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Guide and Walkthrough by Alamedyang

Version: 2.0 | Updated: 04/03/2018

                                                ___     ___
            | ()  |____ ----  --        ----  --\  \   /  /--
         ---+--- /   |  _|__      /    /  /  |  |\  \ /  /|  |
          / | \     /    |       /    /  /   |  | | //  / |  |
         /  |  \  /      \__  __/    /  /    |  |/ / --- /  /
                                     |  | -- |    /     /  /
            _|___          |   \\    |  ||  ||     \   /  /
             |   |  _____  |---      \  \ | ||  |\  \ /  /
             |   |         |          \  \| ||  |/  //   ----|
            /    |         |           \____||_____/ |_______|


          _____    ______    _________   _/___\      |        ||
         /     \   |     \   |    |  |  ___|____     |        ||
        |          |    /    | ---+- |    / / \      +----    ||
        |     ___  |---+     |  \ |  |  /  / / /\    |        ||
        |      |   |    \    |   _|  |   /  / /      |
         \_____|   |     \   |_______|    /  /    ---+-----   ()



                      Alamedyang's Ultimate Guide to
           Pokemon Card GB2: Here Comes The Great Team Rocket!

                      WALKTHROUGH AND TRANSLATIONS



                        by Alamedyang 2001-2014
                      alamedyang at gmail dot com


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=========================================================================
==============|   T A B L E     O F     C O N T E N T S   |==============
=========================================================================
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*

 --------------------------------------------
//  1. Beginning Notes                     //
--------------------------------------------
   [1a] - About the Game
   [1b] - An Introduction to Scumming
   [1c] - 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
   [A9] - Promotional Card List and Locations

 --------------------------------------------
//  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]  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.

 --------------------------------------------
//  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 give you the gift of 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, but BEFORE the game returns you to the
overworld view. 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.


=========================================================================
  [1c]  SOME TERMINOLOGY
=========================================================================

 --------------------------------------------
//  A Note About Element Types             //
--------------------------------------------

When Pokemon was adapted to a card game, each of the fifteen (at the
time) Element types were adapted to a seven-Element system:

------------------------------------------------------
|  Subtype      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.


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=========================================================================
==========|   2.   W A L K T H R O U G H :     P A R T     1   |=========
=========================================================================
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                                /=\
            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
prize 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, kidnapped the Grand Masters and stole 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 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.

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 Meowth (8) 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 convinient, 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 searchign 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!

 --------------------------------------------
//  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 Trade = 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. If you win 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 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 Lv09
Mewtwo Lv30
Mewtwo Lv60 (CoroCoro)
Mewtwo Lv60 (FanBook)
Mew Lv08
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.)

After the Great Rocket King Biruricchi's defeat, Dr. Ooyama installs a
Challenge Machine: a machine that pits random GB1 opponents against
your deck. The object is to get as many wins in a row as you can. After
50 consecutive wins on that machine, 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 GB2 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 a card 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:

  ==<PLAYER>'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 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 coin to play, and the ones on the
right take 5 coins 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 coins, talk to the lady marked 3 on the map
and she'll give you 10 more coins.
   ---------------------------------------------
   | 3 Energies  |  Left        |  Right       |
   |   to Match  |  Slots       |  Slots       |
   ---------------------------------------------
   |       Fire  |  2 coins     |  10 coins    |
   |  Lightning  |  3 coins     |  15 coins    |
   |      Water  |  4 coins     |  20 coins    |
   |  Colorless  |  20 coins    |  100 coins   |
   |    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 mode.
   --------------------------------------------------
   |  3 Symbols  |  Left         |  Right           |
   |   to Match  |  Slots        |  Slots           |
   --------------------------------------------------
   | Money Bags  |  100 coins    |  500 coins       |
   |   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 coin 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 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 identical 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.)

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!)

If Ishihara can't be found, save and reset the game -- he'll return.
(If not, lather, rinse, repeat.)


=========================================================================
  [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 (Packs 1-3)

-- 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 |
===========================
= <Deck Name> =============
| 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.

In viewing a list of saved decks, the following symbols will 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 the file calls for cards
that you've already included in decks you have out, it will ask if you
want to dismantle the decks that contain the necessary cards. If yes, it
will dismantle the old decks and create the new one. If no, you will go
back to the 4-option screen above.

-- 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.


=========================================================================
  [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
equivolent 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. 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.

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.

 --------------------------------------------
//  Playing an Basic Pokemon               //
--------------------------------------------
Playing a Basic 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 attack, such as Tail Whip and
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).

 --------------------------------------------
//  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:

   ===================================
   |  YOUR POKEMON        YOUR HAND  |
   |  YOUR DISCARD PILE              |
   ===================================

-- 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.

In all three 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 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 try to retreat you must discard the energy, even if you
flipped tails.)

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 like 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 different 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, they 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 follows 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).

 --------------------------------------------
//  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


=========================================================================
  [A6]  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
=========================================================================

Japanese name = Present Pack

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 stacked
decks. These particular Present Packs will contain Energy cards only.

Other Present Packs you receive at Dr. Ooyama's lab are Bulbasaur (1)
Packs just disguised as Present Packs -- they only contain cards from
the Bulbasaur Booster.

Otherwise, Present Packs can be bought at the Game Center for various
amounts of chips or won by defeating the Ghost Masters. They contain
random cards from all the booster packs.

During early gameplay, the Present Packs can be a very good thing because
not all the boosters are available right away, and they will give you a
chance to get cards from the other 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.


=========================================================================
  [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 Lv09 (from Red Imakuni? only; third or ninth win)
(Imakuni?'s giveaways taken from the 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 Lv07 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 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 Lv09
   Mewtwo Lv30
   Mewtwo Lv60 (CoroCoro)
   Mewtwo Lv60 (FanBook)
   Mew Lv08
   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 Lv07
   Togepi Lv08
   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


*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
=========================================================================
======|   (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.)

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