FAQ/Walkthrough by Alamedyang

Version: 0.95 | Updated: 01/06/04 | Printable Version

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

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

                                part 1:
                      Walkthrough and Translations

              Walkthrough v.95 by Alamedyang 10/2001-1/2004
               Bad ASCII art by Alamedyang 10/2001, 7/2003
                         copyright (C) Alamedyang
                           alamedyang @ mac.com



   a) Document History
   b) Fast Gaming

   b) What's new in the sequel
   b) How do I get the game in English?

   a) Before the Game
   b) Introduction
   c) GB1 Island
   d) Stone Club
   e) Battle Club
   f) Green Club
   g) Science Club
   h) Aqua Club
   i) Fire Club
   j) Elec Club
   k) Esper Club
   l) Airport

   a) GB2 Island
   b) GB2 Airport
   c) GR Grass Fort
   d) GR Lightning Fort
   e) GR Fire Fort
   f) GR Water Fort
   g) GR Fighting Fort
   h) GR Psychic Fortress
   i) Colorless Altar
   j) Final Cup (Pokemon Dome)
   k) Rocket Castle

   a) GB1 Island
   b) GB2 Island
   c) Confusion in the Colorless Altar

   a) Mr. Ishihara's House (GB1 Island)
   b) Challenge Hall (GB1 Island)
   c) Dr. Ooyama's Lab
   d) Game Center
   e) Challenge Hall (GB2 Island)
   f) Mr. Ishihara's House (GB 2 Island)

   a) Yes versus No
   b) Main Menu
   c) Deck Menu
   d) Deck Editing Menu
   e) MimiCom
   f) Deck Save Machine
   g) Options
   h) PC Menu

   a) The Process of a Duel
   b) Main Dueling Screen
   c) Using Cards in your Hand
   d) The Check Command
   e) Retreating
   f) Using an Attack
   g) Pokemon Powers

   a) Bulbasaur Booster Pack
   b) Moltres Booster Pack
   c) Omanyte Booster Pack
   d) Mr. Mime Booster Pack
   e) Pidgeot Booster Pack
   f) Rocket R Booster Pack
   g) Rocket Grunt Booster Pack
   h) Promotion Cards (list)
   i) Present Pack (Meowth Booster Pack)
   j) Promo Locations

10 - THE END
   a) The Fine Print
   b) Contacting Me




made some clarifications, corrections, and updates

Initial Release

  1b  FAST GAMING:  How to be fast and efficient in this game

1) The best thing to do, of course, is to become familiar with Pokemon
Card for GB 1, the game to which this is a sequel, which is available in
English. Or at least be moderately good at the real-life Pokemon Trading
Card Game and / or very familiar with the text on the cards from the
Base set and the Jungle, Fossil, and Rocket expansion sets.

2) Holding the B button while you walk will double your walking speed.

3) Go into the OPTIONS menu from the MAIN MENU (you may need to consult
SOME, and MESSAGE SPEED to 5. This will vastly speed up everything:
  * Duel animation will be simplified.
  * You can press B whenever anyone draws a card or shuffles a deck to
skip the animation.
  * For coin flips you can press B for your own flips and hold B while
your opponent flips to skip all in-air coin animation.



In the TCG for GB 2, you are a a card player who must defeat the Great
Team Rocket through the use of Pokemon Trading Cards. Playing a match is
exactly the same as the old set of rules that go with the real-life 
Pokemon Trading Card Game (as opposed to the the new Ruby and Sapphire
rules), except with the omission of the Mulligan Rule (the drawing of 2
cards when your opponent's opening hand contains no Basic Pokemon).


- You are not forced to start the game with a guided practice duel,
to everyone's intense relief. (You can still have a practice duel if you
wish, but it's not required.)
- The starter deck you get is halfway decent, unlike the starter decks 
of the first game. (In the sequel, however, you don't get a choice of
three different starter decks; you are given a set deck.)
- There are more than double the amount of cards and opponents.
- There is another island.
- Your mailbox is on person (as is the Deck Save Machine), instead of 
having to go to a PC in one of the Clubs.
- Opponents are no longer pokerfaced and have three distinct emotions,
even if this is not always a good indication of how the game is going.
- Some graphics were changed; some cards are now better-colored, the 
Clubs have more varied decor, and some opponents look different.
- Some Base Set cards have different rarities that are more appropriate
for the card. (This was intentional and is not a glitch.)
- Some opponents have deck requirements for battle, and some play with
extra rules.
- You collect coins instead of medals.


This game does not have a commercial English release, but there is a ROM
patch for an partial English version floating around someplace for those
of you with cart-to-computer equipment. (I'd post a link, but it seems
to have disappeared for the moment.)

It is my personal/professional opinion that this game will never see an
English release, at this point or at a future time; it would simply be
unprofitable for Nintendo to do so for the following reasons:
 1) About one third of the cards in the game do not have any English
    equivolants at all (such as the Vending or Intropack cards).
 2) Advanced (EX/Ruby and Sapphire) Pokemon sets disregarded, there are
    nine English sets *beyond* the four that are included in this game,
    so most real-life Pokemon TCG players will be disappointed,
    especially when those four sets aren't even allowed in most 
    tournament environments anymore.
 3) It's a GBC game, and most new releases (at this point) are GBA.
 4) There's never been so much as a whisper that Nintendo was even
    thinking about putting this out in English (and there were rumors for
    the English Green version -- the mysterious third cartridge in Japan
    called "Blue").

In the real-life Pokemon Trading Card Game community, it's gotten to
the point where this game is a novelty only and not more than a minor
source of enjoyment as a slightly more in-depth version of the original
Gameboy adaptation of the TCG. Despite this, I would still recommend the
Japanese-language version (the only version avaliable) of the game to:
anyone who has "lost their stride" in the mainstream Pokemon TCG world
somewhere between the Gym and the Card-e sets and wants to play the game
in the eras they are strong, or anyone who has picked up the Pokemon TCG
since the Neo sets and wants to try out the older "classic" cards, or
anyone  who just wants to play games as an excuse to "study Japanese"
(which would be me).
   I have never seen this game for sale in the states (or any other non-
Japanese speaking country); I acquired my own copy at a Tokyo department
store, slightly discounted for age. Unfortunately, that's about where
you'd have to go to get it, as the only place online it's avaliable is
on amazon.com's Japanese equivolant, amazon.co.jp, and only then from 
secondhand sources. Mind you, the shipping costs are horrendous, if the
vendor will even ship overseas. So, as things stand, unless you know
someone who's traveling to Japan themselves or who lives in Japan and is
willing to find it for you, you're more or less stuck.
   For those who are interested in purchasing the game from amazon.co.jp,
the link is: [http://www.amazon.co.jp/exec/obidos/tg/detail/-/videogames/
B000069RTR/249-6246663-7785906] (You will need a Japanese language kit
or Japanese "display plugin" installed to read the Japanese text on
the site.) If this is not an option or if you don't want to sift through
Japanese text, I recommend accessing the site through [http://babelfish.
altavista.com/], for an iffy but instant translation.)

I do NOT recommending downloading a ROM, as IT IS ILLEGAL, and it short-
changes the poor people who slaved their guts out making the game. An
exception is if you actually own the game, of course. (I myself use a ROM
for snapshots, saving money on batteries, and backing up saves, but I
bought the game with my very own money, thank you very much.)

The game is perfectly fine on non-Japanese Gameboy Colors, but will
not work on anything less than a Gameboy Color (like a Gameboy Pocket
or an original Gameboy).


  3  WALKTHROUGH: Part 1


The first thing you will be asked is whether or not you want your
character to be a boy or a girl. You will then be asked to confirm your
choice with a Yes or a No. (No is the default choice.)

You will then name your character. In this game you can choose between
Katakana and Hiragana (two variations of writing in Japanese), the
English alphabet, Upper and Lower cases. (This is new; in the first
game you could only use Japanese characters.) The three-letter command
in the lower-right hand corner is "DONE."

Then you will be requested to confirm your choice of name and gender 
(Yes/ No). No is default.

After this is done, you will be shown the game's introduction scenes:


The Intro talks about the Grand Masters and Club Masters and the four 
Legendary Pokemon cards and how things are... until a mysterious group 
arrive. These four call themselves the GR-Dan, or Great Rocket-Team 
(Great Team Rocket) and they took the cards and some card trainers. You 
are then sent to Dr. Ooyama (Dr. Mason in the English TCG for GB1)'s

You meet your rival, Rando (Ronald in the English version of the first
game), and he taunts you a bit before leaving. Then Dr. Ooyama explains
the situation and asks you to help him. (No is the default choice.) (If
you say no, the choice will come back again.) When you say "yes" he'll
give you a deck and a "MiniCom" or a Miniature Computer. Then he'll send
you on your way.

(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, and after he calls you back
the first time you can just leave. (This means, thank goodness, you are
not required to complete a practice duel like in the first game.)

  3c  GB1 ISLAND             /=\
 ^^_                     /       |
||1|\__       ___     __/        |
 \___  \_    ||2||   |         ___
     |   \____===___/    _    [ 6 ]
  __/__                 |5|    ===\
 |  |4]|                |=|   ___  |
 |   --        _____          |8|  |
  \_           -----               |
    \  ___     ||7||              /
      ||9||                 ___  |
       ---               __/   | |
    _/     i_i     __   ==(C)  | |
 [A]       |B| __| D |  \_____/ /
  \___________/  |___|_________/

1 Mr. Ishihara's House (see 6a)
2 Challenge Hall (see 6b)
3 Fire Club (see 3i)
4 Stone/Rock Club (see 3d)
5 Esper/Psychic Club (see 3k)
6 Science Club (see 3g)
7 Pokemon Dome (see 4j)
8 Green/Grass Club (see 3f)
9 Elec/Lightning Club (see 3j)
A Dr. Ooyama/Mason's Lab (see 6c)
B Battle/Fighting Club (see 3e)
C Airport (see 3l)
D Aqua/Water Club (see 3h)

Rando will appear in the first club you enter and Card Pop! you. (You 
cannot restart your save to Card Pop! for a different card because when 
you Card Pop! the game auto-saves.) Rando will leave without battling 
you, and Card Pop! is now the top option on the main game screen when you 
start up the game.

Things look pretty bad in the clubs; everyone is hiding, missing, or 
locked up somehow.

To leave this island you need the GR Coin. You will be given the GR Coin 
in four fragments, one from each of the four GR representatives that are
currently terrorizing the island's inhabitants. After getting certain
pieces Rando will come to duel you, so save IMMEDIATELY after receiving 
GR Coin Fragments.

(After you get the 2nd GR Coin Fragment, Rando will duel you for a 
Super Energy Retrieval. After you scare GR#3 to the Fire Club from the 
Aqua Club Rando will appear and give you a Moltres Pack. After you 
collect the last fragment, Rando will appear and give you an Omanyte 

  3d  STONE CLUB  (lit. Sutoon Kurabu; Rock Club in the English game)

When you enter the top room of the Stone Club, there will be some entering 
dialog while GR#1 leaves the Club. After the GR is gone, you can battle 
the upper-left person (1 Bulbasaur Pack), the lower-left person (1 
Bulbasaur Pack), the right person (1 Moltres Pack), and the top person, 
who's the Club Master. The first time you defeat the Club Master he'll 
give you the GR#1 Deck and the Kabuto Coin, and every time after that 
he'll just give you 1 Omanyte Pack and 1 Bulbasaur Pack.

  3e  BATTLE CLUB  (lit. Batoru Kurabu; Fighting Club in the English game)

In the side room the right person battles you (1 Bulbasaur Pack).

After GR#1 leaves the Stone Club he comes here. He won't battle you until 
you've defeated the Stone Club Master (the top person in the Stone Club 
upper room).

After you defeat GR#1, he gives you 1 Rocket R Pack, 1 Bulbasaur Pack, 
and the 1st GR Coin Fragment.

When you leave and come back to the Battle Club, there were be three 
people in the top room. The left person will battle (2 Omanyte Packs) and 
the bottom person will battle (2 Omanyte Packs).

  3f  GREEN CLUB  (lit. Guriin Kurabu; Grass Club in the English game)

The top room is vacant at first. In the side room, the top person gives 
you a Moltres Pack. The Right person gives you an Omanyte Pack. The 
bottom person will battle you, will give you 2 Bulbasaur Packs for 
victory, and will tell you that the Club Master is in Ishihara's House. 
Then, if you go to Ishihara's House, you will find the Club master, who 
will then give you an Oddish Coin and the Anti-GR#2 Deck.

IF YOUR CHARACTER IS A BOY: After the Club Master gives you the GR#2 
Deck, the second GR will appear in the upper room of the Green Club. If 
you defeat him he'll give you 1 Rocket R Pack, 1 Moltres Pack, and the 
second GR Coin Fragment.

Later, after you leave and come back (or, if your character is a girl, 
after you defeat GR#2 in the Science Club), the people who gave you stuff 
in the side room will move to the top room. The left person will battle 
you (1 Moltres Pack) and the right person will battle you (1 Bulbasaur 

  3g  SCIENCE CLUB  (lit. Saiensu Kurabu)

(Before you talk to the Green Club Master) the uppermost room is 
deserted. The guy in the front room talks about the Green Club and GR#2. 
In the left-side room, the middle person will battle you and will give 
you 2 Bulbasaur Packs for victory.

IF YOUR CHARACTER IS A GIRL: After you talk to the Green Club Master, 
GR#2 will appear in the top room, and will battle you (1 Rocket R Pack, 1 
Moltres Pack, and the third GR Coin Fragment for victory).

Then, after you leave the Science Club and come back (or, if your 
character is a boy, after you defeat GR#2 in the Green Club), the middle 
person in the side room moves to the top room, and two people appear in 
the top room. The person up above and to the right will battle you for 2 
Bulbasaur Packs.

  3h  AQUA CLUB  (lit. Akua Kurabu; Water Club in the English game)

In the top room the GR#3 has everyone trapped in a waterfall. When you 
defeat GR#3 in a duel, he gives you a Rocket R Pack, an Omanyte Pack, and 
he'll let the people trapped in the waterfall go. Then the Club Master 
will give you the GR#3 Deck and the Starmie Coin.

After you leave the club and come back, the left person will battle (2 
Moltres Packs). The person to the near top will battle you (2 Bulbasaur 

  3i  FIRE CLUB  (lit. Faia Kurabu)

(Before GR#3 is defeated in the Aqua Club)  everyone is trapped in a big 
box in the upper room. You can talk to people and they'll all mention 

After you defeat GR#3 in the Aqua Club he'll come here. If you defeat 
him again now, he'll give you a Rocket R Pack, an Omanyte Pack, and the 
third GR Coin Fragment. He'll let the people trapped in the box out 
before leaving. The Club Master will be so happy he'll give you the 
Charmander Coin.

Once you leave the Club and come back to it, everyone will be scattered 
around the room instead of cramped in a line. The right person will 
battle (2 Moltres Packs) and the left person will battle (1 Bulbasaur 

  3j  ELEC CLUB  (lit. Ereki Kurabu = Elec[tric] Club; Lightning Club in
                                                         the English game)

In the top room there is some entering dialog with GR#4. The Club Master 
and Club Members seem to be obeying the GR's orders. The lower person 
will battle you and though he won't give you anything if you win, his 
defeat allows you to battle the leftish middle person, the Club Master. 
When the Club Master is defeated, GR#4 will run away to the Esper Club. 
The Club Master will give you the Pikachu Coin.

When you leave the club and come back, the upper-left person will battle 
(1 Bulbasaur Booster Pack), and the Club Master will battle (2 Bulbasaur 

  3k  ESPER CLUB  (lit. Esupaa Kurabu; Psychic Club in the English game)

Until you scare GR#4 here from the Elec Club, you will be blocked 
from entering the top room by a very agitated girl.

Note, before GR#4 is defeated, all the people in the Esper Club are
under the mental control of the GR. (e.g., Keita will say, in strange
monotone (or katakana), "Boku no kokoro mo kaado mo subete GR4-gou-sama
no mono..." which means "My heart and cards are all Lord GR#4's...") It's
very strange, almost disturbing. (The only thing more disturbing is that 
one guy in the GR Water Fort....)

There will be some opening dialog upon entering the top room. The person 
to the right-bottom will battle you but won't give you anything. The Club 
Master standing next to GR#4 gets REALLY mad (or really happy, the speech 
is so long I haven't sat down with my dictionary to find out) if you 
defeat him, and will give you the GR#4 Deck and the Alakazam Coin. Only 
then will you be allowed to fight GR#4. Upon his defeat you will receive 
1 Rocket Grunt Pack, 1 Omanyte Pack and the fourth GR Coin Fragment, then 
he leaves. No one will fight you until you leave and come back, when the 
right person will fight you (1 Bulbasaur Pack), and the top person will 
fight you (2 Bulbasaur Packs).

  3l  AIRPORT  (lit. Eapooto)

A purple-hooded guy (GR#5) is guarding what's in the side room of the 
airport. He will let you take you to the blimp once you get all 4 GR Coin

When you talk to him, he'll take you to the GR Blimp and bring you to the 
airport on the GR Island. (There is no way to skip the animation of the 
Blimp flying across the water to the second island the first time you 
take the Blimp, but every time after that you can press B to skip the 
whole animation.)


  4  WALKTHROUGH: Part 2

  4a  GB2 ISLAND                                      P
                                       (__)__      <>||<>
                                    ___|13|) \    /||==||
                                   /   I__II  |__/ ||__|||
                                   |        _//      12  /
                                    \______/_/         _/   
                                       |=| /          /
                                      _|=|/ _-_       |
                                     /     ( 11)     /
                    _                |     |---|  __/ ___
                   [_]               |           /   /   \
                  /   \______         \____     /    | ii |
             ____/   |=|     |         |=| \__======= /10\|
             |  /    |9|   |=| ________|=|       /        |
             |     _______/|=|/        ----_     \_______/
              \___/        |=|        [_]   \
                       ___/|=|       [---]  |
                     _/              ||7|| /
              ____  |            __       / 
             |    \ \          ((GR))     |
            /      \ \         ||==||   _/ ____  
  _____     |      |  |           6    /  /    |
 / |I| \    |      |  |   _[_]_        |  \     \
| [=3=] |   |   ___\===== ||5||        |  |      |
 \_____/     \ [=4=]|  |              /  / _     |
   |=|        |[===] \  \        __/===== [ ]    |
 __|=|_---_    \      \  \      /      /  [8]__  |
/          \   |       \  \     |     /  ___/  | |
|           ===|        |  \____/     | |_     \/
| =||==     |   \__     |             |___\
| | 1 |    /  ____ \    /
 \|___|   ===/    \ \__/
   -----/  / |\2/| \
          /  (^ ^)  |

1 Airport (see 4b)
2 Game Center (see 6d)
3 Sealed Fort (see 6g)
4 GR Grass Fort (see 4c)
5 GR Lightning Fort (see 4d)
6 Challenge Hall (see 6e)
7 GR Fighting Fort (see 4g)
8 GR Water Fort (see 4f)
9 GR Fire Fort (see 4e)
10 Colorless Altar (see 4i and 5c)
11 GR Psychic Fortress (see 4h)
12 Rocket Castle (see 4k)
13 Mr. Ishihara's House (see 6f)

  4b  GB2 AIRPORT  (lit. Eapooto)

The airport on this island is identical to the one on the other island, 
except maybe the layout is reversed, there's different music, and there 
are a bunch of red-capped people instead of normal people. When you want 
to go back to the first island, talk to GR#5 again.

  4c  GR GRASS FORT  (lit. Kusa no GR-Dan no Toride)

When you enter the GR Grass Fort, GR X comes and battles you. After you 
defeat him, he'll reveal his true identity--Rando--and give you 1 Rocket 
Grunt Pack and 1 Rocket R Pack.

The person in the first room has the 1st island's Science Club Master 
trapped in a cage. Upon her defeat she will give you 1 Rocket R Pack and 
she will release the Science Club Master. The Science Club Master will 
give you the "Hungry" (Kuishimbo) Snorlax promo card.

(The Science Club Master will now appear in the upper chamber of the top 
room in the 1st island's Science Club.)

The person in the second room is secretly GR#1! If you defeat him he'll 
give you a Rocket R Pack and he will open the door to the next room.

The person in the third room will battle you only if your deck has Grass 
Energy as the only type of Energy (not even Colorless Energy is allowed). 
When you win, she'll open the next door.

In the last room is the GR Grass Fort Leader. In all matches played 
against him there is an extra rule: no Grass Pokemon can become Asleep, 
Confused, Paralyzed, or Poisoned. He'll give you 2 Rocket R Packs and the 
Golbat Coin if you win.

  4d  GR LIGHTNING FORT  (lit. Kaminari no GR-Dan no Toride)

With the Golbat Coin you will be able to enter the GR Lightning Fort.

In the side room, the person sitting at the table will battle (1 Moltres 
Pack and 1 Bulbasaur Pack)

The person in the front room will battle you only if your deck has 4 
Pikachu in it. When you win she'll give you 1 Rocket R Pack and she'll 
open the door to the next room.

The person in the second room is GR#3, and will battle you only if your 
deck has Lightning Energy only (no other types of Energy are allowed, not 
even Colorless.) When you win you'll be given a Rocket R Pack. Then he'll 
release Grand Master Steve (who, like Lt. Surge, uses a ton of English 
"You-wa great-ne") who will give you the movie promo Electabuzz Lv20. 
Then the GR will open the door to the next room.

The Fort Leader is in the last room. When you battle, all Lightning 
Pokemon do an extra 10 damage (before applying Weakness and Resistance). 
(This includes your own Pokemon.) After you win, you will be given 2 
Rocket R Packs and the Magnemite Coin.

NOTE: From here you can go to either the GR Water Fort or the GR Fire 
Fort. In this guide, I'll choose to take you to the GR Fire Fort first.

  4e  GR FIRE FORT  (lit. Honoo no GR-Dan no Toride)

You need the Magnemite Coin to open the door.

When you defeat the person in the first room he'll give you 1 Omanyte 
Pack and then open the door to the next room.

The person in the second room seems to have trouble remembering what to 
say and do and talks to herself. She needs your deck to have Fire Energy 
only. When you win she'll give you 1 Rocket R Pack and she'll open the 
next door.

In the third room the Fire Grand Master is trapped on an island in the 
lava. To battle her captor, you need 4 Eevee of any kind in your deck. 
When you win she'll give you 1 Rocket R Pack and 1 Rocket Grunt Pack. 
She'll then raise a bridge for Courtney to leave the island, who will 
then give you Promo Arcanine Lv34. Then the GR will open the door to the 
fourth and final room.

The Fort Leader will battle you with this extra rule: Fire Pokemon's 
Weakness to Water is ignored (on both sides). When you defeat him you 
will be given 1 Rocket Grunt Pack, 1 Rocket R Pack, and the Magmar Coin.

As soon as you leave the 1st room, GRX (Rando) will come and battle you 
for Computer Error!.

  4f  GR WATER FORT  (lit. Mizu no GR-Dan no Toride)

You need the Magnemite Coin to open the door.

In the first room, the GR Water Fort Member will not duel you unless your 
deck has no Energy except for Water Energy. (This guy's vocabulary is 
very...female.) When you win, he'll give you 1 Omanyte Pack and he'll 
open the door to the next room.

The second person will want 4 Magikarp in your deck. When you win, you'll 
get 1 Mr. Mime Pack, then the GR will release the Grand Master of Water, 
who will then give you Promo Magikarp Lv10. Then the GR will raise the 
bridge to the next room.

The third-room person will battle you with this extra rule: only 3 
Benched Pokemon allowed. Upon his defeat he will give you 1 Rocket Grunt 
Pack and he will move out of the way so you can proceed to the last room.

The Fort Leader will battle with this extra rule: all Water Pokemon can 
retreat for 1 less Energy card. When you win, you'll get 2 Rocket R Packs 
and the Psyduck Coin.

  4g  GR FIGHTING FORT  (lit. Tou no GR-Dan no Toride)

To open the door you'll need two coins: the Magmar Coin and the Psyduck 

There is some entrance dialogue. The two fort members will hide in a big 

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 @@@  @@@|@@@  @@@|@5     @|@@@  @@@|@@@@@@@@
 @@@           @@@|@      X              4@@@
 @@@  @@@|@@@xx@@@|@      @|@@@  @@@|@@@  @@@
 @@@  @@@|@@@  @@@|@@@xx@@@|@@@xx@@@|@@@  @@@
 ===  ===+===  ===+===  ===+===  ===+===  ===
 @@@  @@@|@@@  @@@|@@@  @@@|@@@  @@@|@@@  @@@
 @@@  @@@|@@@  @@@|@@@  @@@|@@@  @@@|@@@  @@@
 @@@                                  X   @@@
 @@@@@@@@|@@@  @@@|@@@  @@@|@@@  @@@|@@@  @@@
 @@@@@@@@|@@@  @@@|@@@xx@@@|@@@  @@@|@@@  @@@
          ===  ===+===  ===+===  ===+===  ===+========+
          @@@  @@@|@@@  @@@|@@@  @@@|@@@  @@@|    A   |
          @@@  @@@|@@@  @@@|@@@  @@@|@@@  @@@|        |
          @@@                3X           @@@|        |
          @@@  @@@|@@@  @@@|@@@  @@@|@@@  @@@|        |
          @@@  @@@|@@@  @@@|@@@  @@@|@@@  @@@|        |
          ===  ===+===  ===+===  ===+=== ===+===  ===+
          @@@  @@@|@@@  @@@|@@@  @@@|@@@  @@@|@@@  @@@
          @@@  @@@|@@@ 1@@@|@@@  @@@|@@@  @@@|@@@  @@@
          @@@        X  @@@|@@@       X2           @@@
          @@@  @@@|@@@@@@@@|@@@  @@@|@@@@@@@@|@@@@@@@@
          @@@  @@@|@@@@@@@@|@@@  @@@|@@@@@@@@|@@@@@@@@

1 = Rocket R Pack
2 = Rocket Grunt Pack
3 = Present Pack
4 = Bulbasaur Pack
5 = Promo Diglett Lv16

A = Grace
B = Gouda

X's are traps. When you fall into a trap (you won't be able to see them 
until you're on top of them) you land in the fall-down room down the 
stairs of the main room.

The chest in the fall-down room contains 1 Fighting Energy card.

To battle Grace you need Fighting Energy in your deck only. When you 
defeat her she'll give you 1 Rocket Grunt Pack and 1 Pidgeot Pack, then 
she will make a chest appear, which contains Promo Dugtrio Lv40. She 
won't battle you again unless you leave and reenter the room.

For Gouda to battle you, your deck cannot have any Energy Removal or 
Super Energy Removal. When you win you'll get 1 Rocket Grunt Pack and 1 
Mr. Mime Pack. Then the 1st island's Fighting Fort Master will be 
released from the cage (who will be so happy he'll give you Cool Porygon 

To battle the Fort Master you need to have defeated Gouda and Grace. He 
battles with this extra rule: all resistance to Fighting is ignored. When 
you win he'll give you 1 Rocket Grunt Pack, 1 Rocket R Pack, and the 
Machamp Coin, the which you need to open the door to the last four 
buildings on the island.

  4h  GR PSYCHIC FORTRESS  (lit. Chou no GR-Dan no Yousai)

When you first enter the top room it will be empty. But when you try to 
leave some one will call out to stop you. That person will then introduce 
himself and all four fort members (one on each pad) then he'll go up the 
elevator. To access the elevator you only need to defeat 3 of the 4 

The leftmost person battles with this extra rule: Resistance is -10 
instead of -30. (1 Rocket Grunt Pack and 1 Moltres Pack)

The second to the left person (who is GR#4) demands that your deck have 
Psychic Energy. (1 Rocket Grunt Pack and 1 Bulbasaur Pack)

The third person needs you to have 6 Gastly + Haunter in your deck. Dark 
Haunter doesn't count. (1 Rocket R Pack and 1 Moltres Pack)

The rightmost person won't battle with Trainers in your deck. (1 Rocket R 
Pack and 1 Omanyte Pack)

When you go upstairs there will be some entrance dialog. The Fort Master 
will give you 2 Rocket Grunt Packs and the Mew Coin when you defeat him. 
The captive Grand Master will be released and he will give you movie 
Promo Dragonite Lv43.

  4i  COLORLESS ALTAR  (lit. Mu[shoku] no Saidan)

When you enter the altar, GRX (Rando) appears and taunts you before 

In the upper room there'll be three people, two of whom are blocking the 
path to the third. When you talk to one of them, they'll get out of the 
way so you can battle everyone.

The lowest person's battle requirements change every so often: 4 Double 
Colorless Energy, 4 Pidgey, or 4 Spearow. When you win, you'll get 2 
Moltres Packs. (See section 5c to learn to tell these three options
apart from each other.)

The middle person's battle requirements change also: 4 Dratini, 4 
Mysterious Fossil, or 4 Jigglypuff. (2 Mr. Mime Packs)

If you have defeated the two other people, the top person will battle 
you for 2 Omanyte Packs and the Snorlax Coin, if your deck has 4 Dark
cards. If you haven't defeated the  other people, he will battle you for 
2 Omanyte Packs but won't give you the coin until you have defeated the 
two other people. (Then, next time you talk to him, he'll give you the 

  4j  FINAL CUP (location: POKEMON DOME, GB1 Island)

The Final Cup may begin as soon as all 4 Grand Masters are rescued.

Courtney: Moltres (Fire)
Steve: Zapdos (Lightning)
Jack: Articuno (Water)
Rod: Dragonite (various)

Between opponents you will have an opportunity to save (HINT!) and edit 
your deck.

After you defeat them all, you will receive 1 copy of each of the 
Legendary cards.


If you have the Mew Coin and the Snorlax Coin, talk to the ladies on 
either side of the room and they'll insert the coins in the doors to open 
them. As soon as the door opens, Rando will come out to battle you for a 
Super Energy Retrieval.

There will be some opening dialog, and the invitation to duel by the 1st 
Rocket King attendant, whose battle requirements are 1 of each Legendary 
card. (You can decline the invitation at this point if you want.)

If you defeat him, you receive 1 Rocket R Pack and 1 Mr. Mime Pack, as 
well an invitation to fight the 2nd attendant. (You can decline this 
invitation also.)

If you defeat her, you'll get 1 Rocket Grunt Pack and 1 Pidgeot Pack. 
Then you are taken to the Great Rocket King Biruricchi and asked to 
battle. (You can say no.)

You will have to battle King Biruricchi several times. After each match, 
you will be asked whether or not to edit your deck or save (HINT!) before 
the second battle. After two wins, you will receive the Togepi Coin and 
GR's Mewtwo.

Then the credits will 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....)



All the trainers, what they give away, and their deck requirements.

(Please note that there has been some variations in the rounds of the 
game I have played, and sometimes the trainer will change their giveaway 
at some point during the course of the game, but basically this chart is 

   #1 Bulbasaur Pack
   #2 Moltres Pack
   #3 Omanyte Pack
   #4 Mr. Mime Pack
   #5 Pidgeot Pack
   #6 Rocket R Pack
   #7 Rocket Grunt Pack

  5a  GB1 ISLAND

   Matthew (Yasutomo): #1
   Ryan (Norio): #2
   Andrew (Johta): #1
   GENE (GENZOU): #3 + #4

   Chris (Tatsuroh): #2 + #1
   Michael (Masahiro): #3x2
   Jessica (Natsuki): won't fight, then #4
   MITCH (YAMAGUCHI): isn't there, then #5x2

   Brittany (Ayako): #1x2, then #4 + #1
   Kristin (Haruna): #3
   Heather (Misao): won't fight at first, then #3
   NIKKI (KUNIMI): #3x2

   Joseph (Souta): #2x2
   Erik (Masashi): #3
   David (Yasuyuki): #1x2
   RICK (KURUSHIMA): #3x2, then #5 + #3

   Joshua (Shintaroh): #1x2, then #5x2
   Sara (Mari): #2x2
   Amanda (Megumi): won't fight at first, then #4 + #3
   AMY (UTCHII): won't fight at first, then #4x2

   John (Takahashi): won't fight at first, then #4x2
   Jonathon (Masatoshi): #2x2
   Adam (Watarun): #1
   KEN (AKABANE): won't fight at first, then #5 + #4

   Nicholas (Sousuke): #1, then #5x2
   Brandon (Toshihiko): #3 + #2
   Jennifer (Yuka): #3
   ISAAC (TAKAHASHI): #1x2, then #4x2

   Daniel (Keita): won't fight, then #5
   Robert (Hiro): won't fight, then #4
   Stephanie (Rie): #1, then #1 + #4
   MURRAY (MIURA): won't fight, then #6 + #7

  5b  GB2 ISLAND

1st room: Midori (#6)
2nd room: Yuuta (#6)
3rd room: Miyuki (#6)  Deck Requirement: Grass Energy only
4th room: MORINO (#6)  Extra Rule: no status ailments for Grass Pokemon
  [NOTE--the name "Morino" could be translated to "Forrest"]

Lobby: Tappu (#2 + #1)
1st room: Renna (#6)  Deck Requirement: 4 Pikachu
2nd room: Ichikawa (#6)  Deck Requirement: Lightning Energy only
3rd room: KYASARIN (#6)  Extra Rule: All Lightning Pkmn do +10 damage
  [NOTE--the name "Kyasarin" is the Japanese form of "Katherine"]

1st room: Jyesu (#2)
2nd room: Yuuki (#6)  Deck Requirement: Fire Energy only
3rd room: Jouko (#6 + #7)  Deck Requirement: 4 Eevee
4th room: HIDEROU (#6 + #7)  Extra Rule: Fire Pkmn Weakness ignored

1st room: Miyajima (#2)  Deck Requirement: Water Energy only
2nd room: Senta (#4)  Deck Requirement: 4 Magikarp
3rd room: Aira (#6)  Extra Rule: only 3 cards on Bench
4th room: KONOKO (#6 + #7)  Extra Rule: Water Pkmn retreat cost -1

right room: Gureesu (#7 + #5)  Deck Requirement: Fighting Energy only
left room: Gouda (#7 + #4)  Deck Requirement: no [Super] Energy Removal
main room: KAMIYA (#6 + #7)  Extra Rule: Resistance to Fighting ignored
  [NOTE--the name "Gureese" is the Japanese form of "Grace"]

1st from left: Kebin: (#7 + #2)  Extra Rule: Resistance is -10 not -30
2nd from left: Miwa (#7 + #1)  Deck Requirement: Psychic Energy only
1st from right: Yousuke (#6 + #2)  Deck Requirement: 6 Gastly / Haunter
2nd from right: Ryouko (#6 + #3)  Deck Requirement: no Trainer cards
upper room: MAMI (#7)  Extra Rule: ??? (no Energy retrieved from trash?)
  [NOTE--the name "Kebin" is probably the Japanese form of "Kevin"]

1st: Nishigima (#2x2)  Deck Requirement: 4 D.Col.Energy, Pidgey, Spearow
2nd: Samejima (#4x2)  Deck Requirement: 4 Mys.Fossil, Dratini, Jigglypuff
3rd: ISHII (#3x2) Deck Requirement: 4 Dark cards

1st: Kanzaki (#6 + #4)  Deck Requirement: Each of the legendary cards
2nd: Rui (#7 + #5)  1 of her 3 Extra Rules
top room: BIRURICCHI (#7x2)


The two guys in the Colorless altar have random deck requirements. Thus,
the only way to know which card they're looking for is to read it in 
their dialogue. Since not all of us are kana-savvy, I've provided an 
ASCII version of all the possibilities:


------            |    |      +--+--+
          ----    |    |      |     |    "Miniryuu"
 ____             |    | __         |    = Dratini
         ______       /    |       /
_______           ___/   --+-  ___/

     |  |    |  ---  /   "Purin"
    /   |    |      /    = Jigglypuff
   /        /      /
  /      __/    __/

   /                                              _______   
--+-    \   | ___    _|__ _      ___     /  |        |       "Nanika
 /    |  \  |         |  \ \    / | \   /|  |__/    /_____   no Seki"
     _|_    |         |   \ \  |  |  |   |  |      /|    |   = Mysterious
    / | \   |         |   |    |  |  |   |  |     / |    |   Fossil
    \_|     | ----   /   \|     \/  /    |  |____   |____|   


   | ()             | ()
---+---          ---+---    "Poppo"
   |     | |  |     |       = Pidgey
 / | \       /    / | \
/  |  \    _/    /  |  \

   |           ____   ____||      /
---+--  ____      /      /    \  /    "Onisuzume"
  /|             /      /      \/     = Spearow
 / |   ______   / \    / \     /\
/  |           /   \  /   \   /  \

/________   /____      __    /_______           |               | ||
_|_|_|_|_  /____/__   /  \  /||__|__| --+--  ---+--   |  |    __|__
_|_|_|_|_   |  |  |  /    |  ||--+--|   |        /    |  |      |   _____
_|_|_|_|_   +------      /   |||[_]||   |       / \   |  |  | __|__
            |          /     |||___||   |    _/ |  \  |  | /    |
/  |  \  \  |_____|  /_____  ||_____| --+--     |    /   |/     |

= Double Colorless Energy



These are things you could very well want to do during the course of your 
game but are not critical to winning. (And because they're not critical
to winning, I have not explored them thoroughly...)

  6a  MR. ISHIHARA'S HOUSE (GB1 Island)


  6b  CHALLENGE HALL (GB1 Island)



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

Arai-Mon is in this room, monitoring the upper-right machine. When you talk 
to him, he is willing to battle with stacked decks to help with various 
principles of the game. 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      |  (Weakness and Resistance practice)
   | STEP 2      |  (status ailment practice)
   | STEP 3      |  (Pokemon Power practice)
   | STOP        |
Normal Duel is a regular, non-stacked duel between your personal deck and 
Arai-Mon's deck. Winning any of the 4 matches results in a booster reward.

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 

  6d  GAME CENTER (GB2 Island)

To do anything in the Game Center you need chips. Talk to the girl in the 
hall of the first room and she'll give you 10 chips. The lady behind the 
left counter keeps your chips and holds them for you when you leave the 
Game Center. (If she does not have your chips, you will not be permitted 
to leave.) The lady behind the right counter offers prizes.

To collect prizes, talk to the lady 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.

In the room directly above the main one, there are 3 activities: the Coin 
Toss Game, the Black Box, and Bill's Computer.

At the table is the Coin Toss Game. The cost is 1 chip. 
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.

The lower machine 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) it can be bought for 1000 chips
2) it can be traded for a Base Chansey Lv55
3) it can be won at the Challenge Cup
4) Rando gives you one

The topmost machine is called the Black Box. The cost is 5 chips. You 
choose from 1 to 5 of your own cards to send out. Then, later, you 
receive some cards back in your mail (that may or may not be the same 
cards or even the same number of cards). I'm not sure how it decides what 
cards you get back, but generally Rares come back to you, untraded.

In the third room there are slot machines and the Card Dungeon. The 
silver slot machines cost 1 chip and the gold ones cost 5 chips. You can 
figure the rest out.

The cost is 10 chips. To enter, talk to the purple-haired lady and say 
yes. (No is default.) You will then enter the first room. When you talk 
to the first guy (named Pawn) he'll 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 chips 
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.
     PAWN  bet 10 - win 20; 10 net
   KNIGHT  bet 10 - win 20; 10 net  *OR*  bet 20 - win 40; 20 net
   BISHOP  bet 10 - win 20; 10 net  *OR*  bet 30 - win 60; 30 net
     ROOK  bet 30 - win 60; 30 net  *OR*  bet 50 - win 100; 50 net
    QUEEN  bet 50 - win 100; 50 net  *OR*  bet 100 - win 200; 100 net
If you bet the highest and win all the time (save before battling!) then 
you will gain 210 chips each run through. This is the fastest and most 
secure way of gaining chips.

  6e  CHALLENGE HALL (GB2 Island)


If you get 50 consecutive wins on the machine, you'll get the Gengar 
Coin. (This is proven!)

  6f  MR. ISHIHARA'S HOUSE (GB2 Island)


  6g  SEALED FORT (GB2 Island)  (Fuuin no Toride)

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.

The row of golden statues are, from left to right:

       EJI: Wigglytuff Do-The-Wave Deck
  MAGICIAN: Classic Alakazam Stall Deck
  TOSHIRON: Grass / Water Deck
     PIERO: Solid Fire Deck
 TOBI-CHAN: -theme unclear-
 DEE (Dii): Legendary Zapdos Deck
MASQUERADE: Energy Removal Deck
      ANNA: Psychic Deck with Exeggutor
       YUI: Classic Raindance Deck

To challenge a Ghost Master to a duel, walk up to a statue and say "yes" 
to the prompt. Then you'll walk to the far end of the table and the Ghost 
Master will flicker in on the other side to battle. If you win you 
receive a Present Pack.

Supposedly this is where you can get the Lugia coin but I'm not sure how.



  7a  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 2-lettered choice (to the left) is Yes, and the 3-lettered choice (to 
the right) is No. No is usually selected by default, but not always, so 
don't get the two mixed up.

And please, learn to recognize the difference between Yes and No rather 
than play the game through trial and error. (Then when you play other 
Japanese games, people will be impressed that you know how to read kana.)


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     |
| COIN(S)  |
| EXIT     |

Shows your name, cards collected, game time, coin selected, and  GR coin
fragments collected.

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.

Brings you to the DECK MENU. (7c)

* MINICOM (short for "miniature computer")
Brings you to the MINICOM MENU. (7e)

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)

Brings you to the OPTIONS MENU. (7g)

  7c  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 holding the 3 cards 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:

| CHANGE NAME         STOP |

Takes you to the DECK EDITING MENU (7d)

Moves the Hand-With-The-Three-Cards so that the deck you've selected will
be the one used to battle.

Let's you change the deck's name.

Will bring you back to the previous menu. (7b)

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. (7b)


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-down buttons to go down into one of the sections and browse 
through all the cards. The number on the side 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 arrow buttons to 
scroll between the various card breakdown screens. To get out of that, 
press A at the last screen or press B at any screen.

To increase the number of copies of that card in your deck, press the 
right-left 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:

= <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.

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.

Will take you to the previous menu to continue changing your deck. 
(Pressing B will do this also.)

Lets you change the deck's name.

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.

It will ask you if you want to break up the deck--take all the cards out 
of it to make a black 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.

Will take you back to the 4-Deck Menu.

  7e  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. |

Will be explained below. (7f)

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.
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.

Will bring you back to the Main Menu.


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:

You have enough spare cards to reconstruct a copy of that deck.

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.)

You don't have enough cards to build that deck, even if another deck is 

Once you use the up-down arrow buttons to select a deck, the lower box  
will change to have these four options:


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.

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 tot he 4-option screen above.

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.


= MESSAGE SPEED ===============
| Slow   1  2  3  4  5   Fast |
| DUEL ANIMATION ==============
| Show All    Skip Some   None|
| Show All       Skip Some    |
| WINDOW COLOR ================
| Red    Blue   Green   Black |

MESSAGE SPEED should always be on 5. This ensures instant text in message 

When DUEL ANIMATION is on NONE, you can press/hold B during some parts of 
the duel and it will skip/quicken some animation--like drawing cards, for 
instance. 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 should be self-explanatory. Your choice here is a matter of 

EXIT OPTIONS will bring you back to the Main Menu.

  7h  PC MENU

The PCs are in the side room of each club and fort, in the far upper-left 
hand corner.

| CARD ALBUM      |
| RULES           |
| PRINT OUT       |
| SWITCH OFF      |

This is basically a picture checklist sorted by booster.

Dr. Ooyama will review your deck and give advice here.

This is basically a rulebook. Again, it's nothing you don't know already.

Since I don't have a Gameboy Printer I can't tell you more. Supposedly
it lets you print out card pictures.

Turns the PC off. Pressing B does this, too.




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 to see if he/she 
has deck requirements that your deck doesn't meet.

1) You and your opponent will each shuffle each other's decks. Then you 
will each draw 7 cards for your opening hand. If a player's hand does not 
contain at least 1 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 Trading Card Game.)
2) You will be shown your hand. Select 1 Basic Pokemon to be put in the 
Active position. Then you may choose up to 5 cards to be your Benched 
Pokemon. Press B when you are done setting up.
3) Prizes will be placed automatically.
4) You will flip a coin to see who goes first. Heads means you will go 
first, tails means your opponent will go first.

* DURING THE DUEL (your opponent's turn)
When it's your opponent's turn, you can do nothing. Wait patiently, and 
try to figure out what your opponent is up to.

* 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 
  - Put a Basic Pokemon on the Bench
  - Evolve a Pokemon
  - Attach an Energy card to 1 of your Pokemon (only once 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.

1) Paralysis fades. (Only for the Player whose card has spent 1 of their 
turns being Paralyzed.)
2) All Poisoned Pokemon take 10 damage (both yours and your opponent's), 
or 20 damage in special cases.
3) Flip 1 coin for all Asleep Pokemon (yours and your opponent's). If 
heads, that Pokemon is no longer Asleep.

1) A player wins if his or her opponent has no cards in his or her deck 
when he or she tries to draw a card at the beginning of his or her turn. 
2) A player wins if he or she draws all of his or her prizes.
3) A player wins if his or her opponent has no in-play Pokemon.

  8b  MAIN DUELING SCREEN (6-option default 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[#]  |
|  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 darkned, that Pokemon is Knocked Out (KO'ed).

Takes you to your hand. (8c)

Lets you check areas of the game table. (8d)

Allows you to retreat. (8e)

Lets you attack. (8f)

Lets you use a Pokemon Power. (8g)

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.


When you select the HAND option in the Main Dueling Screen, your hand 
will be shown:

| "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-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 the SELECT button on the Gameboy while viewing your 
hand, the cards will be sorted in order by type, Pokemon number, and 
experience level.

Will use the card to whatever parameters the card indicates. (Evolution 
cards will evolve, Benched Pokemon will be placed on your Bench, Trainer 
cards will be played.)

Will let you browse through the card breakdown screens, enabling you to 
view its text and other important battle information.

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.

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 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.

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). *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 (or on the first turn of the game).

If you try to view your hand but are not able to do so, you probably 
don't have anything in your hand to look at.


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      | 

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. 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).

It's a rulebook.

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 DISCARD PILE              |
YOUR POKEMON: Lists of all your In-Play Pokemon. Pressing SELECT will 
show you the types of 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.

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.)


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 you have a status ailment preventing movement (Sleep, 


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.

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 or some attack 
effect prevents you from using that attack.

Remember that when you attack your turn ends.


There are three types of Pokemon Powers:
1) the kind that are always on
2) the kind that have to be used
3) and the kind that are used only when the card is first 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 

At any time you may press A and look at a Pokemon's Power, but only if 
the Power is of the kind that has to used will you be asked whether or 
not you want to use the Power (Yes-No). Other types of powers are used


  9  CARD WHEREABOUTS: The location of each card

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 ones when it comes to card rarities and distribution.

  1) There is no distinction between Rare cards and Rare-Holographic 
cards in terms of rarity.
  2) Each booster comes with 1 Rare card, 3 Uncommon cards and 6 Common 
cards, making each booster exactly 10 cards big.
  3) The Mew the English TCG knows as 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.
  4) 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).

Cards have real-life equivalents from the following sets:

   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.

Booster Packs can be identified by the character on their packaging, but
they can also be identified by their pack number: 1 through 8.

  9a  BULBASAUR BOOSTER PACK  (Booster #1)

JAPANESE NAME: Hajimete no Pokemon (trans. "Begining Pokemon")

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
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
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
A28: (C) Base Pikachu Lv12
A29: (R) B-Deck (R)Raichu Lv33
A30: (R) B-Deck Electabuzz Lv30
A31: (R) Base Zapdos Lv64
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
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
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
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
E01: ( ) Grass Energy
E02: ( ) Fire Energy
E03: ( ) Water Energy
E04: ( ) Lightning Energy
E05: ( ) Fighting Energy
E06: ( ) Psychic Energy

  9b  MOLTRES BOOSTER PACK  (Booster #2)

JAPANESE NAME: Densetsu no Chikara (trans. "Legendary Power")

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
B13: (R) Base Arcanine Lv45
B14: (U) S-Deck Magmar Lv18
B15: (R) Jungle Flareon Lv28
B16: (R) Fossil Moltres Lv35
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
B28: (C) Gameboy Magnemite Lv14
B29: (R) Vending Magneton Lv30
B30: (R) Base Electabuzz Lv35
B31: (R) Jungle Jolteon Lv29
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
B41: (C) Base Abra Lv10
B42: (U) Base Kadabra Lv38
B43: (R) Vending Mewtwo Lv54
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
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
E07: (U) Double Colorless Energy

  9c  OMANYTE BOOSTER PACK  (Booster #3)

JAPANESE NAME: Shinka no Shima (trans. "Fossil Island")

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
C17: (U) Base Magmar Lv24
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
C30: (C) Jungle Pikachu Lv14
C31: (R) Fossil Raichu Lv45
C32: (C) Base Voltorb Lv10
C33: (R) Gameboy Electrode Lv35
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
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) Vending Gengar Lv38
C46: (U) Vending Hypno Lv30
C47: (U) Base Jynx Lv23
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
C54: (R) Itemfinder
C55: (R) Super Energy Removal
C56: (C) Mysterious Fossil
C57: (R) Computer Search
C58: (R) Clefairy Doll
C59: (C) Poke Ball

  9d  MR. MIME BOOSTER PACK  (Booster #4)

JAPANESE NAME: Chou BATORU (trans. "Super Battle", or
                                      "Psychic / Fighting")

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
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
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
D26: (R) Base Raichu Lv40
D27: (C) Base Magnemite Lv13
D28: (R) Base Magneton Lv28
D29: (U) Gameboy Jolteon Lv24
D30: (U) Vending Graveler Lv27
D31: (R) Vending Rhydon Lv37
D32: (R) Fossil Kabutops Lv30
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
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
D49: (U) Fossil Excavation
D50: (C) Gambler
D51: (R) Moon Stone
D52: (R) Imposter Professor Oak
D53: (R) Lass
D54: (C) Recycle

  9e  PIDGEOT BOOSTER PACK  (Booster #5)

JAPANESE NAME: Soratobu Pokemon (trans. "Flying Pokemon")

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) SVending Weezing Lv26
F07: (C) Vending Ponyta Lv8
F08: (U) Vending Rapidash Lv30
F09: (C) Vending Magmar Lv27
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
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
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
F38: (C) Vending Abra Lv8
F39: (R) Vending Kadabra Lv39
F40: (C) Vending Slowbro Lv35
F41: (R) Vending Haunter Lv25
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
F52: (U) Mr. Fuji
F53: (R) Pokemon Recall
F54: (U) Poke Flute
F55: (R) Master Ball
F56: (U) Maintenance

  9f  ROCKET R BOOSTER PACK  (Booster #6)

JAPANESE NAME: Warera ROKETTO-Dan (trans. "We are the Rockets")

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
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
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
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
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
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
G45: (U) Max Revive
G46: (R) Devolution Spray
G47: (U) The Boss's Way
E08: (C) Potion Energy
E09: (C) Full Heal Energy
E10: (R) Rainbow Energy

  9g  ROCKET GRUNT PACK  (Booster #7)

JAPANESE NAME: ROKETTO-Dan no Yabou (trans. "The Rockets' Ambition")

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
H12: (R) Gameboy Dark Ninetales Lv28
H13: (C) Vending Growlithe Lv16
H14: (R) Vending Moltres Lv37
H15: (C) Rocket Psyduck Lv16
H16: (U) Rocket Dark Golduck Lv23
H17: (U) Gameboy Dark Starmie Lv27
H18: (R) Vending Articuno Lv34
H19: (R) Gameboy Dark Raichu Lv31
H20: (R) Vending Zapdos Lv28
H21: (U) Vending Onix Lv25
H22: (U) Gameboy Dark Marowak Lv27
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
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
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
E11: (U) Recycle Energy


P01: Venusaur Lv67
P02: Charizard Lv76
P03: Arcanine Lv34
P04: Moltres Lv40
P05: Blastoise Lv52
P06: Magikarp Lv10
P07: Omastar Lv36
P08: Articuno Lv37
P09: Marill Lv17
P10: Pikachu Lv13
P11: Pikachu Lv16
P12: Pikachu Lv16
P13: Flying Pikachu Lv12
P14: Flying Pikachu Lv12
P15: Surfing Pikachu Lv13
P16: Surfing Pikachu Lv13
P17: Electabuzz Lv20
P18: Zapdos Lv68
P19: Diglett Lv16
P20: Dugtrio Lv40
P21: Mankey Lv7
P22: Machamp Lv54
P23: Golem Lv37
P24: Alakazam Lv45
P25: Slowpoke Lv9
P26: Gengar Lv40
P27: Mewtwo Lv30
P28: Mewtwo Lv60
P29: Mewtwo Lv60
P30: GR's Mewtwo Lv35
P31: Mew Lv8
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
P42: Imakuni?
P43: Super Energy Retrieval
P44: Computer Error
P45: Bill's Computer

PXX: Venusaur Lv64
PXX: Mew Lv15
PXX: Lugia Lv55
PXX: Here Comes Team Rocket!

PXX cards are "phantom cards" and can only be obtained through CardPop!, 
cheating, or trading someone who has CardPop!ed or cheated.

  9i  PRESENT PACK (Meowth Booster 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.

Normal 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 this will give you a 
chance to get cards from the other boosters. However, during late 
gameplay they can be a terrible way to find the card you want because 
they are random from every pack--a random 396 cards instead of a random 
50 or 60 cards--and the chance of getting the card you want is 
dramatically lowered. If you are looking for a particular card, find the 
booster you need to get and battle a person that gives you that booster.


  Battle Club:       Fossil Hitmonlee Lv27 --> Mewtwo Lv60 B
  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 B

  GR Grass Fort:     Dark Venusaur Lv37 --> Venusaur Lv67
  GR Lightning Fort: Dark Raichu Lv31 --> Pikachu Lv16 A
  GR Fire Fort:      Dark Charizard Lv38 --> Charizard Lv76
  GR Water Fort:     Dark Blastoise Lv28 --> Blastoise Lv52
  GR Psychic Fort:   Dark Hypno Lv26 --> Mewtwo Lv60 A
  GR Challenge Hall: Base Chansey Lv55 --> Bill's Computer

  Dark Persian Lv28
  Bill's Computer
  (plus random promos)

  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

  Vending Clefairy Lv15 --> Flying Pikachu Lv12
  Jungle Clefable Lv34 --> Togepi Lv8
  Fossil Dragonite Lv45 --> Marill Lv17
  Vending Moltres Lv37 --> Surfing Pikachu Lv13 ??
  + ????

  After you get the 2nd GR Coin Fragment, Rando will come and battle you 
for Super Energy Retrieval
  After getting the GR Grass Fort Coin, Rando will fight for a Computer 

  Defeat Imakuni? 3 times to receive his Promo.

  GR Grass Fort: rescue the GB1 Science Club Master to get Hungry Snorlax
  GR Lightning Fort: rescue Grand Master Steve to get Electabuzz Lv20
  GR Fire Fort: rescue Grand Master Courtney to get Arcanine Lv34
  GR Water Fort: rescue Grand Master Jack to get Magikarp Lv10
  GR Fighting Fort: Diglett Lv16 is in one of the maze chests
  GR Fighting Fort: Grace's chest yields Promo Dugtrio Lv40
  GR Fighting Fort: rescue the GB1 Battle Club Master for Cool Porygon
  GR Psychic Fort: rescue Grand Master Rod to get Dragonite Lv43

LEGENDARY CARDS: (received at the Pokemon Dome)
  Moltres Lv40
  Zapdos Lv68
  Articuno Lv37
  Dragonite Lv41

  GR's Mewtwo

  2000 Venusaur Lv64
  2000 Mew Lv15
  1000 Bill's Computer
  Mew Lv8 (if you win the Coin Toss Game)

  Venusaur Lv64
  Mew Lv15
  Lugia Lv55
  Here Comes Team Rocket!

I haven't run into the other 8 promos in the normal course of my game, so 
if anyone can give me information about how to get these cards, please 
let me know. The cards are:

P10: Pikachu Lv13
P14: Flying Pikachu Lv12
P15: Surfing Pikachu Lv13
P21: Mankey Lv7
P25: Slowpoke Lv9
P27: Mewtwo Lv30
P35: Farfetch'd Lv20


  10  THE END


I can be reached at alamedyang @ mac.com (more urgent mail, please) or
alamedyang @ hotmail.com (less urgent mail, please).

I accept comments, suggestions, certain requests, and tasteful,
intelligent complaints. (No mindless flames or spam, please! Don't make
me block you!)


Also see my card spoilers / translations for this game, which is 
avaliable wherever this document is found.


Please note that I did not copy anyone else's FAQ/walkthrough/guide.

All present information is based on actual text in the game, not on
guesswork. Though because I'm not a native speaker of Japanese and
because I don't have the best dictionaries in the world, there may be
some errors in the finer story points or "club politics" in my
translations. This is only to be expected, and I can guarantee that no
harm will come to you or your game as a result of such errors in this
guide. The same, I cannot be blamed if your cartridge is erased or
damaged because of something you yourself did to it (like dropping it in
a bucket of water, stepping on it, hitting it with a hammer, but
especially using a cheat incorrectly).

This document is only allowed in the following places:
If this document is at any other place without my being asked and my 
giving permission (and without my listing them in this portion of the
document), then they have theived it from me and are bad and should be
boycotted or something as punishment.

Copyright (C) by "Alamedyang"
10/2001, 7-8/2002, 7/2003, 1/2004