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- Fighting Club cheat sheet:
- Right doorway, up, right, down, booster, right, up
- Down, left, up, up, up, booster, left, up, left, left, down, left, up
- (Or skip booster: Fall into pit, left doorway, up, up, left, up, up)
- Down, right, down into pit, climb stairs, duel Brutus
- Black Box Zapdos: Base Set Raichu (Assault) + Base Set Zapdos (Premier) + Dark Raichu (Ambition) (You will never get this probably, but if you have these cards and use the Black Box in the Game Corner, you'll get the legendary Zapdos early, which you should probably use as much as possible, including in the Pokemon Dome. I'll be looking into a more plausible Zapdos route that gets Dark Raichu from Card Pop and Black Boxes 5 Pikachus together to get the Raichu)
- Auto Deck Machine Packs (Save pack 1 and 2 if you're scared about Colorless Altar; I like to open pack 2 if I haven't gotten a 4th PlusPower, and pack 1 can have a 4th Oak or Full Heals):
- 1 - Pikachu, Gastly/Haunter
- 2 - DCE, Spearow, Jigglypuff, Dratini
- 3 - Pikachu, Fossil, Gastly/Haunter
- 4 - Spearow, Pidgey, Haunter (rare)
- Booster manip note: You need to enter your file in a 3 or 4-frame window as the text is loading. This is the "easy" frame in manip runs. The rare will be Vaporeon
- If you're one frame early, the rare will be Wigglytuff
- If you're late, it'll be Kangaskhan or Venusaur
- Then, to get Computer Search instead of Articuno, delay exiting Kristin's text just a tad, so you have enough time to run to Heather before RNG advances.
- For 1-color decks, I try to have a bare minimum of 10 Energy in the deck. As your trainer base gets bigger and bigger, this can be difficult to do, especially for the Machop+Spearow edit (that's about the only time I may take out some "ALWAYS MAX" trainers).
- For 2-color decks early on, I like to have at least maybe 7 or 8 of each. Go slightly heavier on Fire Energy for Ember discarding.
- My trainer base is something like this:
- ALWAYS MAX Bill, Challenge, Oak, Energy Search, PlusPower, Energy Removal, Potion, Defender, Full Heal, Computer Search, Item Finder, Rocket's Sneak Attack, The Rocket's Trap
- (Maybe reduce Potion if you got lucky, but I often have 0-1 Defender. and maybe 2 Max on Sneak/Traps, but you'll probably only have 1)
- 2-4 Bill's Teleporter (I tend to reduce this if needed for energy)
- 2 Gust, 2 Switch (could reduce to 1)
- 1 Super Energy Removal, 1 Super Potion, 1 Poke Ball, 1 Pokemon Trader (could remove late game, especially when using 1 pokemon decks)
- These RECONs mean just use that family (Bulbasaur+Ivysaur, Charmander+Charmeleon, etc), and edit your energy types accordingly.
- This is what ends up being in the deck machine with this route (slot 6 and used to minimize keypresses)
- Slot 1: Charmander only deck
- Slot 2: Electric/Fighting deck, overwritten with Magikarp deck
- Slot 6: Electric only deck
- Card Pop manip note: after the Card Pop, RNG is fixed depending on what card you got; this means if you run straight to Brittany, there's only a couple fight options. most of them suck though. the game autosaves at the Card Pop so if its a bad fight, resetting and continuing from diary is okay. if you know it's a bad one, open the menu briefly and close it to advance RNG some random amount (or save in front of her)
- This manip gets both a Sneak and a Trap option, as I'm really not sure which is more useful in real time speedruns. Sneak's guaranteed nature is handy, but can't do anything if they have no trainers in hand. Trap's reliance on a coin flip can prevent it from being used but its effect can be massive and prevent energy placement. It also has a Challenge/Teleporter if you're way early, and a Pikachu (I've had to use the mail to get a 4th Pikachu before...)
- If you want a double Sneak or double Trap manip, consult the manip routes.
- Mash A L A
- Doo doo doo, doo, doo, doo, doo doo doo, doo, doo, doo
- A
- Doo doo doo, doo, doo, doo
- Select gender on second slow note, confirm name on last fast note (6 seconds)
- Male named X, or female named W (RNG3 values in parentheses)
- Weepinbell_LV28, Psyduck_LV15, Mew_LV23, Oddish_LV21, Mankey_LV7, Dark_Golbat, Challenge! (55), Flareon_LV22_(GB), Pinsir_LV24, Abra_LV10, Bill's_Teleporter (59), Dark_Venusaur, Tangela_LV8_(GB), Sandslash_LV35, Wigglytuff_LV36, Dark_Primeape, Arcanine_LV45, Dark_Wartortle, Pikachu_LV12, The_Rocket's_Trap (68), Poliwag_LV15, Magnemite_LV14, Rocket's_Sneak_Attack (71), Kingler_LV27, Lass, Rainbow_Energy, Potion, Graveler_LV28, Venomoth_LV28, Dodrio_LV25, Raichu_LV32
- Abra YES (2nd prize)
- Dark Primeape ???
- Arcanine NO
- Dark Wartortle MEH (char lead)/YES
- Pikachu YES/NO
- The Rocket's Trap NO
- Poliwag NO
- Magnemite MEH?/MEH
- Rocket's Sneak Attack NO
- Kingler MEH
- Lass NO
- Rainbow MEH (Dig lead)
- Potion MEH
- [Grass Club], free booster packs, duel [Brittany]
- Save in front of Kristin, reset, get Vaporeon pack, then Comp Search pack
- [Ishihara's House] to Nikki, get free deck, go to [Rock Club]
- OPEN MAIL PACK 1 if you want, dismantle Starter Deck, RECON: Bulbasaur only, [Gene]
- [Grass/Science Club], DISMANTLE SLOT 1, RECON: Bulbasaur/Charmander/Magmar
- (+ 2 Search, 1 Oak, 1 Gust)
- [Water Club], RECON: Charmander/Magmar ONLY, GR3, then [Fire Club], RECON/SAVE: Dismantle top, improve deck, SAVE TO MACHINE, GR3 again
- (+ 2 Search, 1 Oak, 1 Full Heal, 1 Trader, 1 Bill, Fire Energy)
- Lose to Ronald
- [Lightning Club], Nicholas, Isaac
- (Use Dugtrio against Murray if you have it)
- [Psychic Club], duel Murray (Blink Kadabra is huge threat)
- RECON: OPEN MAIL PACK 2, dismantle first slot deck, remove Chars (keep Magmar), add Pikachu, Speedball Voltorb, trainers
- (+ 1 Super Potion, 1 Energy Retrieval, 2 Potion, 1 Full Heal, 2 Bill)
- Duel GR4
- [Fighting Club], RECON/SAVE (SLOT 2): Remove Magmar, remove Energy Retrieval, go up to 4 Pikachu, add Diglett/Hitmonchan, SAVE, fight GR1
- Airport
- [Grass Fortress]
- Lose to Ronald (win if possible, you get a Rocket/Ambition pack)
- LOAD/RECON/SAVE: Fire Deck, add Rocket Charmanders/Trainers, Full Heal Energy?, remove Magmar if Flame Tail count is high (3/4), overwrite old Fire deck
- BEFORE [THIRD DUEL]:
- RECON: Grass Energy ONLY, Bulbasaur/Ivysaur, Scyther if you have it
- SAVE BEFORE DUEL (poison-heavy deck, watch out for upskirt grimer, he's insanely strong)
- AFTER THIRD DUEL, reload Fire deck
- [Electric Fortress]
- LOAD: Slot 2, make sure you're at 4 Pikachu
- Duel Pikachu girl
- RECON/SAVE (SLOT 6): Lightning Energy only, speedball Voltorbs, good Electabuzz if you have it, vending Raichu filler? (This edit always needs filler, you have a low amount of Lightning energy. Vending Raichu kinda sucks, but its Thunderbolt can be good for a last turn attack)
- SAVE BEFORE DUEL, duel Chip (one of the hardest duels)
- LOAD/RECON: Electric/Fighting Deck (slot 2), reduce Pikachu to add more Speedball Voltorb? or just go for it
- Duel leader (Electric do +10; Speedball Voltorb one-shots Doduos), leave
- [Water Fortress] (right/down)
- Always save before duels where you use Magikarp, and know when you won't be able to Rapid Evolve in time. They can be very hard duels, especially because these trainers have a lot of Energy Removals.
- RECON/SAVE (SLOT 2): Water Energy, Magikarp/Gyarados (and Dewgong?) (OVERWRITE SLOT 2) (You NEED 4 Magikarp in it for a deck requirement; if you don't have 4 Rocket Magikarp, be sure to remove the Base Set Magikarps in the Dome)
- Save, fight Jacob and Cody
- LOAD: Lightning Deck (SLOT 6)
- Duel Alex and Brooke, lose to Ronald
- [Fire Fortress] (up/up)
- Oddly, Water types are never used here. Magikarp is far too flimsy to survive against Flame Tail Charmanders and Magmars, there's a fire energy only duel, Charmander/Charmeleon is generally the most reliable Stage 1 in the game, and the leader's special rule is that Fire types have no weakness.
- LOAD: Fire Deck (slot 1) (Max out Flame Tails now)
- Duel Jess and Kara
- RECON: Add 4 Eevees
- Duel Ellen (Save first, reset if Eevee only in hand)
- LOAD: Fire Deck (slot 1)
- Duel Bernard
- [Fighting Fortress] (right/right)
- Right doorway, up, right, down, booster, right, up
- RECON: ONLY FIGHTING ENERGY, Farfetch'd only
- Down, left, up, up, up, booster, left, up, left, left, down, left, up
- RECON: Grass Energy, Bulbasaur/Ivysaur, NO ENERGY REMOVALS
- Down, right, down into pit, climb stairs
- Readd Energy Removals, duel Brutus
- [Psychic Stronghold] (up)
- CREATE NEW DECK: Hungry Snorlax, energies (DCE/FULL HEAL/POTION)
- Fight no trainers girl (top right)
- Dismantle that deck, RECON: Hungry Snorlax, Psychic energy only
- Fight left 2 people and the boss (Fight girl first, then add DCE/Heal/Potion energy before left guy)
- The boss is probably the worst duel in the game; the only thing that can kill you, however, is being shuffled into the deck by Dark Gengar. She has a ton of Energy Removals, and even Computer Search/Item Finders for them. I suggest resetting over a Kangaskhan lead. Slowpoke lead is easy, will stay in forever, and shuffles her deck (making her lose her stacked top). If you can make it to turn 3 without being removaled, you should be fairly good.
- [Airport] (left/left/left/etc), then Pokemon Dome
- LOAD/RECON/SAVE: Water Deck (slot 2), improve the Trainers (Challenge!, Fossils, etc), overwrite Water Deck
- Fight Courtney
- LOAD: Fire Deck (Slot 1), improve a few trainers quickly (or use Dugtrio?)
- SAVE, fight Steve (Be super weary of Electabuzz lead)
- LOAD: Water Deck (Slot 2)
- SAVE, fight Jack, SAVE, fight Rod, go to Airport
- [Colorless Altar] (right/right/right/etc/down)
- BE VERY CAREFUL HERE, as saving with a bad requirement already given means run over. Edit and save before talking to them for the first time. Check for requirements (bottom to top):
- 4 Double Colorless or [[Spearow]] or Pidgey? (You will probably only have 1 Pidgey)
- 4 Jigglypuff or Dratini or Mysterious Fossil? (Fossil preferred, so you're guaranteed Zapdos. Dratini is the most common)
- 4 [[Dark Pokemon]]. Use Dark Raticate probably
- When you're not guaranteed Zapdos (only 20% chance here), it can be fairly frustrating to have to reset over both the condition, and not having a way to get Zapdos out... It's smart, especially on the middle fight, to get the criteria first, say no, save it, then you can reset over the fight easier.
- If you're short just one Jigglypuff/Dratini, you can use pack 2. Or short one Fossil, use pack 3 or fight top guy first. Short Spearows, you could try doing the top and middle fights first to get Spearows (middle guy gives packs with Spearow); save Zapdos deck to the deck machine to load after Machop/Machoke
- Auto Deck Machine Packs:
- 1 - Pikachu, Gastly/Haunter
- 2 - DCE, Spearow, Jigglypuff, Dratini
- 3 - Pikachu, Fossil, Gastly/Haunter
- 4 - Spearow, Pidgey, Haunter (rare)
- RECON FOR BOTTOM GUY: Machop/Machoke! Energy will be tight here, but Machoke works far better than Zapdos against his army of 90-120 HP basics.
- RECON FOR TOP TWO: Zapdos deck + Whatever they want (REMOVE POKEBALL, TRADER, FOSSIL, MAX OUT SWITCH, MAX OUT LIGHTNING ENERGY)
- After all three, to lose to Ronald, remove Zapdos and replace it with an easy Basic (base set Pidgey is good if you have one; it's at the top of colorless, and has Whirlwind), DO NOT USE A PSYCHIC-RESIST POKE
- [GR Castle] (left/right), lose to Ronald
- RECON FOR FIRST DUEL: Add the Legendary Cards, and SAVE
- After duel, say no and remove Moltres/Articuno, REMOVE THE 4 SWITCH, ADD MAX GOOP GAS ATTACK!!, and Bill's Teleporters (The girl can have Mr. Mime, which walls Zapdos)
- Finish, it should be free from here since you have only Zapdos
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