Pokémon XD: Gale of Darkness

In-Depth FAQ: Battle Bingo

Version 5, last updated: 05/29/2007

by Charlie Supreme

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0.- Index:
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0.- Index
1.- Introduction
2.- Bingo Deck
3.- Version History
4.- Special Thanks & Contact Data
5.- Copyright

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1.- Introduction:
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Hello. Welcome to my first FAQ.

Battle Bingo is a strategy mini-game that can be played inside the Realgam
Tower for $500. You can choose one of many cards, each one has a grid like:

01 02 03 04

05 06 07 08

09 10 11 12

13 14 15 16

The objective of the game is to form horizontal, vertical, or diagonal lines.
Each Bingo line awards you PokéCoupons, if you manage to do all 10 lines you
are eligible to getting extra bonuses. If you lose, then it's game over and
you don't get anything at all.

Each Pokémon begins the game with two Entry Points (EP). Everytime you flip
a panel, you waste one of these. You can replenish this by making Bingo lines
or by uncovering the panels marked as "?", where there's a Master Ball hidden
as well.

You begin the game with a Pokémon with two EP and two Master Balls. If you run
out of EP, then it's game over. However, you can quit the card and select it
again before that happens without wasting any money as long as you like.

In any case, getting your Pokémon inflicted with a status ailment or receiving
a critical hit means that you will have to restart the card. There are a few 
exceptions of course, but most of the time you are better off restarting since
you will probably run out of EP right before you finish. For all intents and 
purposes, losing is not an option.

When you complete a card, it will become purple. This means that the next time
that you play it, the panels will be shuffled. The point of this FAQ is to
help you with the first time, although with some trial and error, you can use
it for reference to know which Pokémon is the best all around.

When you complete all cards, you will be rewarded with a new game mode. In
this mode, you can only move to a panel next to the first one that you chose,
and it's game over if you can't move. This mode is too random, so I can't help
you with it, sorry.

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2.- Bingo Deck:
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Please use control + F to find the card that you're looking for:

Novice Cards:

Card #01 Dragonair Card
Card #02 3 - Type Card
Card #03 4 - Type Card

Regular Cards: (Unlocked after beating the Novice Deck)

Card #04 Charmander Card
Card #05 Pikachu Card
Card #06 Rock vs Flying Card

Advanced Cards: (Unlocked after beating the Regular Deck)

Card #07 SOS Magikarp Card
Card #08 Waterproof Card
Card #09 Counter Card

Extra Card: (Unlocked after beating the Advanced Deck)

Card #10 Psychic Card

Special Card: (Unlocked by showing the Bonsly Card to the lady in the counter)

Card #11 Bonsly Card

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Card #01 Dragonair Card

Card Starter: Dragonair (Outrage)
Difficulty: Too easy
Recommended Allies: Roselia, Torchic, Squirtle

01 Charmander (Flamethrower)
02 Master Ball
03 Mudkip     (Surf)
04 Poliwag    (Surf)
05 Treecko    (Giga Drain)
06 Torchic    (Flamethrower)
07 Roselia    (Giga Drain)
08 Chikorita  (Giga Drain)
09 Cyndaquil  (Flamethrower)
10 Squirtle   (Surf)
11 EP + 2
12 Totodile   (Surf)
13 EP + 1
14 Bulbasaur  (Giga Drain)
15 Remoraid   (Surf)
16 Vulpix     (Flamethrower)

Strategy: This card is extremely easy. If it weren't for the EP limit, you
          could take it all out using only Dragonair. To beat this without
          any kind of trouble... start on panel 10 and catch Squirtle. Then,
          go to panel 06 and capture Torchic. Use Dragonair's second turn to
          get the Master Ball inside panel 02. Then beat panel 14 w/ Torchic.
          Give Torchic the extra EP, and use it to get the extra EP inside
          panel 11. Give them to Torchic, and use its three turns to catch
          Roselia inside panel 07 and beating panels 05 and 08. Give the EP to
          Roselia, and use it to beat panels 03 and 04, while using Squirtle
          to beat panel 01. Flip panel 13 with your last EP. Give the EP to
          Roselia and Squirtle, and use them to beat panels 15 and 16 each.
          Do exactly the same for panels 12 and 09 and you're done!

Card #02 3 - Type Card

Card Starter: Nidorino (Sludge Bomb)
Difficulty: Easy
Recommended Allies: Tangela, Golem

01 Tangela    (Mega Drain)
02 Seviper    (Sludge Bomb)
03 Sunkern    (Giga Drain)
04 Phanpy     (Earthquake)
05 Onix       (Earthquake)
06 Master Ball
07 Chikorita  (Giga Drain)
08 Gulpin     (Sludge Bomb)
09 Treecko    (Giga Drain)
10 Grimer     (Sludge Bomb)
11 Ekans      (Sludge Bomb)
12 EP + 1
13 Seedot     (Giga Drain)
14 EP + 2
15 Golem      (Earthquake)
16 Sandshrew  (Earthquake)

Strategy: A bit harder, but just a bit. Flip panel 15 and catch Golem there.
          Use Nidorino to flip panel 14 and give him the EP. Use Golem to beat
          panel 11, and use Nidorino to beat panels 07 and 03. Give Nidorino
          the EP. Use Golem to beat panel 02 and catch Tangela inside panel
          01. Use it to beat panel 04. Give Nidorino the EP, and use him to
          beat panel 13, while using Tangela to beat panel 16. Give the EP to
          Golem and use it to beat panel 10. Give the EP to anyone, and use it
          to flip panel 12. Give the EP to Golem and use it to beat panel 08.
          Give Nidorino the EP and use him to beat panel 09. Give Tangela the 
          EP and use it to beat panel 05, then give the final EP to anyone and
          flip panel 06 and you're done!

Card #03 4 - Type Card

Card Starter: Lotad (Giga Drain)
Difficulty: Moderate
Recommended Allies: Sandshrew, Doduo

01 EP + 1
02 Farfetch'd (Aerial Ace)
03 Cubone     (Focus Punch)
04 EP + 2
05 Sandshrew  (Earthquake)
06 Magnemite  (Spark)
07 Phanpy     (Earthquake)
08 Electabuzz (Shock Wave)
09 Spearow    (Aerial Ace)
10 Master Ball
11 Doduo      (Aerial Ace)
12 Seedot     (Giga Drain)
13 Cacnea     (Needle Arm)
14 Voltorb    (Thunderbolt)
15 Exeggcute  (Giga Drain)
16 Pidgey     (Wing Attack)

Strategy: Things begin getting harder, because from now on a single critical
          hit will ruin your day. Start on panel 05 and catch Sandshrew. Use
          it to beat panel 06. Use Lotad to beat panel 07 (this is the first
          battle when critical hits and maximum damage will make a difference)
          and use Sandshrew to beat panel 08. Give the EP to anyone and use it
          to flip panel 11 and catch Doduo. Use it to flip panel 04, and give
          the EP to Lotad and Doduo. Use Lotad to beat panel 03 and Doduo for
          panels 02 and 01. Give the EP to Doduo and use it to beat panels 12
          and 16. Give one EP to Doduo, and the other one to Sandshrew. Use
          Doduo to beat panel 15 and give Doduo back the EP. Use your two 
          allies to beat panels 14 and 13. Give the EP to Doduo and use it to
          beat panel 09 (another critical battle), then give the final EP to
          anyone, flip panel 10, and you're done!

Card #04 Charmander Card

Card Starter: Charmander (Flamethrower)
Difficulty: Moderate
Recommended Allies: Cubone, Spearow, Machop

01 Phanpy     (Earthquake)
02 Torchic    (Flamethrower)
03 EP + 1
04 Pidgey     (Aerial Ace)
05 Snorunt    (Ice Beam)
06 Taillow    (Aerial Ace)
07 Diglett    (Earthquake)
08 Mankey     (Brick Break)
09 EP + 2
10 Machop     (Brick Break)
11 Spearow    (Drill Peck)
12 Growlithe  (Flamethrower)
13 Cubone     (Earthquake)
14 Master Ball
15 Spheal     (Ice Beam)
16 Makuhita   (Brick Break)

Strategy: Compared to the other three, this card is hard! Anyway, start by
          flipping panel 13 and catching Cubone. Use Charmander's second EP to
          flip panel 14 and getting the Master Ball. Use Cubone to flip panel
          10 and catch Machop, then use it to flip panel 11 and catch Spearow.
          Use Cubone's second EP to beat panel 12. Use Machop's second EP to
          beat panel 15 and use Spearow to beat panel 16. Give Charmander the
          EP. Use Spearow's second EP to flip panel 09, and give Spearow and
          Cubone the EP. Use Charmander to beat panel 05 and use Spearow to
          beat panel 01. Give the EP to Spearow, and use it to beat panel 06
          (critical battle), and give the EP to Spearow. Use Cubone to beat
          panel 02 (another critical battle) and give the EP to Spearow.
          Spearow is able of beating panels 03, 04, 07, and 08 (but watch out
          on panel 08 for another critical battle) by itself, do so and you're
          done!

Card #05 Pikachu Card

Card Starter: Pikachu (Thunderbolt)
Difficulty: Excruciatingly hard
Recommended Allies: 

Route #1: Nosepass, Butterfree, Pidgeotto

Route #2: Diglett, Butterfree, Pidgeotto

Route #3: Diglett, Butterfree, Mankey

Route #4: Spoink, Vulpix

01 Diglett    (Earthquake)
02 Tangela    (Mega Drain)
03 Nosepass   (Rock Throw)
04 Spoink     (Psychic)
05 EP + 1
06 Grimer     (Sludge Bomb)
07 Pidgeotto  (Wing Attack)
08 Mankey     (Brick Break)
09 Vulpix     (Flamethrower)
10 Master Ball
11 Poliwag    (Surf)
12 Poochyena  (Crunch)
13 Butterfree (Silver Wind)
14 Snorunt    (Ice Beam)
15 Shuppet    (Shadow Ball)
16 EP + 2

Strategy: Don't pay attention to the lady or to the information on the cards,
          THIS is the hardest card on the deck. The reasons behind this are 
          luck and the random damage value. There are four known routes, all 
          but the newest one have Grimer as their worst enemy. If you choose 
          Route #2, you'll have to worry about Snorunt as well. If you choose
          Route #3, you'll have to worry about Shuppet as well, but Shuppet is
          a lot less dangerous than the other two. If you choose Route #4, 
          you'll have to worry about Diglett, but at least not about Grimer.

Route #1: *This one is the hardest one*
          Flip panel 03 and catch Nosepass, use it to flip panel 07 and catch
          Pidgeotto. Now, use Nosepass to try and beat panel 06. The problem
          here is that you won't do much damage to Grimer, but Grimer won't be
          able to hurt you much either... except if it poisons you. To win the
          battle you need Sludge Bomb to not poison you, Grimer to not score a
          critical hit, and Rock Throw to not miss; Nosepass will barely make
          it. Use Pikachu to beat panel 11 and Pidgeotto to beat panel 15.
          Give the EP to Pikachu and use it to flip panel 16, then give the EP
          to Nosepass and Pikachu. Use Nosepass to beat panel 14, then use
          Pikachu to flip panel 10 and get the Master Ball. Use Pidgeotto to
          beat panel 02. Give the EP to anyone and use it to flip panel 13 and
          catch Butterfree. Give Nosepass the EP, and use it to beat panel 09.
          Flip panel 05 and give Pidgeotto the EP, then use Butterfree to beat
          panel 01. Give the EP to Butterfree. Use Pidgeotto to beat panel 08.
          Give the EP to Butterfree, and use it to beat panels 04 and 12 and
          you're done!

Route #2: *This one is the fastest, but the most unreliable one*
          Flip panel 01 and catch Diglett, use it to flip panel 05 and give it
          the EP. Now, use Diglett to try and beat panel 06. The problem here
          is that you will come very close to killing it in one shot, but so
          does Grimer... except if it poisons you. To win this you need Sludge
          Bomb to not poison you, and Grimer to not score a critical hit. Then
          Diglett will be able to kill it easily on the next turn. Use Diglett
          to beat panel 09 and use Pikachu for flipping panel 13 and catching
          Butterfree. Now, use Pikachu to try and beat panel 14. The problem
          is that Thunderbolt kills Snorunt in 2 hits, but only if it does the
          highest possible damage. Snorunt doesn't have this restriction to
          kill Pikachu in two hits. So, this is solely based on luck. Snorunt
          has the tendency to survive with 1 or 2 HP, so don't get frustrated.
          Use Butterfree to flip panel 10 and get the Master Ball, and the use
          it again to beat panel 02. Give anyone the EP, and use it to flip
          panel 07 and catch Pidgeotto. Use Pidgeotto to beat panel 08. Give
          Butterfree the EP, and use it to beat panel 04. Give Pikachu the EP
          and use it to beat panel 03. Give Pikachu the EP, use it for beating
          panel 11, and then use Pidgeotto to beat panel 15. Give Butterfree
          the EP, and use it to beat panel 12, then flip panel 16 and you're
          done!

Route #3: *Credit goes to Amazing Ampharos for finding this easier route*
          Flip panel 01 and catch Diglett, use Pikachu to flip panel 05 and 
          give it the EP back. Use Diglett to both beat panel 09 and for 
          flipping panel 13 and catching Butterfree. Use the free EP to flip 
          panel 10 and get the Master Ball. Use Pikachu to beat panel 11, and  
          then use Butterfree to beat panel 12. Give Pikachu the EP, then use 
          Butterfree to flip panel 08 and catch Mankey. Use Mankey to flip 
          panel 16, and give Diglett and Butterfree the EP. Use Butterfree 
          to beat panel 04, and give the EP to Diglett. Now, use Diglett to 
          try and beat panel 06. The problem here is that you will come very 
          close to killing it in one shot, but so does Grimer... except if it 
          poisons you. To win this you need Sludge Bomb to not poison you, and
          Grimer to not score a critical hit. Then Diglett will be able to 
          kill it easily on the next turn. Give Pikachu the EP, and then use 
          it to beat panel 07. Give Butterfree and Pikachu the EP, then use 
          Butterfree to beat panel 02. Then use Diglett to beat panel 03. Use 
          Mankey to beat panel 14, and use Pikachu to beat panel 15 (critical 
          battle, Pikachu will barely make it) and you're done!

Route #4: *Credit goes to Lolo_Guru and mcdoweli for this alternate route*
          Flip panel 04 and catch Spoink, use it to beat panel 08. Use Pikachu
          to beat panel 12. Use Spoink to flip panel 16, give 1 EP to Pikachu 
          and give Spoink the rest. Use Pikachu to beat panel 07, then use 
          Spoink to beat panel 06. Use Spoink to flip panel 05 and give it the
          EP back. Flip panel 09 and catch Vulpix, use it to beat panel 13. 
          Now, use Spoink to try and beat panel 01. The problem here is that 
          Spoink doesn't have a guaranteed kill against Diglett; if Psychic 
          does minimum damage, Diglett will survive and kill Spoink easily on 
          the next turn... To win the battle you need Psychic to do more than
          minimum damage, and Diglett to not score a critical hit; Spoink will
          barely make it. Give the EP to Pikachu, then use it to beat panel 11
          and give the EP to Vulpix. Flip panel 10 and give the EP to Vulpix.
          Use Vulpix to beat panels 02 and 14, then give the EP to Spoink. Use
          Spoink to beat panel 03, then use Vulpix to beat panel 15 and you're
          done!

Card #06 Rock vs Flying Card

Card Starter: Sudowoodo (Rock Throw)
Difficulty: Moderate
Recommended Allies: Delibird, Crobat, Charizard

01 Fearow     (Drill Peck)
02 EP + 2
03 Mantine    (Surf)
04 Charizard  (Flamethrower)
05 Scyther    (Silver Wind)
06 Skarmory   (Steel Wing)
07 Master Ball
08 Xatu       (Psychic)
09 EP + 1
10 Crobat     (Sludge Bomb)
11 Gligar     (Earthquake)
12 Murkrow    (Faint Attack)
13 Altaria    (Dragonbreath)
14 Aerodactyl (Hyper Beam)
15 Delibird   (Ice Beam)
16 Tropius    (Magical Leaf)

Strategy: Compared to the horror of the previous card, this one is a piece of
          cake. Flip panel 15 and catch Delibird, and then use it for beating
          panel 11. Use one of your turns to flip panel 10 and catching Crobat
          and use the other one to flip panel 07 and getting the Master Ball.
          Use Crobat to beat panel 03. Give the EP to Sudowoodo, then use it
          to flip panel 09 and regain the EP, and then beat panel 12 with it.
          Give the EP to Delibird and use it to beat panel 16. Use Crobat's
          second EP to flip panel 04 and catching Charizard, and then use it
          to beat panel 08. Give Sudowoodo the EP. Use Charizard to beat panel
          06 and Sudowoodo to beat panel 05. Give the EP to anyone and use it
          to flip panel 02. Give the EP to Delibird and Sudowoodo, and use
          Sudowoodo to beat panel 01. Give the EP to Sudowoodo, and use it to
          beat panel 14. Then use Delibird to beat panel 13 and you're done!

Card #07 SOS Magikarp Card

Card Starter: Magikarp (Splash)
Difficulty: Easy
Recommended Allies: Cacturne, Quagsire, Gengar

01 Gengar     (Psychic)
02 Manectric  (Thunderbolt)
03 Quagsire   (Earthquake)
04 Cacturne   (Needle Arm)
05 EP + 2
06 Marowak    (Rock Tomb)
07 Lanturn    (Surf)
08 Master Ball
09 Electrode  (Thunderbolt)
10 Arbok      (Sludge Bomb)
11 Golem      (Rock Throw)
12 Magneton   (Thunderbolt)
13 Victreebel (Razor Leaf)
14 Tentacruel (Water Pulse)
15 EP + 1
16 Weezing    (Sludge Bomb)

Strategy: This one is even easier than the previous one. Use Magikarp's turns
          for catching Cacturne (panel 04) and getting the Master Ball (panel
          08) and forget about it. Flip panel 03, catch Quagsire, and use it
          to beat panel 02. Use Cacturne to flip panel 01 and catch Gengar.
          Give the EP to Cacturne, and then use it to beat panel 06. Then use
          Quagsire to beat panel 07 and Gengar to flip panel 05. Give Quagsire
          and Gengar the EP. Use Quagsire to beat panel 12 and Gengar to beat
          panel 16. Give Cacturne the EP and use it to beat panel 11. Give the
          EP to anyone and use it to flip panel 15. Give Quagsire the EP, and
          use it to beat panels 14 and 10, but watch out for poisoning! Give
          Quagsire the EP, and use it to beat panel 09. Give Gengar the final
          EP and use it to beat panel 13 and you're done!

Card #08 Waterproof Card

Card Starter: Golduck (Brick Break)
Difficulty: Hard
Recommended Allies: Starmie, Ludicolo, Lanturn

01 Crawdaunt  (Crunch)
02 Swampert   (Earthquake)
03 Pelipper   (Aerial Ace)
04 Surskit    (Shadow Ball)
05 Tentacruel (Sludge Bomb)
06 Kingdra    (Dragonbreath)
07 Octillery  (Flamethrower)
08 Lanturn    (Shock Wave)
09 Starmie    (Psychic)
10 Relicanth  (Rock Slide)
11 Lapras     (Ice Beam)
12 EP + 1
13 Master Ball
14 Ludicolo   (Mega Drain)
15 EP + 2
16 Poliwrath  (Brick Break)

Strategy: Back to the hard ones. Flip panel 09, catch Starmie, and use it to
          beat panel 05. Use Golduck's second EP to beat panel 01, and then
          use Starmie's to flip panel 13. Give the EP to anyone, and then use
          it for flipping panel 14 and catching Ludicolo. Flip panel 15 and
          give the EP to Starmie and Ludicolo. Then use Starmie to beat panel
          16. Give Starmie the EP. Use Ludicolo to beat panel 10, Starmie to
          beat panel 06 (critical battle) and Ludicolo to beat panel 02. Give
          the EP to anyone and use it to flip panel 12. Do the same, then flip
          panel 08 and catch Lanturn, and then use it to beat panel 04. Give
          Lanturn the EP and beat panel 03. Again give Lanturn the EP and use
          it to beat panel 07. Finally, give the EP to Lanturn again and beat
          panel 11 (but watch out, if Lapras freezes you it's over; somewhat
          critical battle) and you're done!

Card #09 Counter Card

Card Starter: Scyther (Aerial Ace)
Difficulty: Hard
Recommended Allies: Charizard, Golem, Quagsire

01 Vileplume  (Petal Dance)
02 Quagsire   (Earthquake)
03 Glalie     (Ice Beam)
04 Electrode  (Thunderbolt)
05 Lanturn    (Surf)
06 Master Ball
07 EP + 2
08 Hariyama   (Rock Slide)
09 Kecleon    (Strength)
10 Gyarados   (Flamethrower)
11 Ludicolo   (Surf)
12 Charizard  (Flamethrower)
13 Raichu     (Thunderbolt)
14 Exploud    (Hyper Voice)
15 Golem      (Rock Slide)
16 EP + 1

Strategy: It's hard, but at least not as hard as Card #05. Flip panel 12 and
          catch Charizard. Use Scyther to beat panel 11. Flip panel 07 and
          distribute the EP. Use Charizard to beat panel 03 and Scyther for
          flipping panel 15 and catching Golem. Give the EP to Scyther. Use
          Golem to beat panels 10 and 09. Give Golem the EP, and use it for
          flipping panel 06 and getting the Master Ball. Use Scyther to flip
          panel 02 and catch Quagsire, then use it to beat panel 04, and then
          use it to flip panel 16. Give the EP to Scyther, and use it to beat
          panel 01. Give the EP to Golem and use it to beat panel 14. Give the
          EP to Quagsire and use it to beat panel 13. Give Quagsire all the EP
          and use it to beat panels 05 and 08 (critical battle because of the
          possible flinching) and you're done!

Card #10 Psychic Card

Card Starter: Houndoom (Crunch)
Difficulty: Moderate
Recommended Allies: Chimecho, Exeggutor

01 Medicham   (Hi Jump Kick)
02 Chimecho   (Shadow Ball)
03 Master Ball
04 Jynx       (Ice Beam)
05 Exeggutor  (Giga Drain)
06 Solrock    (Flamethrower)
07 Girafarig  (Thunderbolt)
08 EP + 1
09 Slowbro    (Surf)
10 Grumpig    (Psychic)
11 Claydol    (Earthquake)
12 Xatu       (Drill Peck)
13 Metagross  (Psychic)
14 EP + 2
15 Lunatone   (Rock Slide)
16 Slowking   (Brick Break)

Strategy: Barring critical hits, Houndoom can take almost everyone on this
          card. Flip panel 02, catch Chimecho, and use it to beat panel 01.
          Use Chimecho to flip panel 05 and catch Exeggutor. Use Exeggutor to
          beat panel 09, and use Houndoom to beat panel 13. Give Houndoom the
          EP. 

          ********************************************************************
          anonymous77 points out:

          "On card 10 you say "Flip panel 14 and distribute the EP so that you
          have one on each of them. Use Exeggutor to beat panel 15 and 
          Houndoom to beat panel 16; Houndoom will barely survive." Wouldn't 
          it just be easier to make sure that Houndoom has 1 EP and Exeggutor 
          to have 2? 

          That way Exeggutor could beat both panel 15 and 16. Then just give 
          the extra EP you get to Chimecho and you have less a risk of 
          Houndoom getting killed and losing an EP."
          ********************************************************************

          Turns out that anyone on your team can beat Slowking on panel 16. If
          you don't want to use Exeggutor (who has the easiest time), Chimecho
          will have little trouble, while Houndoom will barely survive. So, 
          before flipping panel 14, take your pick on who would you like to 
          kill Slowking. Then flip panel 14 with Houndoom. Exeggutor should 
          have the remaining EP before you distribute the EP. Then give one EP
          to your choice for panel 16, and the other one to either Houndoom or
          Chimecho. Use Exeggutor to beat panel 15 and beat panel 16 with your
          choice. Give Chimecho or Houndoom the EP (the one who didn't get one
          on panel 14; after beating panel 16, Houndoom and Chimecho need to 
          have one EP each, while Exeggutor shouldn't have any). Use Chimecho 
          to beat panel 11 and use Houndoom to beat panel 06. Now, everything
          is up to Houndoom, so give it the EP, hope that the computer doesn't
          cheat on panels 12 and 04, and beat panels 10, 12, 08, 07, 04, and 
          03; and you're done!

Card #11 Bonsly Card

Card Starter: Bonsly (Rock Slide)
Difficulty: Hard
Recommended Allies: Aron, Taillow, Kirlia

01 EP + 1
02 Spoink     (Psybeam)
03 Ledyba     (Silver Wind)
04 Master Ball
05 Abra       (Fire Punch)
06 Taillow    (Aerial Ace)
07 Kirlia     (Psychic)
08 Geodude    (Counter)
09 Mankey     (Karate Chop)
10 Shedinja   (Silver Wind)
11 EP + 2
12 Machop     (Karate Chop)
13 Surskit    (Shadow Ball)
14 Makuhita   (Vital Throw)
15 Aron       (Rock Slide)
16 Larvitar   (Rock Slide)

Strategy: Flip panel 15 and catch Aron. Use Aron to flip panel 11 and then
          distribute the EP. Use Aron to flip panel 07 and catch Kirlia, and
          use Bonsly to beat panel 03. Give anyone the EP and use it to flip
          panel 04 and get the Master Ball. Use Aron to beat panel 02 and use
          Bonsly to flip panel 01. Give Bonsly the EP, and use it to beat
          panel 05. Use Kirlia for flipping panel 06 and catching Taillow, and
          for beating panel 08. Give Kirlia the EP. Use Taillow to beat panel
          12 and use Kirlia to beat panel 16. Give Kirlia the EP. Use Taillow
          to beat panel 10 and Kirlia to beat panel 09. Give Taillow the EP,
          and use it to beat panel 14. Give Taillow the EP, use it to beat
          panel 13 and you're done!

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3.- Version History:
------------------------------------------------------------------------------

Version 1, 02/14/2006: First release.

Version 2, 03/04/2006: Second release. Fixed mistakes on Cards 02 and 10.

Version 3, 06/06/2006: Third release. Added a new route on Card 05 thanks to 
                       Amazing Ampharos.

Version 4, 10/25/2006: Fourth release. Rectified a fatal mistake on Card 03 
                       thanks to David and Christian. Also I want to thank 
                       Kris for giving me the total number of possibilities of
                       the 1-Panel mode, which makes it impossible to cover on
                       this document (18,446,744,073,800,000,000).

Version 5, 05/29/2007: Fifth release. Added a new route on Card 05 thanks to 
                       Lolo_Guru and mcdoweli. Changed something on Card 10 
                       thanks to anonymous77.

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4.- Special Thanks & Contact Data:
------------------------------------------------------------------------------

CJayC
     - For creating GameFAQs and allowing this to be published.

Nintendo, the Pokémon Company and Genius Sonority
     - For making this fabulous game.

You
     - For taking the time to read this.

Doby
     - For pointing out some mistakes on Cards 02 and 10.

Amazing Ampharos
     - For finding and sharing an additional route for Card 05.

NUUS(F) (http://www.uustadium.com/)
     - It's the little things that count, so I thank you all for that.

Kris
     - For giving me the data regarding 1-Panel mode.

David and Christian
     - For letting me know about a nasty mistake in Card 03.

Lolo_Guru and mcdoweli
     - For finding and sharing an additional route for Card 05.

anonymous77
     - For pointing out something on Card 10.


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5.- Legal Crap:
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This may not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission.  Use of this guide on any other
web site or as a part of any public display is strictly prohibited, and a
violation of copyright.

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.

(C) 2006 Charlie Supreme

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