Challenge Hall will also stop being available after you've defeated the Stronghold Master. (See section 4f for more information.) ** Grand Master Ryuudoo is being held by Mami. Defeat Mami to set him free, and he'll reward you with Promo Dragonite Lv43. -- IMPORTANT! Like all other Extra Rule-players, Mami will describe the rule for you before the duel even begins. Unlike the others, he'll ask you if you want the rule explained again before asking you to duel -- you must answer "no" to his first question, or you won't even be able to leave the conversation! After answering "no" the normal dueling prompt will appear. -------------------------------------------- // Fort Information // -------------------------------------------- Side Room Trade = Dark Hypno Lv26 --> Mewtwo Lv60 (FanBook) ___________ / KEVIN \ Location: Left Booster(s): Rocket Grunt (7) Pack + Moltres (2) Pack Extra Rule: Resistance is -10 instead of -30 __________ / MIWA \ Location: Second from Left Booster(s): Rocket Grunt (7) Pack + Bulbasaur (1) Pack Requirement: Psychic Energy only _____________ / YOUSUKE \ Location: Second from Right Booster(s): Rocket R (6) Pack + Moltres (2) Pack Requirement: 6x Gastly and Haunter (any kind) in your deck * * This means you can have 4x Gastly and 2x Haunter, or 3x Gastly and 3x Haunter, or 2x Gastly and 4x Haunter (though don't do that last one). ____________ / RYOUKO \ Location: Right Booster(s): Rocket R (6) Pack + Omanyte (3) Pack Requirement: your deck must not contain Trainer cards Notes: Trainer cards are very important to a deck, and being denied them can be pretty tough. Remember that she has the same disadvantage, though. You'll need to use cards that can act like Trainers. Some examples: Jungle Dodrio Lv28, for making Retreat Costs cheaper, and in most cases free; Jungle Vileplume Lv35 for healing cards in-play (not that I'm recommending Vileplume, even here); Dark Dragonair for finding Evolution cards to put into your hand; Base Alakazam Lv42 for manipulating damage counters, especially onto cards that use Rage (where damage makes the attack stronger); Rocket Psyduck Lv16, various Meowths, and Jungle Kangaskhan Lv40 to draw cards; etc. Full Heal Energy and Potion Energy will find good use here, as well. __________________________ // FORT MASTER - MAMI \\ Location: Upstairs Booster(s): Rocket Grunt (7) Pack x2 Extra Rule: Energy cards normally send to your Discard Pile get sent to your hand instead. Notes: He'll open with Jungle Mr. Mime Lv28 or Jungle Kangakshan Lv40 if he can, then power up Dark Haunter and Dark Gengar, which are his deck's backbone. He's got a competent Trainer card base including many Energy Removals, with Item Finder and Computer Search, and Bill and Oak. Dark Gengar's attack can yank your Benched Pokemon and all attached cards back into your deck meaning he'll probably defeat you by having you run out of Actives. Psychic Resistance will help you a lot but don't try to run too many Evolution cards since any Evolution investment can get wiped out far too easily and his Energy Removals will strip down heavy hitters making them powerless. ========================================================================= [3g] COLORLESS ALTAR ========================================================================= You won't be able to even come over here before you open the back door in the GR Fighting Fort. This Altar and the GR Psychic Stronghold are interchangable in terms of timeline. -------------------------------------------- // Story Progression // -------------------------------------------- The topmost person, Ishii (who was GR#2), is blocked only until you talk to either of the other two. Ishii will not award you the coin until both others are defeated. NOTE: If for some reason you fight Ishii without defeating the other two first, you can go and defeat the other two, then come back to Ishii again for the coin without having to fight him again. As a note, all three people have deck requirements that change randomly. section B2 contains ASCII art depicting which requirement they are asking for. Look carefully at their dialog and try to find the characters inside the quotation brackets -- match the characters there to determine what they want. You could also guess and check, or build a deck that incorporates all of their requirements. -------------------------------------------- // Fort Information // -------------------------------------------- _______________ / NISHIJIMA \ Location: Bottom Booster(s): Moltres (2) Packs x2 Requirement: 4x Pidgey (any kind) in your deck alt: 4x Spearow (any kind) in your deck alt: 4x Double Colorless Energy in your deck Notes: Every card he's got is Weak to Fighting, but they are kind of beefy: Jungle Lickitung Lv26, Base Chansey Lv55, Jungle Kangakshan Lv40 and Vending Snorlax Lv35. The biggest problem is probably his Energy Removals -- four regular, three Super, and a couple of Itemfinders to renew them. ____________ / SAMEJIMA \ Location: Left Booster(s): Mr. Mime (4) Packs x2 Requirement: 4x Dratini (any kind) in your deck alt: 4x Jigglypuff (any kind) in your deck alt: 4x Mysterious Fossil in your deck Notes: Vending Onix Lv25 and Vending Hitmonchan Lv23 fill out this deck, but mainly you'll worry about Dark Clefable and Dark Dragonite -- the later only a problem because of Dark Clefable's Power. Gameboy Jigglypuff Lv13 is also included to stuff the Bench. The Weaknesses of this deck are spread out, but you could go for the Fighting angle. A fun thing to do when he asks for Mysterious Fossil is to make a Haymaker-type deck with Fossil Aerodactyl Lv28, which takes the wind out of his Evolution sails (although Moon Stone will still let him play Colorless Evolution cards). _____________________________ // FORT MASTER - ISHII \\ Location: Top Booster(s): Omanyte (3) Packs x2 Requirement: 4x Rattata (any kind) in your deck alt: 4x Meowth (any kind) in your deck alt: 4x Dark Pokemon (any Pokemon) in your deck Notes: Except for Vending Tauros Lv35 and Flying Pikachu Lv12 all his cards are Weak to Lightning. His heavy hitters are Vending Pidgeotto Lv38, Jungle Pidgeot Lv40 and Jungle Fearow Lv27. His Energy is on the low side, but includes four Recycle Energy and four Double Colorless Energy, and his Trainer base is good. Energy Removal or flat out use of fast Lightning Pokemon will rip him apart. Not too hard. ========================================================================= [3h] FINAL CUP -- back at GB1 Island ========================================================================= At some point, you're going to have to fight the Grand Masters. They're all available to fight at any time after they've all been rescued -- this point in gameplay happens to be the most convenient, at least for inclusion in this guide. Anyway, for this part, you'll have to go back to the first island, and visit the Pokemon Dome. -------------------------------------------- // Story Progression // -------------------------------------------- Rescue the people first, of course. To begin the Final Cup, you must talk to Ryuudo -- the second guy from the left -- and say "Yes" to his question. Save first, because you dive right in after speaking to him. These guys are tough, and you must fight them one after each other. (You can save and change your deck between matches -- just answer "Yes" to the first prompt they give you.) ______________ // HIROKO \\ Position: first Notes: Everything except her Vending Moltres Lv37 and Promo Moltres Lv40 are weak to Water. Promo Moltres' PokePower is to pull a random number of Fire Energy from the deck and put it in her hand, so be sure she'll power up quickly between her Scoop Ups and Nightly Garbage Runs. Your biggest threats are Fossil Magmar Lv31 Jungle Rapidash Lv33 for stalling and Gameboy Ninetales Lv35 for an annoyingly large number of coin flips... (Remember to hold down B during her flips to skip the animation!) Attack swiftly with Water. _____________ // STEVE \\ Position: second Notes: Promo Zapdos Lv68's monstrous abilities aren't fully utilized in this deck, but they can destroy you if allowed to come to full power. Base Electabuzz Lv35 is probably most dangerous as it's more plentiful than Promo Zapdos and is powered up quickly. If possible he'll try to prevent Evolutions with Fossil Aerodactyl Lv28's PokePower. Zapdos is Resistant to Fighting instead of Weak to it, so it's probably better not to run Fighting cards against this deck. If you keep your in-play Pokemon to a minimum, the Zapdos will damage its allies more than your own Pokemon, but then you run the risk of it KO-ing your last in-play Pokemon. _________________ // KANEKOUJI \\ Position: third Notes: Except for Dark Gyarados and his Articunos, every card is Weak to Lightning. Most of his cards need a lot of energy to work so Energy Removal tactics will work well. Nothing too hard. _______________ // RYUUDOO \\ Position: fourth Notes: Jungle Kangaskhan Lv40, and Dark Dragonite Lv28 and Base/Promo Charizard Lv76 star in this Promo Dragonite Lv41 deck, with Jungle Scyther Lv25 for backup. His Trainer base is small but focused, including a few Pokemon Breeder for quickly jumping to Dragonite and Charizard. -------------------------------------------- // Story Progression -- continued // -------------------------------------------- Once defeated, they'll give you one copy of each of the Legendary Cards: Moltres Lv40, Zapdos Lv68, Articuno Lv37, and Dragonite Lv41. (You can get these cards over and over indefinitely -- you only need battle them additional times.) Now, head back to the Second Island. ========================================================================= [3i] ROCKET CASTLE ========================================================================= Time to take on the King! Once you have the Mew Coin (from the GR Psychic Stronghold) and the Snorlax Coin (from the Colorless Altar), you can enter the Castle -- talk to the ladies on either side of the gate, and they'll open the doors. -------------------------------------------- // Story Progression // -------------------------------------------- As soon as the door opens, Rando comes through to fight you for (another) a Super Energy Retrieval. _____________ // RANDO \\ Location: entrance to Rocket Castle Gives: Super Energy Retrieval Notes: This deck contains the dangerous combo of Vending Gastly Lv13 (which prevents Trainer usage) and Vending Haunter Lv26 (which exploits it). Only Fossil Mew Lv23 and Vending Mewtwo Lv67 are Weak to Psychic, and Jungle Kangakshan Lv40, Dratini, and Dark Dragonair Resist it, so you'll have to go with your strongest neutral colors. Once inside, the first Rocket Executive will ask to fight you. (You can say "no.") His deck requirements are one copy of each Legendary card -- good thing you just got them! When you win, the other Rocket Executive will ask to fight. (You can also say "no" to her.) She will fight with one of three random decks and a corresponding extra rule -- see below. After her defeat, they bring you to the King himself -- the Great King Biruricchi. (He'll ask you whether you want to fight -- you can say "no" if you want.) You'll fight best two-out-of-three with an opportunity to save and change your deck between matches. He'll fight with one of four random decks, but without any extra rules. When you win, you'll get the Togepi Coin (for page three of the Event Coin screens), and GR's Mewtwo (which he awards a maximum of two times). -------------------------------------------- // Castle Information // -------------------------------------------- _____________ / KANZAKI \ Location: right of the table Booster(s): Rocket R (6) Pack + Mr. Mime (4) Pack Requirement: 1x each Legendary Card in your deck Notes: I don't bother making a deck to accomodate the Legendary cards; I find it's better to have them as deck filler / discard fodder and work around them, although a Fire Deck is best because then you can put Moltres' Power to good use. Anyway, his deck runs three colors of Energy (Grass, Fire, Psychic) and four colors of cards (Dark Gloom, Dark Charmeleon, Dark Golduck, Dark Slowbro), but he has lots of Energy Retrieval and Nightly Garbage Run, so Energy Removal must be done very thoroughly in order to work. Going for neutral colors might be your best bet, or employ Vending Mr. Mime Lv20 to null his multi-colored advantage. _________ / RUI \ Location: left of the table Booster(s): Rocket Grunt (7) Pack + Pidgeot (5) Pack Notes: Rui has three decks, randomly determined. You won't be able to tell which deck she's going to bring out until the match starts, so preparing for one specifically will take some save juggling or scumming. If you're feeling really ambitious, you can try to build a deck that can take on all three.... Deck: Poison Mist Deck Extra Rule: +1 to Retreat Cost NOTES: Switches (and maybe Full Heal and/or Full Heal Energy) are a must, since even really lightweight Pokemon will need to discard Energy to flee. Recycle Energy works well for moving cards around, as well. All her cards except Jungle Scyther Lv25 are Weak to Psychic -- including her Vending Mr. Mime Lv20 (not powered by Psychic Energy, just included for its Power). Deck: Ultra Remove Deck Extra Rule: you can't retrieve cards out of the discard pile NOTES: This deck is a Raindance/Hyper Beam deck, with ONLY Base Blastoise Lv52 and Fossil Golduck Lv27. This means only eight Basics and all cards in this deck are Weak to Lightning! Take adantage with a swift Lightning deck with low Energy card requirements (as she's got four Energy Removal and three Super Energy Removal) -- Rocket Voltorb Lv13 and Base Electabuzz Lv35 in particular do nicely. Be prepared to take significant Energy losses. Also note that she's got 25 Trainer cards in this deck, inluding four each of Professor Oak, Bill, and Bill's Teleporter. Deck: Psychic Battle Deck Extra Rule: Resistance is -10 instead of -30 NOTES: You don't lose Resistance completely, but it's no longer a huge factor so don't rely too heavily on Resisistant cards if they can't hold their own under regular circumstances. Beware her (four!) Gust of Winds! Base Hitmonchan Lv33, Base Mewtwo Lv53 and Jungle Mr. Mime Lv28 just love to KO a weakened Pokemon after a Gust. Unless you have a way to deal with Mr. Mime it'll cream you, so pack something that can deal 20 damage, or Base Rattata Lv9 or Jungle Jigglypuff Lv14 if nothing else. __________________________________ // CASTLE MASTER - BIRURICCHI \\ Location: cosmos room Prize(s): Rocket Grunt (7) Pack x2 (eventually) NOTES: He has four decks, each with slightly different players but practically the same format: Dark Clefable to reduce damage done to Dark Pokemon; a single Vending Mr. Mime Lv20 to stop whatever Weakness exploitation you're doing; plenty of draw cards (Bill, Bill's Teleporter), Pokemon searching cards (Poke Trader, Boss' Way) and manipulative cards (Switch, Gust of Wind, PlusPower). Each deck focuses on a single Energy color with one Dark bloodline and one or two support Pokemon, listed below. Compared to what you've accomplished so far, this guy shouldn't be that much trouble. Since it's best two out of three, you can still defeat him even if you lose the first one, so just keep at it. Deck: Stop Life! Deck Color: Grass with: Dark Venusaur, Jungle Scyther Lv25, Jungle Kangaskhan Lv40 Dark Dragonair Deck: Scorcher! Deck Color: Fire with: Dark Charizard, Fossil Magmar Lv31, Jungle Kangaskhan Lv40 Deck: Tsunami Starter! Deck Color: Water with: Dark Blastoise, Jungle Scyther Lv25, Fossil Lapras Lv31 Deck: Smash to Mincemeat! Deck Color: Fighting with: Dark Machamp, Base Chansey Lv55, Jungle Kangaskhan Lv40 ========================================================================= [3j] End ========================================================================= You've done it! It was tough but worth it, wasn't it? Now sit back and relax while the credits roll. (You cannot speed up the credits. Don't turn the GameBoy off until the credits are done or it won't save. If you want, watch the pictures to see the phantom cards and the portraits of opponents who you will encounter in the Sealed Fort....) Of course, the game isn't *really* over. There's tons more to do, if only to collect whatever cards you may be missing. Check out the next part of this guide for all the other cool stuff you can do on this game. *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* ========================================================================= ================| (4) S T O R Y E X T R A S |================ ========================================================================= *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* These are things you could very well want to do during the course of your game but are not critical to winning. ========================================================================= [4a] MR. ISHIHARA'S HOUSE (GB1 Island) ========================================================================= Mr. Ishihara is named after one of the producers of the original Pokemon RPGs and a major force behind the trading card game. In both Pokemon Card games for the Gameboy, he is a card collector and will make some in-game trades for promotional cards. -------------------------------------------- // Trading with Mr. Ishihara // -------------------------------------------- Unlike other "random" social events in this game, and unlike how Mr. Ishihara was in the first game, you won't be able to reset the game to make the next trade immediately available. What this amounts to is dueling other people and resetting multiple times -- sometimes it'll be after one of either, sometimes it'll be a half dozen of both. It's a little frustrating, but if you push through to the end you'll be able to duel him for two random boosters. -------------------------------------------- // Cards to Trade // -------------------------------------------- Vending Clefairy Lv15 --> Flying Pikachu Lv12 (ANA) Jungle Clefable Lv34 --> Togepi Lv8 Fossil Dragonite Lv45 --> Marill Lv17 After he trades you those three cards, he'll move to the second island, where you can meet him again and do more trades. (See section 4g.) ========================================================================= [4b] CHALLENGE HALL (GB1 Island) ========================================================================= Side Room Trades = Fossil Graveler Lv29 --> Jungle Wigglytuff Lv36 then Fossil Omanyte Lv19 --> Fossil Lapras Lv31 then Fossil Haunter Lv17 --> Bill's Computer The Challenge Cup will pit you against three random opponents, between which you can save and change your deck. (Select "Yes" at the prompt to gain access to the game's menu, with which you can save, etc. Exit the menu to receive the prompt again, then select "No" to proceed to the next battle.) If you win all three matches you will receive a promotional card. Various challenges are available during the course of gameplay. If you miss one, you'll have another opportunity to win the promo card again at randomly-held Challenges after the story is over. The below information was taken from the Japanese Official Guidebook. -------------------------------------------- // First Challenge // -------------------------------------------- -- WHEN any point between the assembly of the GR Coin and Steve's rescue from the Lightning Fort (GB2 Island) -- POSSIBLE OPPONENTS (four prizes) Stone Club: Yasutomo Stone Club: Norio Stone Club: Joota Battle Club: Masahiro Battle Club: Tatsuroo Green Club: Ayako Green Club: Haruna Green Club: Misao Science Club: Yasuyuki Science Club: Souta Science Club: Masashi Aqua Club: Shintaroo Aqua Club: Mari Fire Club: Watarun Fire Club: Masatoshi Elec Club: Yuka Elec Club: Sousuke Elec Club: Toshihiko Esper Club: Rie -- REWARD Mewtwo Lv30 -------------------------------------------- // Second Challenge // -------------------------------------------- -- WHEN Any point between the defeat of Hiderou of the Fire Fort and Ryuudo's rescue from the Psychic Fort -- POSSIBLE OPPONENTS, FIRST TWO ROUNDS any Club Member from any Club, with four prizes -- POSSIBLE OPPONENTS, LAST ROUND any Club Master, except Yamaguchi of the Battle Club, with six prizes -- REWARD Pikachu Lv13 -------------------------------------------- // Further Challenges // -------------------------------------------- After you clear the game, the Challenge Hall will open periodically for additional challenges. The prize you get will be one of the random promos listed below. -- POSSIBLE OPPONENTS, FIRST TWO ROUNDS any Club Member from any Club, with four prizes -- POSSIBLE OPPONENTS, LAST ROUND any Club Master, plus Rando and the four GRs, with six prizes -- POSSIBLE REWARDS Arcanine Lv34 Pikachu Lv13 Pikachu Lv16 (CoroCoro) Pikachu Lv16 (Toyota) Flying Pikachu Lv12 (CoroCoro) Flying Pikachu Lv12 (ANA) Surfing Pikachu Lv13 (CoroCoro) Surfing Pikachu Lv13 (JR) Slowpoke Lv9 Mewtwo Lv30 Mewtwo Lv60 (CoroCoro) Mewtwo Lv60 (FanBook) Mew Lv8 Jigglypuff Lv12 Imakuni? Super Energy Retrieval ** If you win the extra Challenge Cups 10 times, you will receive the Ponyta Coin (for page three of the Event Coin screens). ========================================================================= [4c] DR. OOYAMA'S LAB ========================================================================= -------------------------------------------- // Top Room // -------------------------------------------- Mikasa is sitting at the table and is more than happy to help you with the rules, and if you want he can take you through a practice duel. (See section 2a for more info.) -- CHALLENGE MACHINE After the Great Rocket King Biruricchi's defeat, Dr. Ooyama installs a Challenge Machine: a machine that pits five random GB1 opponents against your deck. The object is to get as many wins in a row as you can. Once you are shown the five opponents you are to face, declining the challenge will end your streak, so save before using the machine and/or after winning your five matches! After 50 consecutive wins on that machine (or 10 successful, contiguous bouts of five matches), you receive the Dugtrio Coin (for page three of the Event Coin screens). -------------------------------------------- // Left Room // -------------------------------------------- Arai-Mon is in this room, monitoring the upper-right machine. When you talk to him, he is willing to battle you with various decks. (See section 2a for more info.) -------------------------------------------- // Right Room // -------------------------------------------- Here, there is a Deck Save Machine and an Auto Deck Machine. (A second Auto Deck Machine arrives later.) The Deck Save Machine has the same files on it as the Deck Save Machine in your MiniCom. The Auto Deck Machines have large numbers of already designed deck plans for your interest, but honestly you're better off using your own designs. ========================================================================= [4d] POKEMON DOME ========================================================================= ** Before the first island is liberted, GR#5 hangs out here. You can't fight him, though. ** As you rescue the Grand Masters, they will appear here. (It's where they live or something.) Until all four of them are rescued, the ones you have rescued will fight you for boosters: ______________ // HIROKO \\ Location: left, at left table Booster(s): Bulbasaur (1) Pack + Omanyte (3) Pack + Mr. Mime (4) Pack Rescue: third room in the GR Fire Fort (see section 3c) _____________ // STEVE \\ Location: left, at right table Booster(s): Omanyte (3) Pack + Mr. Mime (4) Pack Rescue: second room in the GR Lightning Fort (see section 3b) _______________ // KANEKOUJI \\ Location: right, at right table Booster(s): Moltres (2) Pack + Omanyte (3) Pack + Mr. Mime (4) Pack Rescue: second room in the GR Water Fort (see section 3d) Once you rescue them all, the Final Cup opens, and you can win one copy of each Legendary Card. (See section 3h for the Final Cup.) _______________ // RYUUDOO \\ Location: right, at left table Rescue: second room in the GR Water Fort (see section 3d) -------------------------------------------- // Grand Masters Cup // -------------------------------------------- After you win 10 Link Battles, you can go to the Pokemon Dome and participate in the Grand Masters Cup! Unlike the other Cups, the Grand Masters Cup is a standard elimination tournament. The other contestants are GB1 Island Club Masters, and if you get to the end, you'll fight one of the Grand Masters themselves. If you win, you'll be shown four promos, and allowed to keep two. Any promo in the game is a possible reward except for Bill's Computer, any of the mail-in promos (Alakazam Lv45, Gengar Lv40, Machamp Lv54, Golem Lv37, and Omastar Lv36), Imakuni? and GR's Mewtwo. (This information came from the Japanese Official GuideBook.) ========================================================================= [4e] GAME CENTER (GB2 Island) ========================================================================= +--------------+ +-------------+ | * C * | |====* E *====| | *===* | | *===* | | +--+ | |===* +--+ | | B | *===| |===== =====| |===* | D | | *F* *G* | | *===| | | +-----+ +-----+ +-------------+ | | +------------+ +-----+ +-----+ | | 4 5 | | 2 |3 | A | A = Prize Counter | +--------| |-----+ +-----+ B = Bill's Computer | +--+ | C = Black Box | +--+ | D = Coin Toss Game | | | | E = Card Dungeon | | | 1 | F = Slot Machines (1 chip) +------------+ +-----+ +-----+ G = Slot Machines (5 chips) | | | | | | 1 = This guy will keep you from leaving if you still have chips in your posession -- give them to the lady marked "2" first. 2 = Will keep your chips for you until your next visit. 3 = Will give you 10 chips if you run out. 4 = Battle Center. Use the gamelink cable to battle another cartridge; receive 3 random boosters for winning and 1 for losing. Win 50 times for the Raichu Coin and 100 times for the Lugia Coin. 5 = Gift Center. Use the gamelink cable to send or receive cards or a deck "recipe" to another cartridge. The best way to get chips, in my opinion, is the Coin Flip game. It only takes a lucky streak or two to get LOADS of chips. The next best is the slots. The great thing about the slots is that you don't have to pay attention to the game -- you can watch a movie or something and just hit the Down button loads of times and everything else is automatic. (Check occasionally in case you enter Bonus Mode, when you have to press A.) -------------------------------------------- // Collecting Prizes // -------------------------------------------- To collect prizes, talk to the lady behind the counter marked "A" on the map and you will be asked a Yes or No question. ("No" is default.) "Yes" will take you to the prize screen: =='s CHIPS====XXX= | Venusaur Lv64 2000 | | Mew Lv15 2000 | | Bill's Computer 1000 | After the Jigglypuff Coin is purchased, | Jigglypuff Coin 500 | the fourth item will be "Present Pack x3" | Present Pack x1 200 | ========================= Along the top it shows how many chips you have left. To purchase a prize, select what you want and press A. You will be asked if you want it. (No is default.) If you choose "Yes," you will receive what you wanted. After you've bought something it will ask if that is all. (No is default.) "Yes" will take you away from this screen. "No" will let you continue on to other items. -------------------------------------------- // Bill's Computer // -------------------------------------------- The lower machine (marked "B" on the map) is Bill's Computer. The cost is 20 chips and copy of the card Bill's Computer. You are then allowed to trade in any of the following cards for any of the following Promo evolutions: Any Omanyte -> Omastar Lv36 Any Haunter -> Gengar Lv40 Any Machoke -> Machamp Lv54 Any Graveler -> Golem Lv37 Any Kadabra -> Alakazam Lv45 The card Bill's Computer can be received at various places: 1) Rando gives you one in the Game Center, if you visit it before clearing the Fighting Fort. 2) it can be traded for a Base Chansey Lv55 (GB1 Challenge Hall) 3) it can be won at the GR Island's Challenge Cup (2nd challenge) 4) Ishihara trades you one (his last trade) 5) it can be bought for 1000 chips (Game Center) -------------------------------------------- // Black Box // -------------------------------------------- The topmost machine is called the Black Box. ("C" on the map.) For 5 chips, you can choose from 1 to 5 cards to send in, and later, you'll get cards back in the mail. I still haven't quite figured out exactly how it determines what card(s) you get back, but these are the general principles (from the Japanese Official Guidebook): 1. You the cards you get in the mail will be of greater or equal value than the cards you sent out. 2. The process isn't random -- each combination of cards you send out will yield the same results. 3. If you send cards of multiple colors and the colors have varying amounts of cards, what is sent back will be the color of the majority. 4. If you send cards of multiple colors and the amount of cards per color are equal, a Trainer card will be sent back. 5. If several cards of the same Pokemon are sent out, the Pokemon's evolution will be sent back. 6. Certain combinations of rare cards will yield promo cards. Also see section B1, which contains a list Promo "recipes" for the Black Box. On an interesting note, if you send in 5 Promos, you'll get the same 5 Promos back with a few other extra cards (usually not rares). --------------------------------------------- // Coin Flip Game // -------------------------------------------- At the table marked "D" is the Coin Flip Game. The cost is 1 chip. The object is to flip as many heads in a row as possible. If you are able to flip 10 heads in a row, you will receive a Mew Lv8. You will receive various amounts of chips back as secondary prizes if you get more than two heads in a row: 3 flips = 20 chips = 1/8 chance (12.5%) = 2.5 chips avg. 4 flips = 40 chips = 1/16 chance (6.3%) = 2.5 chips avg. 5 flips = 100 chips = 1/32 chance (3.1%) = 3.1 chips avg. 6 flips = 200 chips = 1/64 chance (1.6%) = 3.1 chips avg. 7 flips = 500 chips = 1/128 chance (0.7%) = 3.9 chips avg. 8 flips = 1000 chips = 1/256 chance (0.4%) = 3.9 chips avg. 9 flips = 3000 chips = 1/512 chance (0.2%) = 5.9 chips avg. 10 flips = Mew Lv8 = 1/1024 chance (0.09%) Unlike real life where casinos make a clear profit overall, the chances of winning any chips back outweigh the cost of 1 chip to play the game. Your mileage may vary depending on luck, of course, but overall it's the best thing to do for chips. If you're just starting out (and only have 10 chips) it won't hurt to try this game a few times. If you run out, dash to the lady marked 3 on the map and she'll give you 10 more chips. -------------------------------------------- // Slot Machines // -------------------------------------------- The slot machines on the left take 1 chips to play, and the ones on the right take 5 chips to play. Likewise, prizes given on the right are 5x the prizes given on the left. (Always play the right one!) Remember, if you run out of chips, talk to the lady marked 3 on the map and she'll give you 10 more chips. --------------------------------------------- | 3 Energies | Left | Right | | to Match | Slots | Slots | --------------------------------------------- | Fire | 2 chips | 10 chips | | Lightning | 3 chips | 15 chips | | Water | 4 chips | 20 chips | | Colorless | 20 chips | 100 chips | | Rainbow | Bonus Game | Bonus Game | --------------------------------------------- A Bonus Game changes the slots from Energies to Legendary Pokemon and bags of money. You have ten shots to get a match of any kind before returning to normal play. -------------------------------------------------- | 3 Symbols | Left | Right | | to Match | Slots | Slots | -------------------------------------------------- | Money Bags | 100 chips | 500 chips | | Any Pkmn | Present Pack | Present Pack x3 | -------------------------------------------------- Before you get too excited, the Present Packs are Energy-filled. The chances for a money bag match is much greater than a match of any Pokemon so you'll probably get the 100/500 chips prize. -------------------------------------------- // Card Dungeon // -------------------------------------------- The area marked "E" is the Card Dungeon. To enter, talk to the purple- haired lady and say "Yes." ("No" is default.) You will then enter the first room, where your first opponent awaits. To progress, talk to each opponent, and they will ask you to battle. (No is default and if selected will whisk you away from the dungeon back to the outside.) If you say "Yes," you will then be asked how many chips to bet, and the duel will begin. After the match (if you won) you will receive your winnings and be asked if you want to continue through the dungeon. (No is default and if selected will return you to the outside.) Upon "Yes," the person will open the next door, and the process repeats. If you bet the highest amount and win all the time (save before battling!) then you will gain 210 chips each run through. While this is the most guaranteed way of gaining chips, it's not as fast as the slots or the coin flip game. (It is more interesting, though.) __________ / PAWN \ CHIPS TO BET: 10 No. OF PRIZES: 4 NOTES: The Pawn's deck is a Fire-Colorless deck. (Fossil Moltres Lv35 covers the Colorless' Weakness, before you think about using a mono-Fighting deck against him.) The deck has a lot of coin-toss cards, like Vending Kangaskhan Lv36, Vending Lickitung Lv20, Vending Chansy Lv40, and Vending Magmar Lv27, so while he may not do consistant damage, a lucky string of flips will tear you apart. He's also full on Energy Retrieval for replenishing all the discarded cards from Magmar and Moltres, and Energy Removal and Potion to stall for Energy-applying time. I recommend hitting hard with neutral colored Pokemon and stocking Energy Removal to keep him on the defensive. ____________ / KNIGHT \ CHIPS TO BET: 10 or 20 No. OF PRIZES: 4 NOTES: The Knight's got Base Charizard and family, Kabuto and Kabutops, and both varieties of Kangaskhan. There's only Fighting and Colorless energy in this deck, so Charmander thru Charizard are there for countering Grass Weakness rather than being a really offensive threat. Charmeleon can be damaging when backed by Colorless Energy, but Charizard isn't as much, especially when Energy Removal'd. If you're careful, Grass Pokemon and Energy Removal should see you through fine. ____________ / BISHOP \ CHIPS TO BET: 10 or 30 No. OF PRIZES: 4 NOTES: The Bishop runs a color-changing deck with all three Porygons, Fossil Golbat Lv29, and Vending Venomoth Lv22. Golbat is nasty when used against Grass-weak cards, so don't let him color-change you! A strong Fire angle should work well against Venomoth and its backup, Jungle Scyther Lv25, but still be wary of Porygon. If you're fast, he shouldn't have time to set up his deck before you clobber him. __________ / ROOK \ CHIPS TO BET: 30 or 50 No. OF PRIZES: 5 NOTES: The Rook has Jungle Eevee Lv12 and three Eevee evolutions: Gameboy Flareon Lv22, Rocket Dark Vaporeon Lv28 and Gameboy Jolteon Lv24, with Fearow and Dragonite. There are only eight Water Energy cards, but four each of Double Colorless, Potion, Full Heal, and Recycle Energies. You may find these "functional" Energy cards more annoying the Rook's Trainer cards! In this case, Lightning cards will do the best as his Fighting Weaknesses are covered well. ___________ / QUEEN \ CHIPS TO BET: 50 or 100 No. OF PRIZES: 6 NOTES: Her elements are stacked in such a way that taking advantage of any one elemental Weakness is impossible, so you may want to go with Grass-Weak cards and no-Weakness cards. Because of the number of colors in her deck, using Energy Removal techniques is a HUGE blow against her. Base Dragonair Lv33 and Base Poliwrath Lv48 do beautifully to fill both roles at once. (Do remember to also use Energy Removal and Super Energy Removal as well, of course.) If you can't do either technique, just try to have your strongest offensive cards as streamlined as you can, or use Vending Mr. Mime Lv20 to null her type advantages. ========================================================================= [4f] GR CHALLENGE HALL (GB2 Island) ========================================================================= Side Room Trade = Base Chansey Lv55 --> Bill's Computer The Challenge Cup here is just like the one on the first island -- you'll be put against three random opponents, between which you can save and change your deck. If you win, you will receive a promotional card. Note that opponents with extra rules will still play with those extra rules in the Challenge Hall, but deck requirements are ignored. Various challenges are available during the course of gameplay. If you miss one, you'll have another opportunity to win the promo card again at randomly held Challenges after the story is over. The below information was taken from the Japanese Official Guidebook. -------------------------------------------- // First Challenge // -------------------------------------------- -- WHEN any point between the defeat of Catherine at the GR Lightning Fort and the defeat of both Hiderou of the GR Fire Fort and and Kanoko of the GR Water Fort -- POSSIBLE OPPONENTS (four prizes) any Fort Minion (not Master) from the first four Forts: Grass, Lightning, Fire, Water -- REWARD Dark Persian Lv28 -------------------------------------------- // Second Challenge // -------------------------------------------- -- WHEN any point between the defeat of Kamiya of the GR Fighting Fort and the defeat of Mami of the GR Psychic Fort -- POSSIBLE OPPONENTS (four prizes) any Fort Minion (not Master) from the first six Forts: Grass, Lightning, Fire, Water, Fighting, Psychic -- REWARD Bill's Computer -------------------------------------------- // King Cup // -------------------------------------------- After story mode is over, the King Cup is held occasionally in the GR Challenge Hall. You'll get a random promo if you make it through. -- POSSIBLE OPPONENTS, FIRST TWO ROUNDS any Fort Minion from any GR Fort, with four prizes -- POSSIBLE OPPONENTS, LAST ROUND any Fort Master from any GR Fort, plus any Colorless Altar guy, with six prizes -- POSSIBLE REWARDS see section A9 for the possible promos you can receive If you win the King Cup 10 times, you will receive the Horsea Coin (for page three of the Event Coin screens). -------------------------------------------- // Challenge Machine // -------------------------------------------- After story mode is over, a GR Challenge Machine is installed in the GR Challenge Hall. It functions identically to the first island's Challenge Machine, only it selects decks from the second island. After 50 consecutive wins on this machine, you receive the Gengar Coin (for page three of the Event Coin screens). ========================================================================= [4g] MR. ISHIHARA'S HOUSE (GB2 Island) ========================================================================= ** See section 4a on how to make Ishihara trade with you. ** After you finish trading with Ishihara on the first Island, he'll move to his second house on the second island. Here, he'll trade the following: -------------------------------------------- // Cards to Trade // -------------------------------------------- Vending Moltres Lv37 --> Surfing Pikachu Lv13 (JR) Vending Articuno Lv34 --> Surfing Pikachu Lv13 (CoroCoro) Fossil Zapdos Lv40 --> Flying Pikachu Lv12 (CoroCoro) Rocket Dark Dragonite Lv33 --> Bill's Computer Occasionally he'll return to the first island to study, but he'll come back eventually, so don't panic if he's gone! (See section 4a for an explanation of how to "wait" for his next move.) If Ishihara can't be found, save and reset the game -- he'll return. (If not, lather, rinse, repeat.) After the last trade, he'll let you duel him: ________________ // ISHIHARA \\ Bosters(s): two random boosters Notes: The Pokemon in his deck are all Promos, except for one Base Gyarados Lv41 (if only to justify the inclusion of Promo Magikarp Lv10). There's Marill, Surfing Pikachu, Promo Electabuzz Lv20, and a handful of Colorless Promos including Dark Persian, Cool Porygon, Promo Farfetch'd Lv38 and Promo Kangaskhan Lv38. Note that except for Gyarados and Farfetch'd, who Resist Fighting, nearly everyone else is Weak to Fighting, and the rest (except for Gyarados) are Weak to Lightning. His Trainer count is low and unfocused so he shouldn't give you too much trouble. (His deck is a reminder that an expensive deck does not always make a good deck!) ========================================================================= [4h] SEALED FORT (GB2 Island) ========================================================================= The doors will not be unsealed until you defeat the Great Rocket King Biruricchi a second time. Then the door will be open next time you come. Why are they ghosts? And why do they have cards? The world may never find out, but in the meantime you can refine your deck techniques against these master players. These guys are tough. Their decks embody deck archetypes from across the ages, and probably at least one of them will give you a hard time. If you defeat them you will receive a Present Pack, which isn't too useful by itself this late in the game, but the challenging the Ghost Masters is in of itself a good enough goal. They are, from left to right: _________ / EJI \ Location: leftmost Notes: This kid has a Wigglytuff Do-the-Wave Deck, with Jungle Scyther Lv25, Fossil Magmar Lv31, and Base Hitmonchan Lv33 as backup. His Trainer card count is fairly high at 27, and his Energy card count is devastatingly low as a result, so Energy denial tactics will do very well. Between Item Finder, Computer Search, Professor Oak, and his vast library of other Trainers, he has fantastic control over gameplay, so be prepared to take some losses -- even before he's at full speed. ______________ / MAGICIAN \ Location: second from left Notes: This guy's deck is almost a classic Alakazam stall. Like Eji, his Energy count is on the low side, but unlike Eji's Do-the-Wave, the Magician's deck doesn't need Energy to be a threat. Base Alakazam Lv42 will warm the Bench, sliding damage counters off his main attackers, like Jungle Mr. Mime Lv28, and onto his sponges: Base Chansey Lv55, Fossil Tentacool Lv10 and occasionally Jungle Scyther Lv25. He does have draw cards, like Oak, Bill, and Bill's Teleporter, but once he's set up, he takes all the time he needs. Going for Psychic Resistance helps enormously, and be sure you have someone who can deal with Mr. Mime's Poke Power or you're in for a lot of trouble. ______________ / TOSHIRON \ Location: third from left Notes: Here's the good news: Toshiron's Trainer count is low. The bad news is that it's a Trainer card denial deck. Both Fossil Psyduck Lv15 and Vending Gastly Lv13 have attacks that prevent Trainer use for one turn, and Dark Vileplume's Poke Power will keep both of you from playing Trainers forever! Not only that, but Vending Haunter Lv26's Poltergeist attack does 10 damage for each of the Trainer cards in your hand! If you don't feel like changing your deck beforehand, make sure you don't let Trainer cards accumulate -- use them as early as you can, even if their use isn't efficient or even useful. Fortunately, there isn't Grass Energy in the deck, so a third of his Pokemon won't even hurt you beyond their Powers. He's got Dark Golduck for a little muscle, though, so watch out. ___________ / PIERO \ Location: fourth from left Notes: This deck is mono-fire, so bring out all your best Water cards. He's got Fossil Magmar Lv31, Base Ninetales Lv32, Base Arcanine Lv45 and Promo Arcanine Lv34, some of which demand Energy upkeep, so Energy denial will help. Nothing too tricky, really. _______________ / TOBI-CHAN \ Location: center Notes: I'm not sure why this guy is here; his deck is pretty basic. Vending Weedle Lv15, Jungle Scyther Lv25, Base Charmeleon Lv32, and Fossil Magmar Lv31 are his primary fighters. (Yes, you read that correctly -- Weedle is a main attacker.) A good Fire and/or Water deck will deal with him handily. _______________ / DEE (Dii) \ Location: fourth from right Notes: Dee means trouble with a capital T: the only Pokemon in his deck are Promo Zapdos Lv68, Base Chansey Lv55, and Gameboy Ditto Lv19 -- the latter being essentially another few of the first two. Fortunately, he only has two Scoop Up, and no other means of recycling Zapdos' Pokemon power. It helps to use Pokemon with more than 70 HP as they can survive one hit from Zapdos' attack. Normally he keeps his Bench empty, so if you can KO that one Zapdos you'll win by default, no matter how many losses you've taken (as long as it's less than six, that is.) ________________ / MASQUERADE \ Location: third from right Notes: GR's Mewtwo's power increases all damage done to his Dark Pokemon -- Dark Golduck, Dark Clefable, and Dark Dragonair -- by either 0, 10 or 20 damage, determined randomly. In addition, Dark Clefable's power reduces damage done to his Dark Pokemon by 0, 10 or 20 damage. (Before you think about fighting fire with fire, these effects will not spill over onto your own Dark Pokemon!) You could try to use Fighting cards to take on Dark Clefable and the deck's backup, Jungle Kangaskhan Lv40, but watch out for GR's Mewtwo, especially if his Bench is full of Dark Pokemon. __________ / ANNA \ Location: second from right Notes: Anna has a generic Psychic deck with Exeggutor and Dark Clefable. Standard techniques will work here, but note that she's got 4x Double Colorless Energy and 4x Recycle Energy before you try Energy denial. Psychic-Resistant cards will help immensely. Otherwise you could go with Fire to hinder Exeggutor, which can become dangerous if allowed to power up. _________ / YUI \ Location: rightmost Notes: This is a classic Raindance deck, with Base Blastoise Lv52, Fossil Lapras Lv31, Fossil Articuno Lv35 and Promo Articuno Lv37. She actually runs low on Basics, so a fast Lightning deck would work wonderfully; everyone but Articuno is weak to Lightning. Be sure to cut off her progress to Blastoise as soon as possible, or she'll start to deal you massive damage. ========================================================================= [4i] IMAKUNI? ========================================================================= Imakuni? (yes, the question mark is part of his name) is a pop singer in Japan known for doing a lot of work with Pokemon, including the Japanese version of the "Poke Raps" ("Pokemon Ieru ka na?"). The only exposure Americans have had of this guy is in the other Pokemon TCG GB game, but on the other side of the Pacific he's more well known, and has a pretty strong association with the Pokemon franchise in the very early years. Imakuni? appears in the side room of any Club or Fort. You'll notice right away if you have sound on because the music will be different. Fight him and he'll leave -- and won't reappear until you save and restart the game. (He'll be in a different Club when he does reappear, of course.) There are actually two... uh, varieties of Imakuni? -- one in a black suit that can be found on the first island, and one in a red suit that frequents the second island. -------------------------------------------- // Imakuni? (Black) // -------------------------------------------- Black Imakuni? will appear randomly in the lower-left corner of any Clubs' Left Room. To "unlock" Imakuni?, you must talk to one of the following people: - Stone Club, Left Room, lower-right person (woman with red hair) - Water Club, Left Room, upper-right person (next to bookshelves) - Esper Club, Left Room, lower-right person (girl with purple hair) (You don't have to restart your game after "unlocking" to make him appear.) If you encounter him before you assemble the GR Coin he'll CardPop! you. Don't worry if you missed the chance, though -- it's always the same: his promo, the Imakuni? card. (Yay...?) ________________ // IMAKUNI? \\ Boosters(s): complicated; see below Notes: While Fossil Golduck Lv27 or Fossil Hypno Lv36 are probably his most dangerous cards, there really isn't much to worry about. He'll Poke Flute your own KO'd Pokemon back to your Bench, and Confuse his own Active Pokemon with the promo Imakuni?. Even Imposter Professor Oak might prove useful when your own hand is in trouble. Use Lightning cards and/or Psychic-Resistant cards to defeat him. All in all, a nice easy way to grind for boosters. -- FIRST and SECOND WIN REWARDS one or two boosters (Bulbasaur, Moltres, or Omanyte Packs) -- THIRD WIN REWARDS Promo Farfetch'd Lv20 -- FOURTH and FIFTH WIN REWARDS one to four boosters (Bulbasaur, Moltres, or Omanyte Packs) -- SIXTH WIN REWARD Imakuni? (Promo card) -- SEVENTH and EIGHTH WIN REWARDS one to four boosters (Bulbasaur, Moltres, Omanyte, or Mr. Mime Packs) -- NINTH WIN REWARD Promo Farfetch'd Lv20 or Imakuni? (Promo card) -- TENTH+ WIN REWARDS one to four boosters (Bulbasaur, Moltres, Omanyte, Mr. Mime, or Pidgeot Packs) -------------------------------------------- // Imakuni? (Red) // -------------------------------------------- Red Imakuni? doesn't have to be unlocked, but just appears randomly in the top-right corner of the Left Room of any GR2 Island building. (If the building does not have a Left Room, he can't appear there.) (He also doesn't seem to hang out in Forts you haven't unlocked yet. Lucky you!) ________________ // IMAKUNI? \\ Prize(s): complicated; see below NOTES: An interesting deck, especially vis a vis choice of Trainer cards. Imakuni? will thoughtfully use his own promo ("Imakuni?") to confuse his own Active Pokemon, Computer Error to forfeit his turn and allow you to draw up to 5 cards, Poke Flute to revive your own KO'd Basic Pokemon, and Digger to deal damage to himself if not you. His biggest threat is probably Dark Hypno or Dark Golduck, but really all you have to do is run Psychic-Resistant cards. -- FIRST and SECOND WIN REWARDS one or two boosters (Omanyte, Rocket R, or Rocket Grunt Packs) -- THIRD WIN REWARD Promo Slowpoke Lv9 -- FOURTH and FIFTH WIN REWARDS one to four boosters (Moltres, Omanyte, Rocket R, or Rocket Grunt Packs) -- THIRD WIN REWARD Imakuni? (Promo card) -- SEVENTH and EIGHTH WIN REWARDS one to four boosters (Moltres, Omanyte, Mr. Mime, Pidgeot Rocket R, or Rocket Grunt Packs) -- NINTH WIN REWARD Promo Slowpoke Lv9 or Imakuni? (Promo card) -- TENTH+ WIN REWARDS one to four boosters (any Pack) *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* ========================================================================= =======| (5) M E N U S A N D N A V I G A T I O N |======= ========================================================================= *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* This section is designed to help non-Japanese readers navigate the game. If you are playing in a language you can read, you can probably skip this section completely. (This game has some new features, so if you've played the first game you still might want to check this section in case there's something you don't know about.) ========================================================================= [5a] YES versus NO ========================================================================= Throughout the Game, you will encounter Yes/No questions. It can be difficult to respond if you don't know which choice is "Yes" and which choice is "No." -- | | ___ | --+-- | \ | \ | \ / | _| | | | | | | / | / |\ | | | /\ | \/ / \/ \/ \/ / \_/ Yes = "hai" No = "iie" (pronounced "high") (pronounced "ee-yeh") The least committal choice is selected by default, and this is usually "No" -- but not always -- so be careful not to get the two mixed up. ========================================================================= [5b] MAIN MENU ========================================================================= Pressing START during any part of the game (except the duels) will bring you to the main menu, which is a seven-item list that will appear to the right side of the gameboy screen. ============ | STATUS | | DIARY | | DECK | | MINICOM | (short for "miniature computer") | COIN(S) | | OPTIONS | | EXIT | ============ -- STATUS Shows your name, cards collected, game time, coin selected, and GR coin fragments collected. -- DIARY Shows your name, coins collected, cards collected, and gametime. On the bottom is a prompt asking you whether or not to "write in your diary" (save). "Yes" is the default answer. -- DECK Brings you to the DECK MENU. (5c) -- MINICOM Brings you to the MINICOM MENU. (5e) -- COINS The box around one of the coin indicates which coin you have selected fro dueling. Use the arrow buttons to scroll to various coins on various Event Coin screens. (There are three screens -- room for 24 coins.) -- OPTIONS Brings you to the OPTIONS MENU. (5g) ========================================================================= [5c] DECK MENU (or 4-Deck Screen) ========================================================================= There are four slots: one for each deck. You may have 1-4 decks at a time, but never 0. The icon of the hand-with-cards icon to the left of the Deck name indicates which deck is selected for dueling. Use the up-down arrow buttons to select a deck. If you press A, the following 4-option menu will appear at the bottom: ============================ | EDIT DECK SELECT DECK | | CHANGE NAME STOP | ============================ -- EDIT DECK Takes you to the DECK EDITING MENU (5d) -- SELECT DECK Moves the hand-with-cards icon so that the deck you've selected will be the one used to battle. -- CHANGE NAME Let's you change the deck's name. -- STOP Will bring you back to the previous menu. (5b) Pressing B will remove the 4-option screen for that deck, and allow you to choose another deck slot with the arrow buttons. Pressing B from there will take you back to the Main Menu. (5b) ========================================================================= [5d] DECK EDITING MENU ========================================================================= Use the right-left buttons to scroll between the card type sections represented as boxed icons in the top. (Grass, Fire, Water, Lightning, Fighting, Psychic, Colorless, Trainers, Energy) Use the up and down buttons to go down into one of the sections and browse through all the cards. The number to the right says how many copies of that card you have available for use in your deck. (Available for use means that copy of a card isn't in another deck already.) To see what a card looks like, press A, then use the left and right arrow buttons to scroll between the various card breakdown screens, or START or A to go to the next screen. You can press up or down to go to its neighboring cards. To get out of these screens, press START or A at the last screen or press B at any screen. To change the amount of that card in your deck, press the left-right buttons while that card is selected. Note you cannot have any more than 4 cards of the same name in one deck, so if you've put in two Bulbasaur Lv12 and two Bulbasaur Lv13 you cannot have any more Bulbasaur, even if it's at a different level. To get out of a card type section, press B and you can browse through the top again. Pressing B when at the very basic navigation will take you to a totally different screen in 2 boxes: =========================== | CHECK CONTINUE NAME | | SAVE DISMANTLE STOP | =========================== = ============= | ENERGY CARDS # | | BASIC POKEMON # | | STAGE 1 CARDS # | | STAGE 2 CARDS # | | TRAINER CARDS # | =========================== NOTE: The items in the second box don't really do anything, they just summarize the content of your deck. You can ignore that box if you like. -- CHECK Will take you to the DECK CHECK SCREEN, which breaks down the deck so you can view all the cards in one place and quickly look for problems. -- CONTINUE Will take you to the previous menu to continue changing your deck. (Pressing B will do this also.) -- NAME Lets you change the deck's name. -- SAVE A prompt will come up, asking whether or not you want to save the deck. If "No," if will return to the six-option box. If "Yes," it will ask whether or not you want it to be saved in your Deck Save Machine. If "Yes," it will bring you to the Deck Save Machine menu for you to choose a slot to save it in. (Pressing B will get you out of the Deck Save Machine menu without saving to a slot.) If "No," you will go back to the 4-Deck Menu, changes saved. NOTE: if your deck doesn't have 60 cards with at least 1 Basic Pokemon, it will not let you save at all. -- DISMANTLE It will ask you if you want to break up the deck -- take all the cards out of it to make a blank deck slot. If "No," it will return you to the six-option screen. If "Yes," it will ask you to confirm this with another Yes/No prompt. "Yes" will dismantle the deck. NOTE: If this particular deck is the only deck you have out, it won't let you dismantle it. -- STOP Will take you back to the 4-Deck Menu. ========================================================================= [5e] MINICOM (= "Miniature Computer") ========================================================================= ========================= | MINICOM | ========================= | DECK SAVE MACHINE | NOTE: When you have a new mail to read, | MAILBOX | there will be an envelope jiggling next | CARDS | to the MAILBOX option. | SWITCH OFF | ========================= | Please select a Menu. | ========================= -- DECK SAVE MACHINE Will be explained below. (5f) -- MAILBOX Once you get past the picture of the mailbox (which will be animated if you have new mail), select the mail you want to read/delete. When you press A, a 3-option screen will appear at the very top: ========================= | READ - DELETE - STOP. | ========================= DELETE will bring you to a prompt: Do you want to delete this mail? "No" is automatically selected. "Yes" will delete the mail. TIP: sometimes you get booster packs in the mail, so it's best to read them before deleting them. -- CARDS Very similar to the Deck Editing Screen. The numbers to the side show how many total copies of that card you have, and the number in the very top- right corner is the number of cards you have total. -- SWITCH OFF Will bring you back to the Main Menu. ========================================================================= [5f] DECK SAVE MACHINE ========================================================================= There are 50 slots in the Deck Save Machine to save decks. The Deck Save Machine you carry with you on your MiniCom has the same files as the Deck Saving Machine in Dr. Ooyama's Lab. Select "Yes" when it asks to use the machine. In viewing a list of saved decks, the following symbols can occur: CIRCLE TO THE FAR RIGHT OF THE DECK NAME You have enough spare cards to reconstruct a copy of that deck. DOTTED "X" WITH A NUMBER You have enough cards to build the deck, but some of the card you need are already in another deck. (You will have to dismantle another deck before it can construct it for you.) "X" WITH A NUMBER IN THE VERY FAR SIDE You don't have enough cards to build that deck, even if another deck is dismantled. Once you have used the up and down arrow buttons to select a deck, press A and the lower box will change to have these four options: ============================= | SAVE DECK DELETE SLOT | | CONSTRUCT DECK STOP | ============================= -- SAVE DECK Takes you to the 4-Deck Menu where you select a deck, then it will save that deck in the slot you've just selected. If there is a deck in that slot already, it will ask whether or not you want to overwrite the save. If "Yes," it will save the new deck over the old one. If "No," you will go back to the 4-option screen above. -- CONSTRUCT DECK Will build the deck based on the save file. If your deck slots are full, the deck construction will fail. -- CONSTRUCT DECK (deck has dotted "X") The deck needs cards you are already using in other decks. It will show you a list of cards occupied in this way. Press A or START to look at the cards in the list, or press B to leave the list. It then asks whether you would like to dismantle the deck(s) containing the necessary cards. If "Yes," it will dismantle those deck(s) and build the new one. If "No," it will offer to build the deck anyway using filler cards. If "Yes," it will build the deck and give you a list of the cards it used to pad the deck. "If No," you will be returned to the list of decks. -- CONSTRUCT DECK (deck has regular "X", with or without the dotted "X") You are missing some of the cards required, and you will be given a list of what you are lacking. (If the deck had the dotted "X" too, it will show you a second list of the cards occupied in other decks.) Press A or START to look at the cards in the list, or press B to leave the list. It will offer to build the deck anyway using filler cards. If "Yes," it will build the deck and give you a list of the cards it used to pad the deck. If "No," you will be returned to the list of decks. -- DELETE SLOT Will ask if you want to erase the deck slot. If "Yes," the slot will now be blank. If "No," you will go back to the 4-option screen above. NOTE: The Auto Deck Machines in Dr. Ooyama's lab are very similar to the deck save machine, except you will have to navigate folders before getting to the actual decks, and the lower box looks like this instead: ========================== | CONSTRUCT DECK STOP | | EXAMINE DECK | ========================== -- EXAMINE DECK Allows you to see a list of cards the deck requires. ========================================================================= [5g] OPTIONS ========================================================================= = MESSAGE SPEED =============== | Slow 1 2 3 4 5 Fast | =============================== | DUEL ANIMATION ============== | Show All Skip Some None| =============================== | COIN TOSS ANIMATION ========= | Show All Skip Some | =============================== | WINDOW COLOR ================ | Red Blue Green Black | =============================== EXIT OPTIONS MESSAGE SPEED should always be on 5. This ensures instant text in message boxes. When DUEL ANIMATION is on NONE, you can press/hold B during some parts of the duel and it will skip/quicken some animation--such as drawing cards. This greatly speeds up duels. When COIN TOSS ANIMATION is on SKIP SOME, you can skip all in-the-air animation when you hold down B on your opponent's flips and when you press B to flip your own coins. This is really great for a large number of consecutive coin flips. WINDOW COLOR is self-explanatory. EXIT OPTIONS will bring you back to the Main Menu. ========================================================================= [5h] PC MENU ========================================================================= The PCs are in the Side Room of each club and fort, in the far upper-left hand corner. =================== | CARD ALBUM | | DECK DIAGNOSIS | | RULES | | PRINT OUT | | SWITCH OFF | =================== -- CARD ALBUM This is basically a picture checklist sorted by booster. -- DECK DIAGNOSIS Dr. Ooyama will review your deck and give advice here. -- RULES It's a rulebook. -- PRINT OUT Since I don't have a Gameboy Printer I can't tell you more. Supposedly it lets you print out card pictures and deck lists. -- SWITCH OFF Turns the PC off. Pressing B does this, too. *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* ========================================================================= ======================| (6) D U E L I N G |====================== ========================================================================= *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* Again, this section is to help non-Japanese readers play the game. If you are playing in a language you can read, you can probably skip this section completely. (People who are familiar with the first game might still want to look it over once, though.) ========================================================================= [6a] CHALLENGING SOMEONE TO A DUEL ========================================================================= When you talk to someone who is able to duel you, you will encounter a Yes/No question. ("No" is selected by default.) "No" will prevent a duel, and "Yes" will let the duel proceed. If you select "Yes" and you still don't seem to be entering a duel, check the trainer's information in the Walkthrough section to see if he/she has deck requirements that your deck doesn't meet. ========================================================================= [6b] THE PROCESS OF A DUEL ========================================================================= A) You and your opponent will each shuffle each other's decks (done auto- matically). B) Each of you draw 7 cards for your opening hand (done automatically). If a player's hand does not contain at least one Basic Pokemon card, that player will shuffle his or her hand back into his or her deck and draw seven cards again. (The other player will not draw 2 cards if this happens, as he or she might when playing with real-life cards -- this rule has been omitted from the Gameboy version of the Pokemon TCG.) C) You will be shown your hand. Select 1 Basic Pokemon to be put in the Active position, then press A. D) Then you may choose up to 5 cards to be your Benched Pokemon. (Press B when you are done setting up.) E) Prizes will then be placed (done automatically). F) You will flip a coin to see who goes first. Heads means you will go first, tails means your opponent will go first. G1) DURING THE DUEL (your opponent's turn) --> When it's your opponent's turn, you can't do anything. G2) DURING THE DUEL (your turn) --> 1) You will automatically draw a card. (If you can't draw a card because there are no cards in your deck, you lose.) 2) You may do any of the following things in any order as often as you like: - Put a Basic Pokemon on the Bench - Evolve a Pokemon - Attach an Energy card to 1 of your Pokemon (only 1 per turn) - Play a Trainer card - Retreat your Active Pokemon - Use a Pokemon Power 3) To end your turn, select End Turn or use an Attack. H) In between each turn, - Paralysis fades. (Only for the Player whose card has spent 1 of their own turns being Paralyzed.) - ALL Poisoned Pokemon take 10 damage (both yours and your opponent's), or 20 damage in special cases. - Flip 1 coin for ALL Asleep Pokemon (yours and your opponent's). If heads, that Pokemon is no longer Asleep. (this is all done automatically) I) A player wins anytime any of the following conditions are met: - the player draws all of his or her prizes - the opponent's deck has NO cards when he or she tries to draw a card at the beginning of his or her turn - the player's opponent has no in-play Pokemon ========================================================================= [6c] MAIN DUELING SCREEN (default dueling menu) ========================================================================= The Main dueling Screen has three sections: 1) Your opponent's Active Pokemon and In-play Area Summary 2) Your own Active Pokemon and In-play Area Summary 3) The 6-option box ================================= | B[#] P[#] Pkmn Name LvX | | E [energy] @@@@@@@@@@@ | | HP OOOOOO @ Card @ | OPPONENT'S SIDE ================= @ Pic @ | OF THE SCREEN | @@@@@@@@@@@ | @ @ | | @ Card @ | @@@@@@@@@@@ | | @ Pic @ ================= | @ @ E [energy] | YOUR SIDE | @@@@@@@@@@@ HP OOOOOO | OF THE SCREEN | Pkmn Name LvX B[#] P[#] | ================================= | HAND CHECK RETREAT | THE SIX-OPTION BOX | ATTACK POWER DONE | ================================= B[#] = number of Pokemon remaining on Bench P[#] = number of remaining Prize cards Total Hit Points (HP) is indicated by a number of circles, one circle for ten HP. To indicate ten HP of damage, one circle is darkened. When all circles are darkened, that Pokemon is Knocked Out (KO'ed). This is the equivalent of "damage counters" in the real-life card game. -- HAND Takes you to your hand. (6d) -- CHECK Lets you check areas of the game table. (6e) -- RETREAT Allows you to retreat. (6f) -- ATTACK Lets you attack. (6g) -- POWER Lets you use a Pokemon Power. (6h) -- DONE When you can't attack or don't want to attack and you need to end your turn, select this option and your turn will end. SHORTCUTS: hold B + press UP = look at opponent's in-play Pokemon hold B + press DOWN = look at your in-play Pokemon hold B + press RIGHT = look at opponent's Discard Pile hold B + press LEFT = look at your Discard Pile press SELECT = look at the main game summary, where you can move the cursor to each part of the gameplay area and press A to look closer ========================================================================= [6d] USING CARDS IN YOUR HAND ========================================================================= When you select the HAND option in the Main Dueling Screen, your hand will be shown (unless your hand is empty): =============================== | "Player's Hand" X / X | | =>[ ] Card Name | | [ ] Card Name | If you've selected a card and | [ ] Card Name | press the A button, two options | [ ] Card Name | will appear: | [ ] Card Name | =================== @@@@@@@@@@@ =================== | Please select | @ Card @ | USE | | a card. | @ Pic @ | CHECK | =================== @@@@@@@@@@@ =================== Use the up and down arrow buttons to scroll up or down in your hand, or use the left and right arrow buttons to jump up and down a page. The picture of the card will be shown in the lower-right corner. NOTE: When you press SELECT while viewing your hand, the cards will be sorted in order by card type, Pokemon number, and experience level. -- USE Will use the card to whatever parameters the card indicates. (Evolution cards will evolve, Basic Pokemon will be placed on your Bench, Trainer cards will be played, etc.) -- CHECK Will let you browse through the card breakdown screens, enabling you to view its text and other important battle information. -------------------------------------------- // Playing an Energy Card // -------------------------------------------- When you play an Energy Card, you will be given a list of all your In- Play Pokemon. Choose 1 of them and the Energy card will be attached to that Pokemon. NOTE: You cannot play an Energy card if you have already played one that turn. -------------------------------------------- // Playing an Trainer Card // -------------------------------------------- Because Trainer cards are so varied it is impossible to cover all possible information here about them. It should be possible just to figure it out on your own based on the individual card description. If you are in the middle of playing a Trainer card involving several actions (e.g. Super Energy Removal), you can undo playing that card by pressing B, unless the card is granting you otherwise-privileged knowledge (such as when you search your deck). NOTE: You cannot play a Trainer card if you cannot fulfill the requirements of that card (discarding cards, etc.) or if your opponent has used an attack preventing you from playing Trainer cards. Certain Pokemon Powers also prevent the use of Trainer cards on both sides. -------------------------------------------- // Playing an Basic Pokemon // -------------------------------------------- Playing a Basic Pokemon card will put it onto your Bench. NOTE: You cannot play a Basic Pokemon card if you don't have enough room on your Bench. -------------------------------------------- // Playing an Evolution Card // -------------------------------------------- If you play an Evolution card, it will give you a list of all your In- play cards. Choose 1 of them to Evolve (it must correspond). Evolving cures all status ailments: Sleep, Paralysis, Confusion, and Poison. It also removes all effects of attacks, such as Tail Whip or Smokescreen. NOTE: You cannot play an Evolution card if the effect of a card already in play prevents the use of Evolution cards, if you don't have the right Pokemon in play to evolve from, or if the Pokemon the Evolution card evolves from was played that same turn. You also cannot play an Evolution card on the first turn of the game. ========================================================================= [6e] THE CHECK COMMAND ========================================================================= When you are inside the Check menus you will not be able to play any cards -- only browse. Using the CHECK command will change the bottom box to a 4-option window: ========================================== | MAIN PLAY AREA RULEBOOK | | YOUR PLAY AREA OPPONENT'S PLAY AREA | ========================================== -------------------------------------------- // Main Play Area // -------------------------------------------- (You can also get here by pressing SELECT while on the Main Dueling Screen.) This will vaguely look like what a normal real-life duel looks like with every card and pile represented, rather than a summary like on the Main Dueling Screen. Select whatever pile / card you want to look at and press A. You will then be able to browse that card / that pile. Pressing the up button all the way will let you see a list of your opponent's in-play Pokemon, and pressing the down button all the way will let you see a list of your own in-play Pokemon. Press A or START to browse through the card breakdown screens of individual cards; press SELECT to look at the Energy cards attached to that card. In all cases, pressing B will bring you back to the previous menu. You will be able to browse everything but your opponent's deck, your own deck, and your opponent's hand (except under special circumstances). Prizes are normally private, too, but if you've played Here Comes Team Rocket! they will be "face up" and you will be able to look at them. -------------------------------------------- // Rulebook // -------------------------------------------- It's a rulebook. -------------------------------------------- // Your Play Area // -------------------------------------------- There will be a 3-option box on the bottom of what looks like your half of the game table in a real-life card duel. Scroll between the three options and the arrows on the screen will reflect your choices: =================================== NOTE: There will be a lower- | YOUR POKEMON YOUR HAND | right option if you've played | YOUR DISCARD PILE | Here Comes Team Rocket! for =================================== Your Prizes. -- YOUR POKEMON Lists of all your In-Play Pokemon. Pressing SELECT with a Pokemon selected will show you the Energy cards attached to that Pokemon. -- YOUR HAND You will browse your hand, though you will not be able to play any cards. -- YOUR DISCARD PILE You will browse your discard pile. -- YOUR PRIZES (available if you've played Here Comes Team Rocket!) You will browse a list of your prizes. In all cases, you can browse the screens of individual cards by pressing A or START. -------------------------------------------- // Your Opponent's Play Area // -------------------------------------------- Exactly the same as YOUR PLAY AREA, only with your opponent's cards. You will not be able to view your opponent's hand unless you have a Fossil Omanyte Lv19 in play (whose Power lets you view your opponent's hand). ========================================================================= [6f] RETREATING ========================================================================= If you want to switch your Active Pokemon with one on your Bench, you may retreat it (only if you have at least 1 Benched Pokemon.) 1) If you have the correct amount of Energy to retreat, you will be given a list of all the Energy attached to that Pokemon in order to choose the appropriate number to discard. (If the Pokemon has no Retreat Cost, this step won't happen.) 2) Next, you will be given a list of all your Benched Pokemon. Choose 1 to replace it with. If your Active Pokemon is Confused when it tries to retreat, you flip a coin after step 2. If heads, the retreat worked. If tails, it didn't work and you can't try to retreat again until your next turn. (When you are Confused and fail to retreat, you will NOT be refunded the Energy cards spent in the attempt.) If you select the Retreat command and it will not let you retreat, it is either because you don't have enough Energy to retreat, you don't have any Benched Pokemon, an effect of a Pokemon Power or attack prevents you from retreating, or the card has a status ailment preventing movement (Sleep or Paralysis). NOTE: Retreating does not call for "exact change" -- If you want your Charmander to Retreat, and the only energy attached is a Double Colorless Energy, discarding that card will satisfy the Retreat Cost, even though Charmander's Retreat Cost only calls for 1 Energy. ANOTHER NOTE: Remember that some opponent's rules may call for increased or decreased Retreat Costs, and that some Pokemon Powers can change the Retreat Cost. ========================================================================= [6g] USING AN ATTACK ========================================================================= When you use the ATTACK command, the lower box will change into an attack list with the Energy cost, attack name, and base damage of all the attacks that card has. A dotted "X" underneath the attack name indicates that the attack has an effect. To use an attack, select the attack you want to use and press A. If your Active Pokemon is Confused when it tries to attack, you must flip a coin. If heads, that attack works as normal; if tails, that Pokemon does 20 damage to itself, even if that attack wouldn't have dealt damage otherwise. If your Active Pokemon is Asleep or Paralyzed, it cannot attack (except Vending Slowbro Lv35, whose second attack requires it to be Asleep). If you try to use the ATTACK command but it won't let you, it is because your Pokemon doesn't have enough energy to use that attack, some other in-game card effect prevents you from using that attack, or the card has a status ailment preventing movement (Sleep or Paralysis). Remember, when you attack your turn ends. Always attack last! ========================================================================= [6h] POKEMON POWERS ========================================================================= There are three types of Pokemon Powers: 1) the kind that are always on 2) the kind that have to be used 3) the kind that are automatically used when the card is put into play. When you use the POWER command, you will be given a list of all your In- play Pokemon. If they have any Powers, it will be written below the card name. At any time you may press A and look at a Pokemon's Power, but only if the Power is of the second type will you be asked whether or not you want to use the Power (Yes/No). Other types of powers are used automatically. ========================================================================= [6i] STATUS AILMENTS (aka Special Conditions) ========================================================================= "Status Ailments" refers (in this guide) collectively to the conditions of Sleep, Confusion, Paralysis, and Poison. (Beginning with the eCard Sets of the real life TCG, these are called "Special Conditions.") A Pokemon can only have one status ailment at a time (except for Poison). This means that if a Pokemon is Confused, a successful sleep attack will cause it to Sleep, overriding the Confusion. (This is different from the original RPGs, where a Pokemon cannot get a new status ailment when it already has one.) -------------------------------------------- // Sleep // -------------------------------------------- When a Pokemon is Asleep, it cannot "move" -- it can't attack or Retreat. Between EACH turn, flip a coin. If heads, that Pokemon is no longer Asleep; if tails, it is still Asleep. TRIVIA: There's a story that the original design of the game had it so you flipped only after one player's turn (not both), but the card game's Sleep system was too powerful that way, so it was changed to after both player's turns. (But as it stands now, Sleep is not very powerful at all, especially if you have to flip a coin to cause the Sleep in the first place.) -------------------------------------------- // Confusion // -------------------------------------------- When a Pokemon is Confused, you must flip a coin before both attacking or Retreating. When attacking, if the coin is tails, the card does 20 damage to itself. When Retreating, if it's tails, the Energy is discarded anyway but the card "failed" to Retreat and can't attempt another Retreat until the next turn. NOTES: When a Pokemon inflicts damage on itself due to Confusion, Weakness and Resistance is applied. This means Aerodactyl will not hurt itself, because it's Resistant to its own type, and Psychic cards who are weak to Psychic will do 40 damage. (This is why in later versions of the real-life card game, the official rules on Confusion were altered to say "two damage counters" instead of "deals 20 damage".) -------------------------------------------- // Paralysis // -------------------------------------------- When a Pokemon is Paralyzed, it cannot "move" -- it can't attack or Retreat. Paralysis wears off at the end of that player's next turn. -------------------------------------------- // Poison // -------------------------------------------- When a Pokemon is Poisoned, it receives 10 damage between EACH player's turn. It can otherwise "move" normally (i.e. attack, Retreat). Certain types of Poison deals 20 damage instead. NOTE: If a Pokemon gets KO'd from Poison damage, the other player still takes a prize. -------------------------------------------- // Dealing with Status Ailments // -------------------------------------------- There are several tricks with curing status ailments without the use of a Full Heal (although that is certainly an option): Only the Active Pokemon can have a Status Ailment, so if Retreats or is switched, the condition goes away. Sleep and Paralysis prevent movement, but even these can be healed with a Switch, Gust of Wind, the attack Whirlwind, etc. Also, evolving a Pokemon heals whatever status problems it had before. ========================================================================= [6j] STOPPING IN THE MIDDLE OF A DUEL / SCUMMING ========================================================================= ================= @@@@@@@ This game auto-saves during almost every step | CardPop! | @char @ in a duel, so if you turn the game off or run |>Continue | @ pic @ out of batteries in the middle of a match you | New Game | @ @ can resume where you left off. Select the | Continue Duel | @@@@@@@ "Continue Duel" option from the main startup ================= Name screen and the match will resume from the last = Location ============== duel auto-save point. | Coins Earned XX | | Card Album XX/441 | Note that if the "Continue Duel" option is | Play Time XX:XX | available but you choose to resume the game ========================= from the last "real" save using the "Continue" option, you will get a warning that the progress you have made from the save up to the match you've entered will be lost -- and it will ask for confirmation that you want to proceed. ("No" is default.) This auto-save feature makes it possible to scum for certain outcomes during a match. For instance, if I use Base Electabuzz Lv35's Thunderpunch attack and the coin flips tails and I decide I'd rather not let Electabuzz injure itself, I can restart the game, continue the match, and use Thundershock instead. See section 1c for more uses of scumming. -------------------------------------------- // When the Game Auto-Saves // -------------------------------------------- Except for attacks, every move you make in the game is auto-saved. (Your opponent's turn is not saved at all.) The game saves between its "announcement" of a move and when it returns you to the normal basic screen. After you attack (ending your turn), the game does not save until your opponent has played his/her WHOLE turn and gameplay is returned to you. *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* ========================================================================= ====| (A) A P P E N D I X - C a r d L o c a t i o n s |===== ========================================================================= *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* Booster Packs can be identified by the character on their packaging, but they can also be identified by their pack number: 1 through 8. To aid non Japanese speakers, throughout the guide I refer to such boosters by both their number and their packaging. Please note that the boosters actually have names, however, and those are listed in the section of each pack. -------------------------------------------- // Booster Conventions // -------------------------------------------- Because some cards have different rarities in this game than that in the real-life cards and the TCG for GB1, rarities are included in this list: R: Rare (star) U: Uncommon (diamond) C: Common (circle) This game is based entirely on the Japanese card game as released by Media Factory, so the Japanese conventions are followed rather than the English (Wizards of the Coast) ones when it comes to card rarities and distribution: -- RARES There is no distinction between Rare cards and Rare-Holographic cards in terms of rarity -- a rare is a rare whether it is shiny or not. -- BOOSTER SIZE Each booster comes with 1 Rare card, 3 Uncommon cards and 6 Common cards, making each booster exactly 10 cards big. (The equivolant-era English cards have one extra card: another Common or an Energy card, depending on the set.) -- (FOSSIL) MEW The Mew the English TCG knows as Wizards of the Coast Promo #8 and #9 is available in the boosters, since that particular Mew came in the Fossil booster and not as a Promo in Japan. -- ROCKET RARITIES Some Rocket rarities had been changed between the Japan and the American release. This game is based on the Japan release and its rarities. E.g. In English, Potion Energy is an (U), but in Japanese it is a (C) so in this game it is a (C). (Though some rarities have been changed for the Gameboy version, so this may not be 100% consistent.) -------------------------------------------- // Expansion Set Inclusions // -------------------------------------------- Cards have real-life equivalents from the following sets: SET IDENTIFICATION SYMBOL Base: blank (set aka "Base Set" or "Basic") Jungle: flower Fossil: bone hand Rocket: the letter R Gym: pokeball w/ the word "gym" Vending: upside down b/w pokeball B-Deck: Bulbasaur icon (from Bulbasaur Deck in the Intropack) S-Deck: Squirtle icon (from Squirtle Deck in the Intropack) Gameboy: the letters GB (usually means there is no real-life equivalent) * The Vending Series and the Bulbasaur and Squirtle Intropack decks have not been released in English in full, even though some have been adapted to become English Promos. ========================================================================= [A1] BULBASAUR (1) PACK LIST ========================================================================= Japanese name = Hajimete no Pokemon (Beginning Pokemon) -- GRASS CARDS A01: (C) B-Deck Bulbasaur Lv12 A02: (U) B-Deck Ivysaur Lv26 A03: (C) Base Weedle Lv12 A04: (U) Base Kakuna Lv23 A05: (R) Base Beedrill Lv32 A06: (C) Base Nidoran Lv20 A07: (U) Base Nidorino Lv25 A08: (C) Vending Venonat Lv15 A09: (R) Jungle Venomoth Lv28 A10: (U) Base Tangela Lv8 -- FIRE CARDS A11: (C) Base Charmander Lv10 A12: (U) Base Charmeleon Lv32 A13: (R) Base Charizard Lv76 A14: (C) Base Vulpix Lv11 A15: (R) Base Ninetales Lv32 A16: (U) S-Deck Growlithe Lv12 A17: (R) S-Deck Arcanine Lv35 A18: (C) Base Ponyta Lv10 A19: (U) Jungle Rapidash Lv33 -- WATER CARDS A20: (C) Base Seel Lv12 A21: (R) Base Dewgong Lv42 A22: (C) Fossil Krabby Lv20 A23: (U) Fossil Kingler Lv27 A24: (C) Base Staryu Lv15 A25: (U) Base Starmie Lv28 A26: (C) Base Magikarp Lv8 A27: (R) Base Gyarados Lv41 -- LIGHTNING CARDS A28: (C) Base Pikachu Lv12 A29: (R) B-Deck Raichu Lv33 A30: (R) B-Deck Electabuzz Lv30 A31: (R) Base Zapdos Lv64 -- FIGHTING CARDS A32: (C) Base Diglett Lv8 A33: (R) Base Dugtrio Lv36 A34: (C) Base Machop Lv20 A35: (U) Base Machoke Lv40 A36: (R) Base Machamp Lv67 A37: (C) Base Onix Lv12 A38: (R) Base Hitmonchan Lv33 -- PSYCHIC CARDS A39: (C) Base Gastly Lv8 A40: (U) Base Haunter Lv22 A41: (C) Base Drowzee Lv12 A42: (R) Fossil Hypno Lv36 A43: (U) S-Deck Jynx Lv27 -- COLORLESS CARDS A44: (C) Base Rattata Lv9 A45: (U) Base Raticate Lv41 A46: (C) B-Deck Meowth Lv17 A47: (R) Base Chansey Lv55 A48: (C) Jungle Eevee Lv12 A49: (C) Base Porygon Lv12 A50: (R) Jungle Snorlax Lv20 -- TRAINER CARDS A51: (U) Super Potion A52: (U) Energy Retrieval A53: (C) Energy Search A54: (U) Professor Oak A55: (C) Potion A56: (U) Full Heal A57: (C) Switch A58: (R) Scoop Up A59: (U) Pokedex A60: (C) Bill -- ENERGY CARDS E01: ( ) Grass Energy E02: ( ) Fire Energy E03: ( ) Water Energy E04: ( ) Lightning Energy E05: ( ) Fighting Energy E06: ( ) Psychic Energy ========================================================================= [A2] MOLTRES (2) PACK LIST ========================================================================= Japanese name = Densetsu no Chikara (Legendary Power) -- GRASS CARDS B01: (R) Base Venusaur Lv67 B02: (C) Base Caterpie Lv13 B03: (U) Base Metapod Lv21 B04: (U) Jungle Butterfree Lv28 B05: (C) Jungle Nidoran F Lv13 B06: (U) Jungle Nidorina Lv24 B07: (R) Base Nidoking Lv48 B08: (C) Vending Paras Lv15 B09: (U) Vending Parasect Lv29 B10: (C) Jungle Exeggcute Lv14 B11: (U) Jungle Exeggutor Lv35 B12: (R) Vending Scyther Lv23 -- FIRE CARDS B13: (R) Base Arcanine Lv45 B14: (U) S-Deck Magmar Lv18 B15: (R) Jungle Flareon Lv28 B16: (R) Fossil Moltres Lv35 -- WATER CARDS B17: (C) S-Deck Squirtle Lv14 B18: (U) S-Deck Wartortle Lv24 B19: (R) Base Blastoise Lv52 B20: (C) Fossil Tentacool Lv10 B21: (U) Fossil Tentacruel Lv21 B22: (C) Fossil Shellder Lv8 B23: (U) Fossil Cloyster Lv25 B24: (C) Jungle Goldeen Lv12 B25: (U) Jungle Seaking Lv28 B26: (R) Vending Lapras Lv24 B27: (R) Jungle Vaporeon Lv42 -- LIGHTNING CARDS B28: (C) Gameboy Magnemite Lv14 B29: (R) Vending Magneton Lv30 B30: (R) Base Electabuzz Lv35 B31: (R) Jungle Jolteon Lv29 -- FIGHTING CARDS B32: (C) Base Sandshrew Lv12 B33: (U) Fossil Sandslash Lv33 B34: (C) Vending Geodude Lv15 B35: (U) Fossil Graveler Lv29 B36: (C) Vending Cubone Lv14 B37: (U) Gameboy Marowak Lv32 B38: (R) Vending Hitmonlee Lv23 B39: (C) Jungle Rhyhorn Lv18 B40: (U) Jungle Rhydon Lv48 -- PSYCHIC CARDS B41: (C) Base Abra Lv10 B42: (U) Base Kadabra Lv38 B43: (R) Vending Mewtwo Lv54 -- COLORLESS CARDS B44: (C) S-Deck Spearow Lv9 B45: (U) Vending Clefairy Lv15 B46: (C) Jungle Jigglypuff Lv14 B47: (R) Jungle Wigglytuff Lv36 B48: (U) Base Farfetch'd Lv20 B49: (R) Jungle Kangakshan Lv40 B50: (C) Base Dratini Lv10 B51: (R) Base Dragonair Lv33 B52: (R) Fossil Dragonite Lv45 -- TRAINER CARDS B53: (C) Energy Removal B54: (U) Revive B55: (U) Defender B56: (C) Gust of Wind B57: (U) PlusPower B58: (C) Pokemon Trader B59: (C) Pokemon Center B60: (R) Pokemon Breeder -- ENERGY CARDS E07: (U) Double Colorless Energy ========================================================================= [A3] OMANYTE (3) PACK LIST ========================================================================= Japanese name = Shinka no Shima (Fossil Island / Island of Fossils) -- GRASS CARDS C01: (C) Fossil Ekans Lv10 C02: (R) Vending Arbok Lv30 C03: (R) Jungle Nidoqueen Lv43 C04: (C) Fossil Zubat Lv10 C05: (U) Vending Golbat Lv25 C06: (C) Jungle Oddish Lv8 C07: (U) Jungle Gloom Lv22 C08: (R) Jungle Vileplume Lv35 C09: (C) Jungle Bellsprout Lv11 C10: (U) Jungle Weepinbell Lv28 C11: (R) Jungle Victreebel Lv42 C12: (C) Fossil Grimer Lv17 C13: (R) Fossil Muk Lv34 C14: (C) S-Deck Koffing Lv14 C15: (U) Fossil Weezing Lv27 C16: (R) Jungle Pinsir Lv24 -- FIRE CARDS C17: (U) Base Magmar Lv24 -- WATER CARDS C18: (C) Base Squirtle Lv8 C19: (U) Base Wartortle Lv22 C20: (C) Fossil Psyduck Lv15 C21: (R) Vending Golduck Lv28 C22: (C) Base Poliwag Lv13 C23: (U) Vending Poliwhirl Lv30 C24: (R) Vending Poliwrath Lv40 C25: (C) Fossil Horsea Lv19 C26: (U) Fossil Seadra Lv23 C27: (C) Fossil Omanyte Lv19 C28: (U) Fossil Omastar Lv32 C29: (R) Fossil Articuno Lv35 -- LIGHTNING CARDS C30: (C) Jungle Pikachu Lv14 C31: (R) Fossil Raichu Lv45 C32: (C) Base Voltorb Lv10 C33: (R) Gameboy Electrode Lv35 -- FIGHTING CARDS C34: (C) Jungle Mankey Lv7 C35: (U) Jungle Primeape Lv35 C36: (U) Vending Machoke Lv24 C37: (U) Fossil Golem Lv36 C38: (C) Fossil Kabuto Lv9 C39: (U) Vending Aerodactyl Lv30 -- PSYCHIC CARDS C40: (R) Base Alakazam Lv42 C41: (C) Fossil Slowpoke Lv18 C42: (U) Fossil Slowbro Lv26 C43: (C) Vending Gastly Lv13 C44: (U) Vending Haunter Lv26 C45: (R) Fossil Gengar Lv38 C46: (U) Vending Hypno Lv30 C47: (U) Base Jynx Lv23 -- COLORLESS CARDS C48: (R) Jungle Clefable Lv34 C49: (C) Jungle Meowth Lv15 C50: (U) Jungle Persian Lv25 C51: (U) Vending Lickitung Lv20 C52: (C) Vending Tauros Lv35 C53: (U) Vending Porygon Lv18 -- TRAINER CARDS C54: (R) Itemfinder C55: (R) Super Energy Removal C56: (C) Mysterious Fossil C57: (R) Computer Search C58: (R) Clefairy Doll C59: (C) Poke Ball ========================================================================= [A4] MR. MIME (4) PACK LIST ========================================================================= Japanese name = Chou BATORU (Super Battle) -- GRASS CARDS D01: (U) Base Ivysaur Lv20 D02: (U) Vending Metapod Lv20 D03: (C) Vending Weedle Lv15 D04: (U) Vending Kakuna Lv20 D05: (U) Fossil Arbok Lv27 D06: (C) Vending Nidoran F Lv12 D07: (U) Vending Nidorina Lv22 D08: (C) Vending Nidoran M Lv22 D09: (U) Vending Nidorino Lv23 D10: (C) Jungle Paras Lv8 D11: (U) Jungle Parasect Lv28 D12: (C) Jungle Venonat Lv12 D13: (C) Vending Venomoth Lv22 D14: (C) Base Koffing Lv13 D15: (U) Gameboy Tangela Lv12 -- FIRE CARDS D16: (U) Vending Charmander Lv12 D17: (C) Vending Vulpix Lv13 D18: (R) Gameboy Ninetales Lv35 D19: (U) Base Growlithe Lv18 D20: (U) Gameboy Flareon Lv22 -- WATER CARDS D21: (C) Vending Shellder Lv16 D22: (C) Vending Krabby Lv17 D23: (R) Vending Kingler Lv33 D24: (C) Vending Staryu Lv17 D25: (U) Gameboy Vaporeon Lv29 -- LIGHTNING CARDS D26: (R) Base Raichu Lv40 D27: (C) Base Magnemite Lv13 D28: (R) Base Magneton Lv28 D29: (U) Gameboy Jolteon Lv24 -- FIGHTING CARDS D30: (U) Vending Graveler Lv27 D31: (R) Vending Rhydon Lv37 D32: (R) Fossil Kabutops Lv30 -- PSYCHIC CARDS D33: (U) Fossil Gastly Lv17 D34: (R) Fossil Haunter Lv17 D35: (R) Jungle Mr. Mime Lv28 D36: (R) Vending Mewtwo Lv67 D37: (R) Fossil Mew Lv23 -- COLORLESS CARDS D38: (C) Base Pidgey Lv8 D39: (U) Vending Pidgeotto Lv38 D40: (R) Gameboy Pidgeot Lv38 D41: (C) Vending Spearow Lv12 D42: (C) Jungle Fearow Lv27 D43: (R) Base Clefairy Lv14 D44: (C) Gameboy Jigglypuff Lv13 D45: (C) Base Doduo Lv10 D46: (U) Jungle Dodrio Lv28 D47: (R) Gameboy Ditto Lv19 D48: (U) Vending Eevee Lv5 -- TRAINER CARDS D49: (U) Fossil Excavation D50: (C) Gambler D51: (R) Moon Stone D52: (R) Imposter Professor Oak D53: (R) Lass D54: (C) Recycle ========================================================================= [A5] PIDGEOT (5) PACK LIST ========================================================================= Japanese name = Soratobu Pokemon (Flying Pokemon) -- GRASS CARDS F01: (U) Vending Bulbasaur Lv15 F02: (C) Vending Zubat Lv12 F03: (U) Fossil Golbat Lv29 F04: (C) Vending Bellsprout Lv10 F05: (U) Vending Weepinbell Lv23 F06: (R) Vending Weezing Lv26 -- FIRE CARDS F07: (C) Vending Ponyta Lv8 F08: (U) Vending Rapidash Lv30 F09: (C) Vending Magmar Lv27 -- WATER CARDS F10: (U) Vending Squirtle Lv15 F11: (U) Fossil Golduck Lv27 F12: (C) Vending Poliwag Lv15 F13: (U) Base Poliwhirl Lv28 F14: (R) Base Poliwrath Lv48 F15: (C) Vending Seel Lv10 F16: (U) Vending Dewgong Lv24 F17: (C) Vending Horsea Lv20 F18: (R) Vending Seadra Lv26 F19: (R) Fossil Lapras Lv31 F20: (U) Vending Omanyte Lv22 -- LIGHTNING CARDS F21: (U) Vending Pikachu Lv5 F22: (R) Vending Raichu Lv32 F23: (C) Vending Magnemite Lv15 F24: (R) Fossil Magneton Lv35 F25: (C) Vending Voltorb Lv8 F26: (R) Jungle Electrode Lv42 F27: (R) Fossil Zapdos Lv40 -- FIGHTING CARDS F28: (C) Vending Sandshrew Lv15 F29: (U) Vending Sandslash Lv35 F30: (C) Vending Machop Lv18 F31: (U) Vending Machoke Lv28 F32: (C) Fossil Geodude Lv16 F33: (U) Vending Graveler Lv28 F34: (C) Jungle Cubone Lv13 F35: (U) Jungle Marowak Lv26 F36: (R) Fossil Hitmonlee Lv30 F37: (R) Vending Hitmonchan Lv23 -- PSYCHIC CARDS F38: (C) Vending Abra Lv8 F39: (R) Vending Kadabra Lv39 F40: (C) Vending Slowbro Lv35 F41: (R) Vending Haunter Lv25 -- COLORLESS CARDS F42: (C) Vending Pidgey Lv10 F43: (U) Base Pidgeotto Lv36 F44: (R) Jungle Pidgeot Lv40 F45: (C) Vending Rattata Lv15 F46: (C) Jungle Spearow Lv13 F47: (U) Vending Fearow Lv24 F48: (R) Vending Wigglytuff Lv40 F49: (C) Vending Doduo Lv8 F50: (U) Vending Dodrio Lv25 F51: (R) Vending Snorlax Lv35 -- TRAINER CARDS F52: (U) Mr. Fuji F53: (R) Pokemon Recall F54: (U) Poke Flute F55: (R) Master Ball F56: (U) Maintenance ========================================================================= ROCKET R (6) PACK LIST ========================================================================= Japanese name = Warera ROKETTO-Dan (We Are the Rockets) -- GRASS CARDS G01: (C) Rocket Ekans Lv15 G02: (R) Rocket Dark Arbok Lv25 G03: (C) Rocket Grimer Lv10 G04: (U) Rocket Dark Muk Lv25 G05: (R) Jungle Scyther Lv25 -- FIRE CARDS G06: (C) Rocket Charmander Lv9 G07: (U) Rocket Dark Charmeleon Lv23 G08: (R) Rocket Dark Charizard Lv38 G09: (C) Rocket Ponyta Lv15 G10: (C) Rocket Dark Rapidash Lv24 G11: (U) Fossil Magmar Lv31 G12: (U) Rocket Dark Flareon Lv23 G13: (C) Rocket Squirtle Lv16 G14: (U) Rocket Dark Wartortle Lv21 G15: (R) Rocket Dark Blastoise Lv28 G16: (C) Rocket Magikarp Lv6 G17: (R) Rocket Dark Gyarados Lv31 G18: (U) Rocket Dark Vaporeon Lv28 G19: (U) Vending Omanyte Lv20 -- LIGHTNING CARDS G20: (C) Rocket Magnemite Lv12 G21: (R) Rocket Dark Magneton Lv26 G22: (C) Rocket Voltorb Lv13 G23: (U) Rocket Dark Electrode Lv24 G24: (U) Rocket Dark Jolteon Lv23 -- FIGHTING CARDS G25: (C) Rocket Diglett Lv15 G26: (R) Rocket Dark Dugtrio Lv18 G27: (C) Rocket Mankey Lv14 G28: (U) Rocket Dark Primeape Lv23 G29: (C) Rocket Machop Lv24 G30: (U) Rocket Dark Machoke Lv28 G31: (R) Rocket Dark Machamp Lv30 G32: (U) Vending Kabuto Lv22 G33: (R) Fossil Aerodactyl Lv28 -- PSYCHIC CARDS G34: (C) Rocket Abra Lv14 G35: (U) Rocket Dark Kadabra Lv24 G36: (R) Rocket Dark Alakazam Lv30 G37: (R) Vending Mr. Mime Lv20 G38: (R) Vending Jynx Lv18 G39: (R) Base Mewtwo Lv53 -- COLORLESS CARDS G40: (C) Rocket Rattata Lv12 G41: (C) Rocket Dark Raticate Lv25 G42: (U) Gameboy Meowth Lv13 G43: (U) Jungle Tauros Lv32 G44: (C) Rocket Eevee Lv9 -- TRAINER CARDS G45: (U) Max Revive G46: (R) Devolution Spray G47: (U) The Boss's Way -- ENERGY CARDS E08: (C) Potion Energy E09: (C) Full Heal Energy E10: (R) Rainbow Energy ========================================================================= [A7] ROCKET GRUNT (7) PACK LIST ========================================================================= Japanese name = ROKETTO-Dan no Yabou (The Rockets' Ambition) -- GRASS CARDS H01: (C) Base Bulbasaur Lv13 H02: (U) Gameboy Dark Ivysaur Lv16 H03: (R) Gameboy Dark Venusaur Lv37 H04: (C) Rocket Zubat Lv9 H05: (R) Rocket Dark Golbat Lv25 H06: (C) Rocket Oddish Lv21 H07: (U) Rocket Dark Gloom Lv21 H08: (R) Rocket Dark Vileplume Lv29 H09: (C) Rocket Koffing Lv12 H10: (R) Rocket Dark Weezing Lv24 H11: (U) Vending Pinsir Lv15 -- FIRE CARDS H12: (R) Gameboy Dark Ninetales Lv28 H13: (C) Vending Growlithe Lv16 H14: (R) Vending Moltres Lv37 -- WATER CARDS H15: (C) Rocket Psyduck Lv16 H16: (U) Rocket Dark Golduck Lv23 H17: (U) Gameboy Dark Starmie Lv27 H18: (R) Vending Articuno Lv34 -- LIGHTNING CARDS H19: (R) Gameboy Dark Raichu Lv31 H20: (R) Vending Zapdos Lv28 -- FIGHTING CARDS H21: (U) Vending Onix Lv25 H22: (U) Gameboy Dark Marowak Lv27 -- PSYCHIC CARDS H23: (C) Rocket Slowpoke Lv16 H24: (R) Rocket Dark Slowbro Lv27 H25: (U) Gameboy Dark Haunter Lv23 H26: (R) Gameboy Dark Gengar Lv33 H27: (C) Rocket Drowzee Lv10 H28: (R) Rocket Dark Hypno Lv26 H29: (U) Gameboy Dark Fearow Lv25 -- COLORLESS CARDS H30: (R) Gameboy Dark Clefable Lv33 H31: (C) Rocket Meowth Lv10 H32: (C) Rocket Dark Persian Lv28 H33: (U) Jungle Lickitung Lv26 H34: (U) Vending Chansey Lv40 H35: (U) Vending Kangaskhan Lv36 H36: (C) Rocket Porygon Lv20 H37: (C) Rocket Dratini Lv12 H38: (U) Rocket Dark Dragonair Lv28 H39: (R) Rocket Dark Dragonite Lv33 -- TRAINER CARDS H40: (C) Super Scoop Up H41: (U) Challenge H42: (U) Imposter Oak's Revenge H43: (C) Sleep! H44: (C) Digger H45: (C) Goop Gas Attack H46: (C) Bill's Teleporter H47: (C) Nightly Garbage Run H48: (R) Rocket's Sneak Attack H49: (R) The Rocket's Trap -- ENERGY CARDS E11: (U) Recycle Energy ========================================================================= [A8] MEOWTH (8) PACK EXPLANATION -- "PRESENT PACK" ========================================================================= Japanese name = Present Pack These boosters contain random cards from all other booster packs. During early gameplay, the Present Packs can be great because not all the boosters will be available for some time, and Present Packs will give you a chance to get cards from these late-game boosters. However, during late gameplay, you will probably find it more productive to try to earn specific boosters to increase your chances of finding a particular card. -- HOW TO GET PRESENT PACKS Dr. Ooyama will send you a Present Pack through the mail, and Arai-Mon will give you a Present Pack if you duel him and win against his "Step 1" deck. These particular Present Packs will contain Energy cards only. Other Present Packs you receive from Dr. Ooyama are Bulbasaur (1) Packs just disguised as Present Packs -- they only contain cards from the Bulbasaur Booster. Otherwise, normal Present Packs can be bought at the Game Center for various amounts of chips, won by defeating the Ghost Masters, or won from beating Arai-Mon in a normal duel. ========================================================================= [A9] PROMOTIONAL CARD LIST AND LOCATIONS ========================================================================= -------------------------------------------- // Master Promo List // -------------------------------------------- -- GRASS CARDS: P01: Venusaur Lv67 -- FIRE CARDS: P02: Charizard Lv76 P03: Arcanine Lv34 P04: Moltres Lv40 -- WATER CARDS: P05: Blastoise Lv52 P06: Magikarp Lv10 P07: Omastar Lv36 P08: Articuno Lv37 P09: Marill Lv17 -- LIGHTNING CARDS: P10: Pikachu Lv13 P11: Pikachu Lv16 (Toyota) P12: Pikachu Lv16 (CoroCoro) P13: Flying Pikachu Lv12 (CoroCoro) P14: Flying Pikachu Lv12 (ANA) P15: Surfing Pikachu Lv13 (CoroCoro) P16: Surfing Pikachu Lv13 (JR) P17: Electabuzz Lv20 P18: Zapdos Lv68 -- FIGHTING CARDS: P19: Diglett Lv16 P20: Dugtrio Lv40 P21: Mankey Lv7 P22: Machamp Lv54 P23: Golem Lv37 -- PSYCHIC CARDS: P24: Alakazam Lv45 P25: Slowpoke Lv9 P26: Gengar Lv40 P27: Mewtwo Lv30 P28: Mewtwo Lv60 (FanBook) P29: Mewtwo Lv60 (CoroCoro) P30: GR's Mewtwo Lv35 P31: Mew Lv8 -- COLORLESS CARDS: P32: Jigglypuff Lv12 P33: Meowth Lv14 P34: Dark Persian Lv28 P35: Farfetch'd Lv20 P36: Kangaskhan Lv38 P37: Cool Porygon Lv15 P38: Hungry Snorlax Lv50 P39: Dragonite Lv41 P40: Dragonite Lv43 P41: Togepi Lv8 -- TRAINER CARDS: P42: Imakuni? P43: Super Energy Retrieval P44: Computer Error P45: Bill's Computer -- PHANTOM CARDS PXX: Venusaur Lv64 PXX: Mew Lv15 PXX: Lugia Lv55 PXX: Here Comes Team Rocket! -------------------------------------------- // Side-Room Trades // -------------------------------------------- -- GB1 ISLAND TRADES Battle Club: Fossil Hitmonlee Lv27 --> Mewtwo Lv60 (CoroCoro) Fire Club: Jungle Flareon Lv28 --> Meowth Lv14 Esper Club: Base Alakazam Lv42 --> Kangaskhan Lv38 Stone Club: Jungle Snorlax Lv20 --> Jigglypuff Lv12 Elec Club: Base Voltorb Lv10 --> Pikachu Lv16 (CoroCoro) -- GB2 ISLAND TRADES GR Grass Fort: Dark Venusaur Lv37 --> Venusaur Lv67 GR Lightning Fort: Dark Raichu Lv31 --> Pikachu Lv16 (Toyota) GR Fire Fort: Dark Charizard Lv38 --> Charizard Lv76 GR Water Fort: Dark Blastoise Lv28 --> Blastoise Lv52 GR Psychic Fort: Dark Hypno Lv26 --> Mewtwo Lv60 (FanBook) GR Challenge Hall: Base Chansey Lv55 --> Bill's Computer -------------------------------------------- // Game Center // -------------------------------------------- -- BILL'S COMPUTER Bill's Computer and any Kadabra--> Alakazam Lv45 Bill's Computer and any Machoke --> Machamp Lv54 Bill's Computer and any Omanyte --> Omastar Lv36 Bill's Computer and any Haunter --> Gengar Lv40 Bill's Computer and any Graveler --> Golem Lv37 -- COIN TOSS GAME Mew Lv8 (if you win the Coin Toss Game) -- PRIZE CORNER Venusaur Lv64 (2000 chips) Mew Lv15 (2000 chips) Bill's Computer (1000 chips) -------------------------------------------- // Mr. Ishihara // -------------------------------------------- -- FIRST ISLAND HOUSE Vending Clefairy Lv15 --> Flying Pikachu Lv12 (ANA) Jungle Clefable Lv34 --> Togepi Lv8 Fossil Dragonite Lv45 --> Marill Lv17 -- SECOND ISLAND HOUSE Vending Moltres Lv37 --> Surfing Pikachu Lv13 (JR) Vending Articuno Lv34 --> Surfing Pikachu Lv13 (CoroCoro) Fossil Zapdos Lv40 --> Flying Pikachu Lv12 (CoroCoro) Rocket Dark Dragonite Lv33 --> Bill's Computer -------------------------------------------- // Opponent's Rewards // -------------------------------------------- -- RANDO Super Energy Retrieval (twice) Computer Error! -- IMAKUNI? Imakuni? (the card) (sixth or ninth win) Farfetch'd Lv20 (Black Imakuni? only; third or ninth win) Slowpoke Lv9 (from Red Imakuni? only; third or ninth win) (Imakuni?'s promo giveaways taken from the Japanese Official Guidebook) -------------------------------------------- // Benefactors Rewards // -------------------------------------------- Rescue people from the first island from the clutches of Team GR to receive: Hungry Snorlax (from Science Club Master Kurushima) Electabuzz Lv20 (from Grand Master Steve) Arcanine Lv34 (from Grand Master Hiroko) Magikarp Lv10 (from Grand Master Kanekouji) Cool Porygon (from Battle Club Master) Dragonite Lv43 (from Grand Master Ryuudoo) -------------------------------------------- // Legendary Cards // -------------------------------------------- Acquire these after fighting in the Pokemon Dome. Moltres Lv40 Zapdos Lv68 Articuno Lv37 Dragonite Lv41 -------------------------------------------- // Phantom Cards // -------------------------------------------- You can only CardPop! for these... or buy them in the Game Center (first two only). Venusaur Lv64 Mew Lv15 Lugia Lv55 Here Comes Team Rocket! -------------------------------------------- // Miscellaneous // -------------------------------------------- -- GR FIGHTING FORT MAZE Diglett Lv16 Dugtrio Lv40 -- GREAT KING BIRURICCHI GR's Mewtwo Lv35 -------------------------------------------- // and the last card... // -------------------------------------------- Mankey Lv7 is only available as a random prize if you win the Grand Masters Cup or the King Cup. (?_?) -------------------------------------------- // Various Challenge Cups // -------------------------------------------- The following lists were taken from the Japanese Official Guidebook. -- CHALLENGE CUP (first island) 1st Cup: Mewtwo Lv30 2nd Cup: Pikachu Lv13 Additional Challenges: possible prizes --> Arcanine Lv34 Pikachu Lv13 Pikachu Lv16 (CoroCoro) Pikachu Lv16 (Toyota) Flying Pikachu Lv12 (CoroCoro) Flying Pikachu Lv12 (ANA) Surfing Pikachu Lv13 (CoroCoro) Surfing Pikachu Lv13 (JR) Slowpoke Lv9 Mewtwo Lv30 Mewtwo Lv60 (CoroCoro) Mewtwo Lv60 (FanBook) Mew Lv8 Jigglypuff Lv12 Imakuni? Super Energy Retrieval (all of these are duplicates of promos available elsewhere) -- GR CHALLENGE CUP (second island) 1st Cup: Dark Persian Lv28 2nd Cup: Bill's Computer King Cup: possible prizes --> Venusaur Lv67 Charizard Lv76 Blastoise Lv52 Magikarp Lv10 Marill Lv17 Diglett Lv16 Dugtrio Lv40 Mankey Lv7 Togepi Lv8 Meowth Lv14 Dark Persian Lv28 Farfetch'd Lv20 Kangaskhan Lv38 Cool Porygon Lv15 Hungry Snorlax Lv43 Computer Error! (most of these are duplicates of promos available elsewhere) -- GRAND MASTERS CUP For a prize, you will be shown a random four and allowed to keep two of the following promos: ANY promotional card except - Bill's Computer - mail-in promos (Alakazam, Gengar, Machamp, Golem, and Omastar) - Imakuni? (the card) - GR's Mewtwo ========================================================================= [A9] PROMOTIONAL CARD LIST AND LOCATIONS ========================================================================= An all-in-one chart of who gives what boosters and the various deck requirements / extra rules, if any. For the first island, some of the booster rewards change over time. This is called the "switch" for the purposes of this chart. __________________ / NAME OF CLUB \ ------------------------------------------------------------------------- Club | Booster | Booster | How to Member | Before | After | "Unlock" Name | Switch | Switch | Switch __________________ / NAME OF FORT \ ------------------------------------------------------------------------- Fort | | Extra Rule Minion | Booster | or Deck Name | Reward | Requirements Boosters will be referred to only by number for space reasons. ________________ / STONE CLUB \ ------------------------------------------------------------------------- Yasutomo | #1 | (#1) | -- Joota | #1 | (#1) | -- Norio | #2 | (#2) | -- GENZOU | #3 #1 | (#3 #1) | -- _________________ / BATTLE CLUB \ ------------------------------------------------------------------------- Masahiro | #1 | #3 #3 | assemble GR Coin Tatsuroo | -- | #1 #2 | defeat GR#3 in Aqua Club Natsuki | -- | #4 | rescue Steve from Lightning Fort YAMAGUCHI | -- | #5 #5 | clear the Fighting Fort ________________ / GREEN CLUB \ ------------------------------------------------------------------------- Haruna | -- | #3 | assemble GR Coin Misao | -- | #2 | defeat GR#3 in Aqua Club Ayako | #1 #1 | #1 #4 | rescue Steve from Lightning Fort KUNIMI | -- | #3 #3 | assemble GR Coin __________________ / SCIENCE CLUB \ ------------------------------------------------------------------------- Masashi | -- | #3 | assemble GR Coin Yasuyuki | #1 #1 | (#1 #1) | -- Souta | -- | #2 | defeat GR#3 in Aqua Club KURUSHIMA | -- | #1 #5 | rescue him from Grass Fort _______________ / AQUA CLUB \ ------------------------------------------------------------------------- Mari | #2 #2 | (#2 #2) | -- Megumi | -- | #3 #4 | rescue Steve from Lightning Fort Shintaroo | #1 #1 | #5 #5 | rescue Yamaguchi from Fighting Fort UTCHII | -- | #4 #4 | rescue Steve from Lightning Fort _______________ / FIRE CLUB \ ------------------------------------------------------------------------- Takashi | -- | #4 #4 | rescue Steve from Lightning Fort Watarun | -- | #1 | defeat GR#3 in Fire Club Masatoshi | -- | #2 #2 | defeat GR#3 in Fire Club AKABANE | -- | #3 #4 | rescue Steve from Lightning Fort | | #4 #5 | rescue Yamaguchi from Fighting Fort _______________ / ELEC CLUB \ ------------------------------------------------------------------------- Yuka | -- | #3 | assemble GR Coin Toshihiko | -- | #2 #3 | assemble GR Coin Sousuke | #1 | #5 #5 | rescue Yamaguchi from Fighting Fort TAKAHASHI | #1 #1 | #4 | assemble GR Coin | | #4 #4 | rescue Steve from Lightning Fort _________________ / BATTLE CLUB \ ------------------------------------------------------------------------- Hiro | -- | #4 | rescue Steve from Lightning Fort Keita | -- | #5 | rescue Yamaguchi from Fighting Fort Rie | #1 | #1 #5 | assemble GR Coin MIURA | #1 | #6 #7 | rescue Yamaguchi from Fighting Fort ___________________ / GR GRASS FORT \ ------------------------------------------------------------------------- Midori | #6 | -- Yuuta | #6 | -- Miyuki | #6 | Req: Grass Energy only MORINO | #6 #6 | Rule: Grass Pkmn can't get status ailments _______________________ / GR LIGHTNING FORT \ ------------------------------------------------------------------------- Tap | #1 #2 | -- Renna | #6 | Req: 4x Pikachu Ichikawa | #6 | Req: Lightning Energy only CATHERINE | #6 #6 | Rule: Lightning Pkmn do +10 damage __________________ / GR FIRE FORT \ ------------------------------------------------------------------------- Jayce | #3 | -- Yuuki | #6 | Req: Fire Energy only Shouko | #6 #7 | Req: 4x Eevee HIDEROU | #6 #7 | Rule: Fire Pkmn have no Weakness ___________________ / GR WATER FORT \ ------------------------------------------------------------------------- Miyajima | #3 | Req: Water Energy only Senta | #4 | Req: 4x Magikarp Aira | #7 | Rule: Bench is 3 instead of 5 KANOKO | #6 #6 | Rule: Water Pkmn -1 to Retreat ______________________ / GR FIGHTING FORT \ ------------------------------------------------------------------------- Grace | #5 #7 | Req: Fighting Energy only Gouda | #4 #7 | Rule: No (Super) Energy Removal in deck KAMIYA | #6 #7 | Rule: No Resistance to Fighting ___________________________ / GR PSYCHIC STRONGHOLD \ ------------------------------------------------------------------------- Kevin | #7 #2 | Rule: Resistance is -10 instead of -30 Miwa | #7 #1 | Req: Psychic Energy only Yousuke | #6 #2 | Req: 6 Gastly/Haunter Ryouko | #6 #3 | Req: no Trainer cards MAMI | #7 #7 | Rule: Energy cards from KO'd Pkmn go to hand | | instead of Discard Pile _____________________ / COLORLESS ALTAR \ ------------------------------------------------------------------------- Nishijima | #2 #2 | Req: 4x Pidgey, Spearow or D.C. Energy Samejima | #4 #4 | Req: 4x Dratini, Jigglypuff, or Mys. Fossil Ishii | #3 #3 | Req: 4x Rattata, Meowth, or Dark Pokemon ___________________ / ROCKET CASTLE \ ------------------------------------------------------------------------- Kanzaki | #6 #4 | Req: 1 of each Legendary card Rui | #7 #5 | Rule: +1 to Retreat Costs | | Rule: can't retrieve cards from Discard Pile | | Rule: Resistance is -10 instead of -30 BIRURICCHI | #7 #7 | -- ______________________ / DR. OOYAMA'S LAB \ ------------------------------------------------------------------------- Mikasa Un-Guided Duel | #8 (Energy-only) Arai-Mon Step 1 | #8 (Energy-only) Arai-Mon Step 2 | #1 Arai-Mon Step 3 | #2 Arai-Mon Normal Duel | #8 (aka "Present Pack") ___________________ / MISCELLANEOUS \ ------------------------------------------------------------------------- Imakuni? | 1-4 random boosters (see section 4i) Red Imakuni? | 1-4 random boosters (see section 4i) Mr. Ishihara | 2 random boosters Ghost Masters | #8 (aka "Present Pack") *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* ========================================================================= ======| (B) M I S C E L L A N E O U S R E S O U R C E S |======= ========================================================================= *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* ========================================================================= [B1] Black Box Recipies ========================================================================= All these recipes marked (*) come from a Japanese website that has been archived here: http://web.archive.org/web/20100729001527/ http://juno777.hp.infoseek.co.jp/kako/gb2_black.htm All of them were tested and some corrections were made. Some recipes yield the same result when other cards are added -- this list contains the minimum cards you need to send in to get the Promo. See section 4e for information on how to use the Black Box. -------------------------------------------- // EXAMPLE // -------------------------------------------- -- TO GET THIS CARD... ...you must send in this card. And this card. -------------------------------------------- // Grass Cards // -------------------------------------------- -- PROMO VENUSAUR Lv67 * Dark Venusaur Dark Vileplume -------------------------------------------- // Fire Cards // -------------------------------------------- -- LEGENDARY MOLTRES Lv40 * Base Ninetales Lv32 Dark Ninetales Fossil Moltres Lv 35 -- PROMO ARCANINE Lv34 * Base Ninetales Lv32 Base Arcanine Lv45 -------------------------------------------- // Water Cards // -------------------------------------------- -- PROMO BLASTOISE Lv52 * Dark Blastoise Dark Gyarados -- PROMO MAGIKARP Lv10 * Gyarados Dark Gyarados -------------------------------------------- // Lightning Cards // -------------------------------------------- -- LEGENDARY ZAPDOS Lv68 * Base Raichu Lv40 Dark Raichu Base Zapdos Lv64 -- PROMO PIKACHU Lv13 * Vending Raichu Lv32 Base Raichu Lv40 Fossil Raichu Lv45 Dark Raichu -- PROMO PIKACHU Lv16 (Toyota) * Vending Raichu Lv32 Base Raichu Lv40 Fossil Raichu Lv45 -- PROMO PIKACHU Lv16 (CoroCoro) Electrode Lv35 Electrode Lv42 Magneton Lv28 Magneton Lv35 -- PROMO ELECTABUZZ Lv20 * Base Electabuzz Lv35 Base Magneton Lv28 Fossil Magneton Lv35 Vending Magneton Lv30 -------------------------------------------- // Fighting Cards // -------------------------------------------- -- PROMO DIGLETT * Base Dugtrio Lv36 Dark Dugtrio -- PROMO DUGTRIO Lv40 Base Dugtrio Lv36 Vending Hitmonchan Lv23 Fossil Hitmonlee Lv30 -- PROMO MANKEY * Vending Hitmonchan Lv23 Fossil Hitmonlee Lv30 -------------------------------------------- // Psychic Cards // -------------------------------------------- -- PROMO SLOWPOKE Lv9 Alakazam Lv42 Gengar Lv38 Mr. Mime Lv28 -- PROMO MEWTWO Lv60 (FanBook) * Base Mewtwo Lv53 Fossil Mew Lv23 -- PROMO MEWTWO Lv60 (CoroCoro) Vending Mewtwo Lv67 Fossil Mew Lv23 -- PROMO MEWTWO Lv30 * Base Mewtwo Lv53 Vending Mewtwo Lv67 -- GR'S MEWTWO * Base Mewtwo Lv53 Vending Mewtwo Lv67 Fossil Mew Lv23 -------------------------------------------- // Colorless Cards // -------------------------------------------- -- PROMO JIGGLYPUFF Lv12 * Base Clefairy Lv14 Base Chansey Lv55 -- PROMO MEOWTH Lv14 * Ditto Jungle Snorlax Lv20 -- PROMO FARFETCH'D Lv20 GB Pidgeot Lv38 Base Clefairy Lv14 Ditto -- COOL PORYGON * Jungle Clefable Lv34 Ditto -- HUNGRY SNORLAX * Jungle Snorlax Lv20 Vending Snorlax Lv35 -- PROMO KANGASKHAN Lv38 * Jungle Kangaskhan Lv40 Base Dragonair Lv33 -------------------------------------------- // Trainer Cards // -------------------------------------------- -- SUPER ENERGY RETRIEVAL Vending Poliwrath Lv40 Base Dragonair Lv33 Have other recipes? Email me at the address given at the end of the file. ========================================================================= [B2] Colorless Altar Guys ========================================================================= In the Colorless Altar, there's no way for you to know which cards the Minions want in your deck except reading it. (You could guess-and-check, I suppose, but do you really want to do that?) For people who know no Japanese, I have prepared the following ASCII art so you can tell which requirement they are presenting. -------------------------------------------- // Nishijima - bottom guy // -------------------------------------------- | () | () ---+--- ---+--- "Poppo" | | | | | = Pidgey / | \ / / | \ / | \ _/ / | \ | ____ ____|| / ---+-- ____ / / \ / "Onisuzume" /| / / \/ = Spearow / | ______ / \ / \ /\ / | / \ / \ / \ /________ /___ __ /_______ | | || _|_|_|_|_ /___/__ / \ / |__|__| --+-- ---+-- | | __|__ _|_|_|_|_ | | | / | /| |__|__| | / | | | ____ _|_|_|_|_ +------ / | || || | / \ | | | __|__ | / | ||___|| | _/ | \ | | / | / | \ \ |_____| /_____ | |_____| --+-- | / |/ | "Mushoku Ni-Ko Enerugii" = Double Colorless Energy -------------------------------------------- // Samejima - middle guy // -------------------------------------------- ------ | | +--+--+ ---- | | | | "Miniryuu" ____ | | __ | = Dratini ______ / | / _______ ___/ --+- ___/ _____() | | | --- / "Purin" / | | / = Jigglypuff / / / / __/ __/ / _______ --+- \ | ___ _|__ _ ___ / | | "Nanika / | \ | | \ \ / | \ /| |__/ /_____ no Seki" _|_ | | \ \ | | | | | /| | = Mysterious / | \ | | | | | | | | / | | Fossil \_| | ---- / \| \/ / | |____ |____| -------------------------------------------- // Ishii - top guy // -------------------------------------------- ______ ---- |--- | ______ / | | | | | | /----/ "Koratta" | / / / = Rattata ------ __/ _/ _/ ____ ---- / "Nyaasu" ___ ------ / = Meowth | / / \ ------ | / \ | __ ----- | () |____ ---- \ -+/ \ __/_ | \ ---+--- / | | \ | | | \ | | | / -+--- / "Warui Pokemon" /| | /\ | | | / | \ / | / = Dark Pokemon | / \_\_/ |/ / | \ / \__ __/ *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* ========================================================================= =======================| T H E E N D |========================= ========================================================================= *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* ========================================================================= [i] ALSO AVAILABLE ========================================================================= I've also made the following guides for this game: - Detailed Trainer Guide - Card Spoilers and Card Locations Guide - Quick Ref ========================================================================= [ii] CONTACTING ME ========================================================================= I can be reached at alamedyang at gmail dot com. Email me corrections, additions, complaints, whatever. (I will probably take forever to respond, though.)